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Thread Statistics | Show CCP posts - 7 post(s) |
Rek Seven
Art Of Explosions 404 Hole Not Found
2178
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Posted - 2016.04.06 12:53:46 -
[91] - Quote
At first glance, these changes sound exciting but after i took some time to think about it, these changes do not improve the wormhole experience as they should. I believe CCP goal with these changes are as follows:
1. To stop wormhole sites from being farmed 2. To encourage site running outside of your home system 3. To dissuade people from using capitals
I think most people will agree that points 1 & 2 are good design goal but I doubt any reasonable person would want capita wormhole gameplay to suffer as it will do in the new system... which it will because the risks are not balanced with the rewards.
How it will shape out
People will farm there static connections in sub capital fleets without fully completing the site, to prevent the Drifter from spawning. Once players figure out how to deal with the Drifter without losing a ship, they may kill the drifter. However, if the drifter takes too long to kill using sub caps, it will probably be better not to spawn it and just move to the next site.
It will be vary rare that capitals are used outside of a home system for two reasons - firstly because you can currently only bring one through your connection and have it safely return and secondly because the maximum you can home to receive from doing this is an extra 50 million.
So, what we will see is less capitals in space and instead, people will switch to more mobile harder to catch sub-capitals, that can disengage from the site and roll their hole at the first sign of trouble.
How is should be
People have been saying for years that wormhole PVE should be more interesting and typically site the following as good ways to do this:
1. Add a random aspect to site spawning to make it less predictable 2. Stop people farming the same site for multiple days 3. Encourage site running in the static
The proposed changes do not do what we have been asking for and in has a huge potential of ruining wormholes space PVE in C5/C6 systems. However, with a few modifications CCP's plan could achieve the above design goals.
Firstly, capital escalations should still be a thing that rewards bringing capital ships, while at the same time making sites more challenging. I propose that it only takes One capital to fully escalate the site. However, the escalation sleepers will come in randomly timed waves. For example, you warp a dread on field and the first escalation immediately spawns but a random timer also starts in the background, so that sometime in the next 3 minutes, the next wave will spawn. The combined escalation value needs to be enough to encourage you to risk your ship... 400 mil should do it (a 10th of the cost of a dread).
Secondly, to stop sites from being farm-able, the site should simply de-spawn within a couple hours of 3 sleepers being killed in the first wave.
And lastly, the Drifter should be somewhat random and it should be extremely more valuable. The appearance of the drifter should be chance based, as follows: * A very small chance (10-20%) of a drifter spawining if you run a site without capitals. * A medium chance (50-60%) if you use one capital * A high chance (80-90%) if you use multiple capitals
The Drifter should also come in different forms depending on your fleet. For example, there should be a high neut power one if you bring a force auxiliary, i high alpha one if you only have sub-caps and one with a super weapon if you bring multiple caps. The different forms should be a little random though, to keep us guessing. I t
Also i think the drifter should be valued at between 700m-1b to make it worth hunting them and to make up for the removal of the ability to farm the same site.
I believe that the amendments I'm proposing will make capital escalation far more interesting and actually worth the time an effort to run. At the same time, we would see more people doing things outside of their home system which will also be great for the PVP community.
The wishlist is pretty much complete...
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Anthar Thebess
1488
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Posted - 2016.04.06 13:28:09 -
[92] - Quote
Maybe CCP could introduce new rig, that will reduce mass at the big cost of the structure. Capital size only, using sleeper salvage as material requirements.
Stop discrimination, help in a fight against terrorists
Show your support to The Cause!
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Obil Que
Star Explorers Reckoning Star Alliance
398
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Posted - 2016.04.06 13:42:18 -
[93] - Quote
Anthar Thebess wrote:Maybe CCP could introduce new rig, that will reduce mass at the big cost of the structure. Using sleeper salvage as build materials. Perfect for wormhole space - adding interesting aspect of wormhole travels.
Too easily gamed Install rig Jump hole Remove rig Fight Install new rig Return |
Anthar Thebess
1488
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Posted - 2016.04.06 14:01:28 -
[94] - Quote
Obil Que wrote:Anthar Thebess wrote:Maybe CCP could introduce new rig, that will reduce mass at the big cost of the structure. Using sleeper salvage as build materials. Perfect for wormhole space - adding interesting aspect of wormhole travels. Too easily gamed Install rig Jump hole Remove rig Fight Install new rig Return
Not so easy if the material requirements will be proper. If single capital rig will cost you 400mil, you will not destroy it just to farm some sites - hole invasion is totally different thing. But as WH will have now citadels, ability to field more capitals is good trade.
