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

Moac Tor
Cyber Core Stain Confederation
707
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Posted - 2016.08.29 17:41:10 -
[1] - Quote
Querns wrote:Triggered Liberal wrote:So RIP my entire community. This seems like a concerted attack on my alliance. Your community is based on offgrid boosting? ^ Yeah.. what?
Could you get any more melodramatic.
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Moac Tor
Cyber Core Stain Confederation
707
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Posted - 2016.08.29 17:42:58 -
[2] - Quote
Alhira Katserna wrote:Annia Aurel wrote:Will you refund all SP currently allocated in Leadership skills? Those you still want them are free to reallocate them ... Good question. I hope they get refunded as they-Śre useless now for at least 90% of the people who trained them just to support their fleet. They are still useful and are still used for supporting your fleet. So why would there be any refund?
Plus all the begging for an SP refund is a moot point as you can just extract and sell the skills.
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Moac Tor
Cyber Core Stain Confederation
711
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Posted - 2016.08.29 17:49:50 -
[3] - Quote
Rowells wrote:IM SO HARD RIGHT NOW BUT ALSO PICKY ON THE DETAILS A BIT. FC I NEED A TOWEL: STAT. Quote:T1 Industrial Core (while active)
+25% bonus to Mining Foreman Burst strength
+50% bonus to Mining Foreman and Shield Command Burst Area of Effect Range
T2 Industrial Core (while active)
+30% bonus to Mining Foreman Burst strength
+100% bonus to Mining Foreman and Shield Command Burst Area of Effect Range AAAASSAGGHGGHGGHGGGGG DAMNIT WHY CCP WHY I was also hoping to do away with the requirement to siege to get the bonus. Theoretically though with the numbers given it is still worth using a Rorqual for boosting even without siege active which would make both playstyles viable. So risk / reward. I think this is a nice balance.
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Moac Tor
Cyber Core Stain Confederation
711
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Posted - 2016.08.29 17:54:45 -
[4] - Quote
Daemun Khanid wrote:Moac Tor wrote:Alhira Katserna wrote:Annia Aurel wrote:Will you refund all SP currently allocated in Leadership skills? Those you still want them are free to reallocate them ... Good question. I hope they get refunded as they-Śre useless now for at least 90% of the people who trained them just to support their fleet. They are still useful and are still used for supporting your fleet. So why would there be any refund? Plus all the begging for an SP refund is a moot point as you can just extract and sell the skills. a. Because previously they provided a bonus for any and every FC running a fleet. Now they aren't gonna do jack unless FC wants to hop in a boost ship and put a target on his forehead in every engagement. b. Saying we can "extract them" is just accepting the fact that its just a way for CCP to squeeze more money out of ppl buy giving them a reason to buy extractors just to get use out of the SP that they already spent monthly fee's on in order to train. It's like selling someone a car then telling them gas isn't gonna be sold for that car anymore and it can only be driven on specific roads unless they buy a new special upgrade. It's essentially bait and switch. No, this is how skill changes have always been handled. If the skill is still useful in any capacity then you don't get a refund. If the skill is removed completely, only then you will get a refund.
When the Advanced Ship Construction skills where nerfed to 1% PE per level (so almost useless), no SP refund was given.
When mining barge was removed as a pre req for the Orca, no SP refund was given.
I don't see why this scenario should be made an exception. Plus back then there was no option of extracting the SP.
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Moac Tor
Cyber Core Stain Confederation
711
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Posted - 2016.08.29 18:02:34 -
[5] - Quote
Zanar Skwigelf wrote:Why were the mining yield boosts replaced by a mining crystal destruction boost?
Crystals are a dime a dozen, or am I missing something? Yield boosts are still there. The reduction in crystal destruction boost does look a little weak though in comparison to the others.
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Moac Tor
Cyber Core Stain Confederation
711
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Posted - 2016.08.29 18:08:47 -
[6] - Quote
Jenn aSide wrote:Hey CCP. This thread will be a monument. A Monument to the rage one gets when you spend YEARS giving people some unbalanced BS stuff (again, for YEARS!!!) , then finally fix it to be less unbalanced. This is WHY you don't give people stuff like the old off grid boosts, once it's there , people not only feel entitled to it, they build entire gameplay scenarios around it. I've already seen 3 people post about leaving the game. WTF are you going to do without their cumulative $45 per month CCP, tell me that?  I wonder how many people quit over the scourge of boosts ruining small gang PvP.
