Author |
Thread Statistics | Show CCP posts - 20 post(s) |

Eli Stan
Center for Advanced Studies Gallente Federation
569
|
Posted - 2016.08.29 17:13:10 -
[1] - Quote
With apologies to CASMA (more about that below) my initial reaction to these changes is very positive. Last night a Fed Navy Comet came into my system so I undocked a Comet of my own while looking forward to some 1v1 action. As I was calculating a warp-in however a Tengu entered system. I sighed and docked up, not wanting to fight against a boosted opponent. Turns out the Tengu was just a coincidental neutral but by then it was too late. With on-grid command burts, at least I would have known exactly when or when not the opponent was receiving boosts. It wouldn't preclude the opponent's booster warping in after getting a scram and deploying the Command Burst, but that's at least a little bit more tolerable.
As a close-range brawler I also like the nerf this deals to bs kiting comps. The booster would need to be at least as fast as the kiting ships in order to continue to provide boosts, and it would also require the kiting ships to stick together to remain in range of the effect.
Additionally, as somebody who trained some leadership skills mostly to pass boosts other fleetmates were providing, I suppose I could extract those skills and sell the Injectors for ISK - but I would much prefer to reallocate those SP elsewhere in my character, without having to deal with the Injectors providing much less than 500k SP for my character. CCP, please consider a skill refund with the deployment of these changes.
Finally, for CASMA - I do not know how you operate as despite being in CCG I am only peripherally aware of you guys. But CCG does make use of Orca and Rorqual boosts a lot in our nullsec home, so these changes will effect us as well. I have no idea what the miners in CCG will do about the mining boosts changes, but you guys are totally welcome to come down and join us where at least you'll have some sort of PvP backup for protection. (But AFK mining, of course, is not really an option and we cannot help with that.) The ice and roids are quite valuable and should be more than enough compensation for the inevitable ship losses. Getting on some nice killmails in the meantime is another perk of nullsec mining.
(Pardon if a dupe - got a "we were ganked" message first posting.)
|

Eli Stan
Center for Advanced Studies Gallente Federation
574
|
Posted - 2016.08.29 18:43:10 -
[2] - Quote
yuma detog wrote:Why are the new boosters the only module so far that are range-limited (unlike boosts right now) and that discriminate between friends and foes (unlike any other weapon, Aoe or targeted)?
Making sure your booster stays within boosting range of your own fleet while far enough away to not boost the hostile one could've been something that rewards good piloting. A similar tactic to how logistics are trying to stay close enough to the rest of their fleet to repair them while far enough away from hostile fleets to not be fired upon. No, because your suggestion makes boosts useful only for kiting/sniping fleets, and useless for close-range brawling fleets.
|

Eli Stan
Center for Advanced Studies Gallente Federation
575
|
Posted - 2016.08.29 19:53:20 -
[3] - Quote
Zappity wrote:Will the Titan Effect Generators affect everybody in range or just your fleet? If it is everyone (like wormhole effects) then it could be pretty powerful.
From the dev blog:
"Unlike Command Bursts, Effect Generators impact ALL ships within their defined area (friend or foe)." |

Eli Stan
Center for Advanced Studies Gallente Federation
576
|
Posted - 2016.08.29 20:19:43 -
[4] - Quote
Ripard Teg wrote:Looks really good, with one extremely glaring exception.
What was the justification for reducing Command Ships from three Links to two, other than forcing gangs to bring multiples?
Or was this just a typo?
It's because two of the old link abilities for the Armor, Siege/Shield, and Informmation links has been combined into a single burst, meaning a new command ship with two bursts can provide the exact same kind of buffs as an old command ship with three links.
Eg, Damage Control and Rapid Repair link abilities are now provided by the Rapid Repair command burst on its own.
|

Eli Stan
Center for Advanced Studies Gallente Federation
576
|
Posted - 2016.08.29 20:27:53 -
[5] - Quote
Jeinvay Kunsu wrote:But if it really makes you happy, here's a real simple suggestion: If CCP REALLY wants to change how one initiates boosts, make the modules use scripts, not ammo that needs to be reloaded. That way, at least we can stop wondering what'll happen to a borderline dead ship that suddenly loses HP boosts due to the boosting ship having to reload the ammo to keep the boost going. My impression from CCP's vague statements on the boosting ammo is that the ammo will be small enough and burst modules have enough capacity that you'll be able to provide boosts for several hours without having to reload.
|

Eli Stan
Center for Advanced Studies Gallente Federation
577
|
Posted - 2016.08.29 21:59:05 -
[6] - Quote
Chris Kelvin wrote:Huydo wrote:It seems this game really wants that we get rid of it...n++ Yep. It's going to be really funny as they laugh at us and ask if they can have our stuff; right up until they start complaining about no content and no stupid minor or idiot industrialists to shoot at. I would like to ask Fozzie if he wants my stuff? As somebody who has been on 1878 killmails of which only 9 have been industrials and 1 a mining barge I would say fewer miners/industrials in space wont effect my kills whatsoever. It would actually improve it, I suspect, because the folks who do hunt miners would have to come to null for content, where I can finally shoot them. 
|

Eli Stan
Center for Advanced Studies Gallente Federation
577
|
Posted - 2016.08.29 22:18:00 -
[7] - Quote
Dunk Dinkle wrote:Overall, it's a good plan to get ships providing boosts into the fight.
I do hope you reconsider how you are handling Wing Command and Fleet Command skills.
Fleet Command is a 12x skill and required months of training. For a slight range increase of bursts, it's not an equitable trade-off for the sunk skill points.
For those of us that have Wing Command and Fleet Command on our mains, not low SP link alts, I hope you consider an alternative plan on how to handle these skills in the transition.
Thanks! This parallels other skills. Small Hybrid Turret is a 1x skill that provides a 5% damage bonus per level to both blasters and rails. Small Blaster Specialization is a 3x skill that provides a 2% damage bonus to just rails. The intent is that a newish player can get pretty good pretty quickly, but only those truly dedicated to the specific aspect can maximize it. If you reserve the biggest bonus for the 12x skill, you create a disproportionately large skill gap between young and old characters.
I have several specialization skills trained, but not a single one of them to V. |

Eli Stan
Center for Advanced Studies Gallente Federation
582
|
Posted - 2016.08.30 16:46:25 -
[8] - Quote
What if the command bursts were given an optimal similar to the currently proposed ranges, but then also had a falloff that's 2x or 3x the optimal?
|
|
|