Just some thought, maybe this rig could use sleeper salvage and blue loot as production materials.
Stop discrimination, help in a fight against terrorists
Show your support to The Cause!
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Eva Ambrosa
Bros Before Holes The Devils' Rejects
3
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Posted - 2016.04.06 19:53:26 -
[95] - Quote
As CEO of Bro's I mostly support this idea. Full disclaimer: We were in the midst of setting up a Jew hole in a c5 (we live in a c4 >c5/c4) when news of changes coming to escalations was announced, so we put it on hold.
That said, the concept of solo escalating dreads was broken, though I'm sad we didn't get to enjoy it (who doesn't like to take advantage of broken mechanics!!!), we're one of the young up-and-coming corps and that sorta comes to the territory with being late to the game.
If sites spawn more frequently that does sound appealing as one could conceivably run say 10 sites, spawning 10 drifters, then warp a cap fleet onto one of them (as the other 9 warp to defend it) and have a pretty awesome fight on your hands worth about 3.5b, sounds pretty fun to me?
Anyway, also excited about giving C4 space something new. We didn't move to C5 space before because we didn't think we were big enough, now we're big enough and I'm hesitant to give up having two statics. Give high class space 2 statics and I might feel differently but making C4 space more exciting by adding drifters helps too! |
Valyn Horn
Boys in Plaid
5
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Posted - 2016.04.07 06:48:12 -
[96] - Quote
Most of my corp is pretty unhappy with the reduced income potential. We figure we may as well move to renter null and live the easier life. We didn't fit up a 20B isk escalation fleet to make chump change.
You should at minimum keep the original escalation income on top of the added drifter income. Keep in mind that with the old system of farming the sites you could have made 2.6B in the 4 escalation days (not including clearing the site on 4th day). So keeping the old escalation income + drifter income would give us a new site value of around 1B, which is a big reduction from our old potential site value of 2.6B. But still much better than the new proposed site value of 600ish mil. If anything, the drifter should be worth twice as much, or even a bil.
Maybe if you up the site spawn rate to compensate, and/or fix the problem with site accumulation in dead systems the changes would be viable. But all the stated changes, with none of the compensation just means we're moving out. We won't care that much. |
Eva Ambrosa
Bros Before Holes The Devils' Rejects
3
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Posted - 2016.04.07 13:51:41 -
[97] - Quote
Valyn Horn wrote:Most of my corp is pretty unhappy with the reduced income potential. We figure we may as well move to renter null and live the easier life. We didn't fit up a 20B isk escalation fleet to make chump change.
You should at minimum keep the original escalation income on top of the added drifter income. Keep in mind that with the old system of farming the sites you could have made 2.6B in the 4 escalation days (not including clearing the site on 4th day). So keeping the old escalation income + drifter income would give us a new site value of around 1B, which is a big reduction from our old potential site value of 2.6B. But still much better than the new proposed site value of 600ish mil. If anything, the drifter should be worth twice as much, or even a bil.
Maybe if you up the site spawn rate to compensate, and/or fix the problem with site accumulation in dead systems the changes would be viable. But all the stated changes, with none of the compensation just means we're moving out. We won't care that much.
But do you really just live in wormhole space to farm isk? I mean, for most of my guys this isn't a significant enough change to affect the viability of WH space. It's still significantly more profitable then null/incursions, we still love the mechanics of WH space and the nature of PVP.
Even if you do live out here for just ISK, you can make 600m/h dual boxing in a static C5 with very little risk (1.2b in ships on grid) and limited or no setup time (don't have to roll/crit holes). Where else in eve can you make even close to that amount with so little ISK on grid?
That said, I mostly agree that the value of the drifters should be about twice what it is if CCP is expecting folks to use 6B dreads to kill them. I like using 10% as a general rule for w-space, ~10% of the value of ships used to clear the site should be dropped in blue loot and salvage. |
ISD Gallifreyan
ISD Community Communications Liaisons
337
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Posted - 2016.04.07 19:15:47 -
[98] - Quote
Eva Ambrosa wrote:As CEO of Bro's I mostly support this idea. Full disclaimer: We were in the midst of setting up a [Isk Printing] hole in a c5 (we live in a c4 >c5/c4) when news of changes coming to escalations was announced, so we put it on hold.
