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

Winter Archipelago
Autumn Industrial Enterprises
583
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Posted - 2016.08.29 16:25:43 -
[1] - Quote
Two questions:
Firstly, since they give a combat timer, will a neutral using these bursts to "interfere" with a war or other combat event acquire a Suspect timer?
Secondly, will the new bursts appear on a killmail to see who is giving and receiving boosts?
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Winter Archipelago
Autumn Industrial Enterprises
583
|
Posted - 2016.08.29 16:34:12 -
[2] - Quote
Arrendis wrote:Winter Archipelago wrote:Secondly, will the new bursts appear on a killmail to see who is giving and receiving boosts? Why would they appear on a killmail when remote reps don't? They're not a hostile effect. So far as I understand, remote reps don't appear due to legacy code. With the code for boosts being completely rewritten, if not new entirely, it's possible (hopeful, even) that they could be made to appear on killmails.
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Winter Archipelago
Autumn Industrial Enterprises
584
|
Posted - 2016.08.29 17:21:37 -
[3] - Quote
CCP Fozzie wrote:Vidork Drako wrote: Another question : Q : I see you gave a weapon timer to booster, will they also receive a suspect time ?
Nope, just a weapons timer. OK, this is just bad. You're creating a viable form of counter-play by putting links on-grid. Good. But you're not making neutral bursts gain a suspect timer? That's bad.
In Highsec, in a wardec situation, the hostiles can use a neutral link alt to boost them, leaving the only counter-play against this a suicide gank against that link alt while under fire from the hostiles.
In Lowsec, if you have a neutral giving you boosts and you attack them, you're now under fire from gate and station guns even though the booster is essentially committing an act of aggression against you by boosting those attacking you.
Neutral boosters need to receive a suspect timer.
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Winter Archipelago
Autumn Industrial Enterprises
584
|
Posted - 2016.08.29 17:45:14 -
[4] - Quote
Tau Cabalander wrote:Team Five 0 wrote:However, Command Burst bonuses do stack on top of bonuses from other sources (such as modules and implants) and this interaction may be subject to diminishing returns (stacking penalties) depending on the attribute being affected. The only thing that gives me pause is the stacking penalty. Example: Seems odd that it may benefit a mining ship to NOT fit a MLU. Maybe it'll finally get some career miners to fit a tank instead of going for pure yield, then whining about how they have it so hard compared to others when every other activity in the game has to decide on their own personal balance between tank and gank.
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Winter Archipelago
Autumn Industrial Enterprises
587
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Posted - 2016.08.29 18:07:54 -
[5] - Quote
Locke Erasmus wrote:So boosts will now have duration bonuses on the buffs, affected by the skills and implants you have. But the cycle time stays the same regardless. So to be at optimal cap usage and conserve ammo, you will have to manually deactivate your boost module and reactivate it when boosts are going to run out. Is this intended gameplay? Or is this just an oversight that hasn't been considered yet? Considering we have zero numbers on the whole thing, it's probably best to wait until we get those before such speculation.
If I were going to speculate, though? A ship running its default number of links will be able to run cap-stable with a reasonable effort and level of skill, but will have to run with cap-boosting mods and implants to be able to run more than their default number or will have to sacrifice in other areas such as tank or prop.
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Winter Archipelago
Autumn Industrial Enterprises
590
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Posted - 2016.08.29 20:01:22 -
[6] - Quote
Damocles Orindus wrote:When CCP removed boosting Command ships from within POS shields, they specifically left Orca/Rorqual mining boosts out of that change due to the outcry and the expected population fleeing from EVE. While it's important to get rid of off grid "Combat" boosting for reasons of bringing more players onto the battlefield for which they want, for some reason we now think the same issue faced during the last tweek to boosts is no longer going to massively impact the mining/industrial community in game and cause many industrialists to throw up their hands and log. This change seems more motivated by a small gang, ganker type developer that will now have a capital kill available in every mining anom they warp to. The supposed "olive branch" is that the Rorqual will have a "slow death" button that means not everything will die immediately as the fleet is bubbled and the Rorqual dies... then the fleet dies. What a big bonus.  This change to Mining Boost dynamics has no positive benefit to Nullsec industry and was likely not put forth by anyone with serious industrial experience but instead someone who wanted shinier kill mails while miner ganking. 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.
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Winter Archipelago
Autumn Industrial Enterprises
591
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Posted - 2016.08.29 20:22:35 -
[7] - Quote
Damocles Orindus wrote: 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.
If you don't understand the outcry, I guess the hold/cancellation on the last POS boosting changes escaped your attention.
That's the current set-up. Look over the dev blog again. The Orca is going to have a 3% per level base, the Rorqual will have a 4% per level base for mining and an additional 3% per level base for shields. Industrial Cores will then boost the Rorqual's boosts further (+25% for T1, +30% for T2).