That should more than balance out the loss from the people whinging about having to actually risk something if they want to use it.
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Moac Tor
Cyber Core Stain Confederation
713
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Posted - 2016.08.29 18:23:09 -
[7] - Quote
Rowells wrote:Moac Tor wrote:Rowells wrote:IM SO HARD RIGHT NOW BUT ALSO PICKY ON THE DETAILS A BIT. FC I NEED A TOWEL: STAT. Quote:T1 Industrial Core (while active)
+25% bonus to Mining Foreman Burst strength
+50% bonus to Mining Foreman and Shield Command Burst Area of Effect Range
T2 Industrial Core (while active)
+30% bonus to Mining Foreman Burst strength
+100% bonus to Mining Foreman and Shield Command Burst Area of Effect Range AAAASSAGGHGGHGGHGGGGG DAMNIT WHY CCP WHY I was also hoping to do away with the requirement to siege to get the bonus. Theoretically though with the numbers given it is still worth using a Rorqual for boosting even without siege active which would make both playstyles viable. So risk / reward. I think this is a nice balance. I honestly don't feel the same way. There's a definite progression of bonuses and skill/isk cost as ships get larger or more specialized, and the progression seems to be better after the changes as well. However, once you throw in the 5-minute anchoring in place aspect, suddenly the potential risk goes much higher. I also dislike the fact that it is the only ship that has to make this kind of commitment for its bonuses. It's pretty much always been the point of contention whenever the rorqual is brought up, and to me, seems to be the excuse for introducing the new PANIC button, rather than the other way around (bonuses justifying a penalty instead of penalty justifying a bonus). I guess it all will depend on how long the siege cycle is going to be. I am expecting it to be reduced to 1 minute much like the bastion module. I cant see it staying at five minutes personally.
The thing I like though is before if you weren't using siege then it was better to use an Orca rather than a Rorqual. This was a stupid situation which has now thankfully been rectified, and it is always going to be better to use the Rorqual even if it is not sieged.
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Moac Tor
Cyber Core Stain Confederation
713
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Posted - 2016.08.29 18:46:41 -
[8] - Quote
Could I just confirm, if I am to activate a command burst with maximum skills and mindlink using a command ship then the following will occur:
1. Activate the module which cycles for 60 seconds
2. A buff is applied to all ships within the AOE for 129.375 seconds (60*1.15*1.25*1.5)
3. After 60 seconds I can reload the module to a different script which will take another 30 seconds (60*0.5)
4. After another 30 seconds I can apply another buff which will leave the previous buff running for a further 39.375 seconds.
This means that the downtime when applying two buffs with a single module would equate to 90*2 (two cycles + reloads) - 129.375 = 50.625 seconds.
Feedback / Suggestion I think this level of active boosting should yield greater benefits. This would allow smaller gangs which may have only one pilot using a boosting ship to utilise multiple effects. After all making boosting more active and skillful is one of the intended goals for this pass. Having a downtime of 50.625 seconds practically means we are forced to use only one of the effects as we would want the strongest effect applying consistently with no downtime.
I'd like to see the downtime reduced by increasing the maximum boost duration up to 180 seconds so you can apply one boost and then apply another boost afterwards and keep both running simultaneously using a single module. This would be a very nice way to encourage active use of boosting ships. And would allow skillful command ship pilot with two command bursts fitted to apply 4 boosts to a fleet.
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Moac Tor
Cyber Core Stain Confederation
714
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Posted - 2016.08.29 19:25:48 -
[9] - Quote
Will all these bonuses apply to capital ships?
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Moac Tor
Cyber Core Stain Confederation
715
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Posted - 2016.08.29 20:21:56 -
[10] - Quote
Damocles Orindus wrote:Winter Archipelago wrote: The Rorqual still receives better boosts outside of its siege mode than does the Orca.
Fit a Higgs rig to the Rorqual, drop it in a belt, and align out at 75% speed. You'll be outpaced by a snail, so you'll be able to stay in range of your mining fleet, and because you're aligned and most certainly not AFK, you can warp out just as soon as a hostile shows up in your system or intel channels.
I don't get all this "the Rorqual is dead" and "nullsec mining is dead" nonsense.
It's Risk vs. Reward: If you want the best reward, you need to put up the most risks, and just like pretty much everything else in EVE, the risk goes up significantly faster than the reward (which goes along with the absolute best mining buffs require you to lock yourself down for five minutes).