That said, the concept of solo escalating dreads was broken, though I'm sad we didn't get to enjoy it (who doesn't like to take advantage of broken mechanics!!!), we're one of the young up-and-coming corps and that sorta comes to the territory with being late to the game.
If sites spawn more frequently that does sound appealing as one could conceivably run say 10 sites, spawning 10 drifters, then warp a cap fleet onto one of them (as the other 9 warp to defend it) and have a pretty awesome fight on your hands worth about 3.5b, sounds pretty fun to me?
Anyway, also excited about giving C4 space something new. We didn't move to C5 space before because we didn't think we were big enough, now we're big enough and I'm hesitant to give up having two statics. Give high class space 2 statics and I might feel differently but making C4 space more exciting by adding drifters helps too!
[Edited by ISD Gallifreyan] Lets just keep the racial stereotypes out of the conversation. It seems unintentional so we will chalk it up as a warning and let it go.
ISD Gallifreyan
Lt. Commander
Community Communication Liaisons (CCL)
Interstellar Services Department
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Valyn Horn
Boys in Plaid
6
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Posted - 2016.04.07 20:47:50 -
[99] - Quote
Eva Ambrosa wrote:Valyn Horn wrote:Most of my corp is pretty unhappy with the reduced income potential. We figure we may as well move to renter null and live the easier life. We didn't fit up a 20B isk escalation fleet to make chump change.
You should at minimum keep the original escalation income on top of the added drifter income. Keep in mind that with the old system of farming the sites you could have made 2.6B in the 4 escalation days (not including clearing the site on 4th day). So keeping the old escalation income + drifter income would give us a new site value of around 1B, which is a big reduction from our old potential site value of 2.6B. But still much better than the new proposed site value of 600ish mil. If anything, the drifter should be worth twice as much, or even a bil.
Maybe if you up the site spawn rate to compensate, and/or fix the problem with site accumulation in dead systems the changes would be viable. But all the stated changes, with none of the compensation just means we're moving out. We won't care that much. But do you really just live in wormhole space to farm isk? I mean, for most of my guys this isn't a significant enough change to affect the viability of WH space. It's still significantly more profitable then null/incursions, we still love the mechanics of WH space and the nature of PVP. Even if you do live out here for just ISK, you can make 600m/h dual boxing in a static C5 with very little risk (1.2b in ships on grid) and limited or no setup time (don't have to roll/crit holes). Where else in eve can you make even close to that amount with so little ISK on grid? That said, I mostly agree that the value of the drifters should be about twice what it is if CCP is expecting folks to use 6B dreads to kill them. I like using 10% as a general rule for w-space, ~10% of the value of ships used to clear the site should be dropped in blue loot and salvage.
Maybe not ONLY for ISK, but the main reason behind WH life for us was isk. And maybe we won't up and leave, but it sounds like we may not bother with the escalations. We have a Static C4, so we may end up farming easier sites at a faster rate with less expensive ships. Which is annoying considering the amount of money we expended on our capital fleet for them to be mothballed. But isk farming will always follow the path of least resistance.
I imagine what will happen is we won't bother with our own sites as much and speed farm C4 sites more regularly. Then maybe if visitors spawn some drifters and accumulate in system, we will clean them up once in a while for some burst income.
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TurAmarth ElRandir
H.E.L.P.e.R
74
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Posted - 2016.04.08 05:52:23 -
[100] - Quote
Hope this gets answered... here goes.
We live in a C4 and run C5's for ISK... but we are not a large corp so while "Fozzie says" the Drifter End Boss will: (1) be killable by subcaps, just much longer and harder to kill... (2) still have the super weapon but will not "always" one-shot someone... (meaning it 'will' sometimes one-shot someone...)
As we are a small group, we have to make up for numbers by running fairly expensive subcap fleet comps. In our comps, the loss of one BS will run us a approx 1.3 bil ISK... We simply cannot afford ANY one-shot losses... and at a max of 400m ISK per site it would take approx 3 full sites just to replace 1 loss... and that's only IF you kill the Drifter every time. Without the Drifter kill @ 50m ISK per... well that's just untenable.
So what I am asking is...