In other words, the Rorqual is getting a 1% higher boost strength for mining over the Orca when not using its Core.
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Winter Archipelago
Autumn Industrial Enterprises
592
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Posted - 2016.08.29 20:40:37 -
[8] - 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.
The Porpoise is going to be a Battlecruiser (so far as I understand), and receives a 1% boost. The Orca, roughly 12-14x the cost of a BC, gives a 3% boost. The Rorqual, a 3-4x cost of an Orca, gives a 4% boost. Even if you took ISK as the sole balancing factor, a 1% boost for a 3-4x cost is significantly better than a 2% boost for 12-14x cost.
ISK isn't the only balancing factor (and isn't a good one, even when it gets used as one). The Rorqual isn't going to be getting only a 1% boost to mining. It's also receiving a 3% per level boost to shields.
If the desire is for the Rorqual's boosts to be improved for mining, be prepared to sacrifice that boost for shields. Neverminding the issue that we don't know the full changes for the Rorqual yet, nor what's going to be happening with fighter-sized miners.
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Winter Archipelago
Autumn Industrial Enterprises
600
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Posted - 2016.08.30 11:45:42 -
[9] - Quote
CCP Fozzie wrote:Vidork Drako wrote: Another question : Q : I see you gave a weapon timer to booster, will they also receive a suspect time ?
Nope, just a weapons timer. Could you (or another dev) elaborate on why you aren't going to make neutral boosters suspect? It feels to me as if neutral boosting should have the same penalties as neutral logi as they both have significant direct impacts on a fight.
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Winter Archipelago
Autumn Industrial Enterprises
604
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Posted - 2016.08.30 14:42:32 -
[10] - Quote
Noxisia Arkana wrote:@Lonan - I mean people play the game for different reasons. If you gave PVPers a way to generate killmails and post them to zkill to get their isk efficiency up without undocking there would be a ton of shittlers just plugging away at the I win button and rubbing their epeen. For what it's worth, there are already people who do that by smartbombing hundreds of cheap frigates to get their name in the Top-10 list for a particular ship or system.
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Winter Archipelago
Autumn Industrial Enterprises
605
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Posted - 2016.08.30 15:02:16 -
[11] - Quote
Lug Muad'Dib wrote:Now we will be able to solo pvp in a linked frigate with booster in the next system  You apparently missed the part where it said that boosts will be canceled by gate travel 
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Winter Archipelago
Autumn Industrial Enterprises
605
|
Posted - 2016.08.30 15:04:57 -
[12] - Quote
elitatwo wrote:Woow that are some changes.
First, thanks for listening and not really listening. My idea was to have your links / boosts on grid as a hictor-bubble, not a sabre bubble.
For command ships to really, really (not) shine, how about increasing the signature radius of command ship to 30.000km so that dreads can hit them better. Than increase the mass of commandships to 1 trillion mass, so they aren't so damn sooper slippery anymore and since they are goodererer now, I propose to increase the required moon materials by 7000% to make more Fereng- errm profit.
My Damnation was way too agile anyway.
Increasing the price to 60 billion won't make much of a difference anyways, since we are all skilled and stuff.
We are all doing incursions all day long, even the one character accounts that aren't logged on all day long.
One minute of sabre bubbles are a joke - an even bigger one since we still don't have Caldari, Gallente or Amarr interdiction destroyers.
The command destroyer pilots will rejoice since they will be renamed to "ever higher priority primary ships" that have a one time, one use with much, much, much ammo and stuff and 5y8m23d17h54m reload and go poof the can even think about "firing" a new boost-bubble.
On a 20km square-grid this almost makes sense.
And why wouldn't you want to fly an 8000km signature Vulture that wanted to be there too? Your hyperbole makes you sound like a ****.
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Winter Archipelago
Autumn Industrial Enterprises
606
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Posted - 2016.08.30 17:44:09 -
[13] - Quote
Poking around with numbers a bit, an All V's Rorqual will have a range of 43.75km when not sieged. Using a T1 Core, that becomes 87.5km, while a T2 Core makes it 131.25km.
Would there be any consideration to increasing the Rorqual's Role Bonus from +50% range to +75% range? It would make the All V's range 51.2km when not sieged, 102.4km with a T1 Core, and 153.5km with a T2 Core.
When using a T2 core, it would put the max boost range to just a shade over what the minimum warp distance is, while being unsieged would make it a bit more viable in large belts to be able to use a Higgs and align to a safe. That will make it marginally less of a hassle to keep ships in range when they're spread out over belts.
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Winter Archipelago
Autumn Industrial Enterprises
606
|
Posted - 2016.08.30 22:00:07 -
[14] - Quote
Tau Cabalander wrote: Actually, it was the capacitor reduction bonus that was removed.
I hope the new ship buffs allow all strips to be activated at the same time, plus maintain a tank.
The capacitor and cycle time were rolled into the same boost.
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