The only reason nullsec mining would die is if the putzes refuse to change their methods and refuse to look beyond their noses.
No. A perfect Orca booster out performs a perfect non-sieged Rorqual. Thus no point to run the Rorq unless you have a immobilized it and put it at significant risk for 5 mins. Nope, check your maths.
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Moac Tor
Cyber Core Stain Confederation
715
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Posted - 2016.08.29 21:07:35 -
[11] - Quote
Milla Goodpussy wrote:but a 1% difference between a capital ship and a sub capital ship.. is just total bullchit and someone who came up with those figures didn't even bother to look at the price difference between the two ships. "oh hey spend 2.2bn+ for an extra measly 1% difference"..that guy must wear plaid panties. It's not 1%, it is 5% as it is 1% per level. And then that is multiplied with all the other multiplication factors which actually makes a meaningful difference. You know how multiplication factors work right?
And if you put it into siege then you get another 30% boost on top of that which is already better than the Orca. And I am hoping siege will be reduced to 1 minute to encourage people to use it a bit more.
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Moac Tor
Cyber Core Stain Confederation
715
|
Posted - 2016.08.29 22:47:51 -
[12] - Quote
Rowells wrote:Any consideration to allowing overheating for these modules? Could affect range, strength, duration, etc. ^ another way to reward skilled piloting; good idea.
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Moac Tor
Cyber Core Stain Confederation
715
|
Posted - 2016.08.29 22:52:56 -
[13] - Quote
Golek Gaterau wrote:Also if a boost can become a negative number when the boost ends needs further clarification (armor boost cycle ends in 5% armor of a given fleet memberd ship, what happens?). I would suggest leaving the ship with either 1 HP in shield or armour depending on the type of command link used. Having ships explode because they lost the boost would be silly.
Also if a ship is on 1HP out of a maximum of let's say 10,000 HP for instance and it gets the command burst applied (for simplicity's sake let's say 20% increase in HP), then will it suddenly gain 2,000 HP?
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Moac Tor
Cyber Core Stain Confederation
716
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Posted - 2016.08.29 22:57:00 -
[14] - Quote
Maekchu wrote:Was wondering about something, since I recall that Fozzie wrote that people will only get weapon timers and no suspect timers.
Let's say you have two corps at war in highsec. Since the boosts are quite strong (which is fine), I suppose people will use neutral boosting alts in order to boost their fleet when fighting war targets. Since the alt is most likely in an NPC corp, and does not seem to get a suspect timer when providing boost, this means you get a 99% safe booster, that is only vulnerable to suicide ganking (which realistically won't be dealt with).
Is this working as intended?
The easy fix is just to have people get suspect timers as logi does. I was just wondering, since it has been stated that people won't get suspect timers. I am guessing this is to prevent Orca pilots getting suspect timers. Perhaps we could just exclude mining links from giving the suspect timer. It seems wrong for something that powerful to be protected by concord.
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Moac Tor
Cyber Core Stain Confederation
716
|
Posted - 2016.08.29 23:14:25 -
[15] - Quote
Tau Cabalander wrote:Moac Tor wrote:Maekchu wrote:Was wondering about something, since I recall that Fozzie wrote that people will only get weapon timers and no suspect timers.
Let's say you have two corps at war in highsec. Since the boosts are quite strong (which is fine), I suppose people will use neutral boosting alts in order to boost their fleet when fighting war targets. Since the alt is most likely in an NPC corp, and does not seem to get a suspect timer when providing boost, this means you get a 99% safe booster, that is only vulnerable to suicide ganking (which realistically won't be dealt with).
Is this working as intended?
The easy fix is just to have people get suspect timers as logi does. I was just wondering, since it has been stated that people won't get suspect timers. I am guessing this is to prevent Orca pilots getting suspect timers. Perhaps we could just exclude mining links from giving the suspect timer. It seems wrong for something that powerful to be protected by concord. You should never be allowed to get someone CONCORDOKKEN for a passive action. Otherwise CCP would have to record the pilot that applied every boost ("ownership"). Simpler to not do that, and not have consequences to code for. Are the boosts maintained on system change? That would also be "fun" with boost ownership. Who said anything about being CONCORDOKKEN'd for a passive action. All we are suggesting is that combat based boosts give the boosting ship a suspect timer so that people can shoot it.
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