"Fozzie, do you see this new mechanic killing off the ability of smaller (4 to 6 man) subcap groups to be able to effectively and profitably run C5/6?."
TurAmarth ElRandir
Anoikis Merc, Salvager, Logibro
and Unrepentant Blogger
Fly Wreckless and see you in the Sky =/|)=
http://turamarths-evelife.blogspot.com/
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Rek Seven
Art Of Explosions 404 Hole Not Found
2182
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Posted - 2016.04.08 09:46:56 -
[101] - Quote
Regarding the drifter boss, this should be an npc that is vulnerable to neuts. If the super weapon required capacitor, we would have some protection against in by using capacitor warfare.
We could use bhaalgorns to neut the drifters and this coupled with the need to point the drifter, would make the ideal PVE fleet also a very capable PVP fleet.
The wishlist is pretty much complete...
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Jr Citcit Tso
Sand Castle
0
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Posted - 2016.04.08 23:46:29 -
[102] - Quote
Edit:
CCP Fozzie wrote: The new escalation spawns are worth ~38m per wave in C5s and ~51m per wave in C6s.
If this is implemented, "Elite PVE" is dead. To nurf any gameplay 500% is to tell it's players go away! Did you mean CCP would drop the loot per site by 50M? That would be acceptable.
With this change CCP is also killing the T3 programs, 50M in sleeper loot is nothing and prices will skyrocket.
And isn't the loot tied to Citadel component manufacture also...
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Ben Ishikela
67
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Posted - 2016.04.09 09:18:45 -
[103] - Quote
CCP Fozzie wrote:Quote:If there will be more reasons to do more in the static would increasing the wh mass be possible? To allow more battleships through to help run sites? To allow for 2 capitals to go there and back? I'm definitely open to making tweaks to high-class WH connection mass if the community likes the idea. I encourage people to contribute to Corbexx's thread here where he asks that very question. I can go either way with this topic, depending on what the consensus in the WH community ends up being. .[/quote]
What about the opposite of an higgs anchor. This would be great for getting Battleshipsfor roaming through WH. The Rig could nerf those combat capabilities enough. But leave the PVE side of them intact. Therefor better farming of statics possible. Therefor more interception opportunities.
spontanous example: The "Higgs Flywheel" mass -50%. inertia x2. totalhitpoints -50%. (shield AND armor)
Remove JumpFreighters/CloakHauler/CloakTrick and make a new T2Freighter(mjd&LotsOfCargo&moreTank, but no JumpDrive). Because we need more opportunities for piracy, escorts and decentralised economy! ...also Convoys.
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BambarbiyaKirgudu
Real Pilots Group
24
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Posted - 2016.04.10 20:03:05 -
[104] - Quote
All these useless changes(drifters, decrease WH, citadels, delete Pos, cutting dreads, carriers) will lead many of the players exit from the game and online fall! All the more so what in the end of the year comes Starcitizen! |
Terrorfrodo
Renegade Hobbits for Mordor
719
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Posted - 2016.04.10 20:08:26 -
[105] - Quote
I just tested doing C5 Core Garrisons with two Paladins. At the end of the site suddenly this Apollo Tyrannos shows up... I had forgotten about it :D
Anyway, the drifter seemed quite passive. For a minute or so it neither warped off nor attacked. I guess he had no reason to warp off because he didn't feel threatened. I warped off to not get my testing setup blown to bits after one site.
Later I started another site. At the end of one wave the drifter from the previous site showed up. At first it seemed passive again but then it started orbiting me at insanely high speeds (950 m/s). And it seemed to have a really small sig too, my battleship guns missed it all the time. I guess this cannot be the final state, no capital would have any chance to hit the drifter as it is now. Even my light drones occasionally missed it...
I guess I could have killed it, it didnt appear to self-repair. But it was such a slow grind that I gave up and just killed the regular sleepers. After I finished the site... no second drifter appeared. Probably also not how it will be on TQ.
After a while I noticed the drifter did actually attack. One attack came from "drifter response battleship" and did 4k volleys, hard hits but easy enough to repair with no other sleepers present.
But there was another attack from 'Apollo Tyrannos' and this one without exception missed me completely although my Paladins obviously were stationary. I assume this is the anti-capital weapon. If it stays as it is now, it appears it cannot hit subcaps at all.
Of course this is just Sisi so does not have to mean anything. Still I would expect the drifter to be at least somewhat close to how it's going to be on TQ. But the current behavior where not even battleship guns can hit it properly does not make much sense, so maybe not...
.
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Helena Heffalump
15
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Posted - 2016.04.10 21:02:22 -
[106] - Quote
Terrorfrodo wrote:I just tested doing C5 Core Garrisons with two Paladins. At the end of the site suddenly this Apollo Tyrannos shows up... I had forgotten about it :D
Anyway, the drifter seemed quite passive. For a minute or so it neither warped off nor attacked. I guess he had no reason to warp off because he didn't feel threatened. I warped off to not get my testing setup blown to bits after one site.
Later I started another site. At the end of one wave the drifter from the previous site showed up. At first it seemed passive again but then it started orbiting me at insanely high speeds (950 m/s). And it seemed to have a really small sig too, my battleship guns missed it all the time. I guess this cannot be the final state, no capital would have any chance to hit the drifter as it is now. Even my light drones occasionally missed it...
I guess I could have killed it, it didnt appear to self-repair. But it was such a slow grind that I gave up and just killed the regular sleepers. After I finished the site... no second drifter appeared. Probably also not how it will be on TQ.
After a while I noticed the drifter did actually attack. One attack came from "drifter response battleship" and did 4k volleys, hard hits but easy enough to repair with no other sleepers present.
But there was another attack from 'Apollo Tyrannos' and this one without exception missed me completely although my Paladins obviously were stationary. I assume this is the anti-capital weapon. If it stays as it is now, it appears it cannot hit subcaps at all.
Of course this is just Sisi so does not have to mean anything. Still I would expect the drifter to be at least somewhat close to how it's going to be on TQ. But the current behavior where not even battleship guns can hit it properly does not make much sense, so maybe not...
is the doomsday working for the drifter atm? |
Terrorfrodo
Renegade Hobbits for Mordor
719
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Posted - 2016.04.10 21:22:51 -
[107] - Quote
As I said, he had one weapon that always missed me, I'm guessing that was his doomsday.
Currently the drifter is not probable and not on dscan.
.
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Troubled Basterd
Island Life Capitalist Bastards Chained Reactions
6
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Posted - 2016.04.11 07:47:55 -
[108] - Quote
Hi,
I like how the new escalation will make it harder and challenging. But the isk nerf and the demand for more ships decrease the profit/risk way to much. You could say you only need 3 caps now. but with only 3 it's going to take ages. 2 fax 1 carrier 3 dreads (2 cap guns 1 set of sub caps). Were we usually have 12 bill worth of ships its going to way past 20 bill. All the more reason to just stay in red giants and use you know wat.
More risk should mean more reward, just making the site's easy and fast to run does not count, so double the spawns, 2 for each capital types.
Current fleet: 2 moros 2 nids 12 bill fleet = 750 mill in 15/20 minutes on grit
Future fleet: 3 dreads, 2 fax and one utility carrier. 22 bill fleet = 600? mill in 15 minutes (Siege/triage cycle time times 3. I dont think it can we done in 2)
It should be: 22 bill fleet = 1400 mill in 15/20 minutes, keeping the risk/profit time the same.
Then share it with 2 more pilots, or multibox/buy more plex.
The changes on the capitals guns make are going make pos/citadel defense way harder, especially for the smaller wh groups. Anny logie heavy group can take them down now. the only real use for carrier high slots is going to be capital neuts. I dont like using drones like ammo (launch them and by the time you see them melting the first few are already dead. The cap neuts will make good use aganst enemy caps (if the bring one), counterneuting bhaal's might even work, 5 neuts will hit even with the sig penalty. Just make it a heavy tackle utility ship, MWD, web and 3 point scram...
A Naglfar pilot shouts 2,5 meter rounds of hell at a 1000 meter long Bhaalgorn webs to stationary **** by a vindy or a pos web and i cant hit it for full damage? That's just pathetic! But the high angle one will alpha a webbed dictor that he can lock in 20 seconds (?!).
Also I don't see this getting more new players. It will just make ppl Quit eve. Same as the absurd plex prices.
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Jack Miton
Anomalous Existence Low-Class
4849
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Posted - 2016.04.12 00:27:42 -
[109] - Quote
Troubled Basterd wrote:Current fleet: 2 moros 2 nids 12 bill fleet = 750 mill in 15/20 minutes on grit
Future fleet: 3 dreads, 2 fax and one utility carrier. 22 bill fleet = 600? mill in 15 minutes (Siege/triage cycle time times 3. I dont think it can we done in 2) on what basis are you randomly upping the number of caps used??? new minimum fleet will be 1 dread, 1 carrier, 1 fax. can add in the 4th cap to get a second dread in there for fire power i guess. the only reason you use a 2nd carrier now is to trigger its wave, it really should just be warping in and out immediately. id also love to know why 6 caps cost 22 bil if 4 caps previously cost 12 bil. that maths seems loose to say the least.
pretty sure your times are also off. a full site takes ~12min now and will take a fair bit longer than that post change.
at the end of the day, youre completely missing the point anyway: yes, this is a nerf. yes, it is meant to be a nerf. no, the income post change is not meant to be the same as before the change. deal with it.
PS: im not even going to ask why youre using nids for pve....
There is no Bob.
Stuck In Here With Me: http://sihwm.blogspot.com.au/
Down the Pipe: http://feeds.feedburner.com/CloakyScout
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Luft Reich
Adversity. Psychotic Tendencies.
139
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Posted - 2016.04.12 04:16:26 -
[110] - Quote
Jack Miton wrote:Troubled Basterd wrote:Current fleet: 2 moros 2 nids 12 bill fleet = 750 mill in 15/20 minutes on grit
Future fleet: 3 dreads, 2 fax and one utility carrier. 22 bill fleet = 600? mill in 15 minutes (Siege/triage cycle time times 3. I dont think it can we done in 2) on what basis are you randomly upping the number of caps used??? new minimum fleet will be 1 dread, 1 carrier, 1 fax. can add in the 4th cap to get a second dread in there for fire power i guess. the only reason you use a 2nd carrier now is to trigger its wave, it really should just be warping in and out immediately. id also love to know why 6 caps cost 22 bil if 4 caps previously cost 12 bil. that maths seems loose to say the least. pretty sure your times are also off. a full site takes ~12min now and will take a fair bit longer than that post change. at the end of the day, youre completely missing the point anyway: yes, this is a nerf. yes, it is meant to be a nerf. no, the income post change is not meant to be the same as before the change. deal with it. PS: im not even going to ask why youre using nids for pve....
LOOOOOOOOOOOW CLAAAASSS
ISD Cyberdyne liked your forum post
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Lyra Jedran
POS Party Ember Sands
9
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Posted - 2016.04.12 04:50:51 -
[111] - Quote
So has anyone actually tried killing the new drifter BS with subcaps? |
Jack Miton
Anomalous Existence Low-Class
4849
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Posted - 2016.04.12 05:14:50 -
[112] - Quote
Luft Reich wrote:LOOOOOOOOOOOW CLAAAASSS um.... congrats on the basic corp name reading skills?
There is no Bob.
Stuck In Here With Me: http://sihwm.blogspot.com.au/
Down the Pipe: http://feeds.feedburner.com/CloakyScout
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Terrorfrodo
Renegade Hobbits for Mordor
721
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Posted - 2016.04.12 09:25:26 -
[113] - Quote
Lyra Jedran wrote:So has anyone actually tried killing the new drifter BS with subcaps? Yes, I killed one. It took forever to kill but was easy... because it didnt shoot back ;)
So the question is, when can we expect a version of the drifter on Sisi that resembles the final form? What's there now can definitely not be even close to what we'll get on TQ.
Right now also the drifter does not actually come to the help of his comrades. I was at first confused because the drifter spawns not at the end of the site, but in the middle of the second reinforcement wave. I didnt notice this before because the drifter does not move or attack until it is aggressed. This also obviously is not how it's going to be on TQ.
.
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Troubled Basterd
Island Life Capitalist Bastards Chained Reactions
6
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Posted - 2016.04.12 18:27:50 -
[114] - Quote
Sorry for the lack of detail. But i didnt draw random numbers. Current site running fleet:
Naglfar: hull+fit+rigs (ex implants) 4 bill Moros: hull+fit+rigs (ex implants) 4 bill 2 Nidhougers: hull+fit+rigs 2 bill each
Total 12 bill (give or take a couple of 100 mill)
For the future fleet i suggested more dreads and 2 Faxes. Spider tanking Faxes works a lot better then self rep in my opinion. Lets say one off the big wh group rolls in to your wh wile running sites and they see 2 high angle dreads doing -4000 dps each. Anny fox can tank this. So no reason not to drop one on them with dps/neut support fleet.
Keeping in mind 4 bill for a dread and 2 bill for a carrier and 2/3 bill for a fax. 3*4+3*2=22 bill.
Sites pre nerf take 15 minutes, if it takes longer you're doing it wrong.... The first dread that warps in uses 3 siege cycles and it still has to wait at the end.
TB o/
Ps; Nids becaus Winmatar... we were new to capitals and nid stats and looks looked good :-)
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Jack Miton
Anomalous Existence Low-Class
4850
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Posted - 2016.04.12 23:23:42 -
[115] - Quote
Troubled Basterd wrote:3*4+3*2=22 bill. oh I see. 4+4+4+2+2+2 = 22 in your world. my mistake.
There is no Bob.
Stuck In Here With Me: http://sihwm.blogspot.com.au/
Down the Pipe: http://feeds.feedburner.com/CloakyScout
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Huffy Dragon
Another Corp..
4
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Posted - 2016.04.14 09:33:35 -
[116] - Quote
The current version of the Drifter BS seems weak compared to old escalations. My estimate based on what i've seen is: Drifter BS: 500-700k ehp 1000 dps 20cap/s neut orbting @13km, 950m/s No doomsday
The dps and neut is a joke compared to the normal site. It is fast, having a web or two helps. It has tons of ehp, esp if you try to kill it with subcaps.
Can other peple confirm thse estimates?
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Rek Seven
Art Of Explosions 404 Hole Not Found
2182
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Posted - 2016.04.15 09:38:33 -
[117] - Quote
I appreciate that the developers are busy with the Citadel but the feedback to CCP Fozzie's proposed change have been mostly negative and there is no indication that our concerns are being listened to...
Can we get some comments from CCP or at least the CSM to help move this discussion and confirm that there will be some significant changes to the original proposal?
In my opinion, the main concern is how the massive nerf to income results in an unbalance of risk Vs. reward and as a result, activity in wormhole space will decline.
The wishlist is pretty much complete...
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Anthar Thebess
1497
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Posted - 2016.04.15 09:59:18 -
[118] - Quote
Rek Seven wrote:I appreciate that the developers are busy with the Citadel but the feedback to CCP Fozzie's proposed change have been mostly negative and there is no indication that our concerns are being listened to...
Can we get some comments from CCP or at least the CSM to help move this discussion and confirm that there will be some significant changes to the original proposal?
In my opinion, the main concern is how the massive nerf to income results in an unbalance of risk Vs. reward and as a result, activity in wormhole space will decline.
CCP is trying to fix this :
CCP Fozzie wrote: The original sleeper capital escalation mechanic introduced way back in Apocrypha was (like many of the mechanics that ended up becoming staples of wormhole space) a bit of an accident. The escalation spawns were intended to provide extra challenge to prevent the sites from being too easy when farmed with capitals, but in practice they ended up becoming the major moneymaking source in the sites. There are several issues with the meta that emerged from the original escalation content, including the very unintuitive mechanics that encourage people to not complete the site so they can farm it repeatedly across downtimes. .
Current mechanic is simply broken, and was introduced to reduce the usage of the capitals, not increase it. For me those are good changes. People who desire to live in an unknown space without a local - will still do it. Some farming alts will move simply somewhere else.
Eve needs to be different ( for me still there is a lot of potential to make things more interesting ) and unknown space should be unknown not farmville.
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Catalytic morphisis
Common Ground
126
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Posted - 2016.04.15 10:12:40 -
[119] - Quote
Shilalasar wrote:I just realized: Does the drifter have to have a single-target-dd? Could he maybe have one of the new ones with AOE ?
There is nothing new about AoE DD's. They were the Only type of DD there was until they got changed to Targetted DD's
Actual Link free and scout free solo PvP'er
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Marox Calendale
Human League Eleven Signs Network
76
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Posted - 2016.04.15 10:30:35 -
[120] - Quote
CCP Fozzie wrote:We do hope to eventually put a smaller version of this Drifter "boss" into some lower class wormholes as well, especially C4s. Low class wormholes are not high sec!
We already have lower income, why can-Št we get the same interesting content? Just spawn those new "low class Drifter bosses" randomly in the systems and everything would be fine. 35m each and it would be like a normal C2 Combat Site, but harder to do hopefully. |
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