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Thread Statistics | Show CCP posts - 20 post(s) |
Khan Wrenth
Ore Oppression Prevention and Salvation
672
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Posted - 2016.09.02 01:03:11 -
[961] - Quote
Lugh Crow-Slave wrote:am i the only one who has noticed that the numbers in the blog for max value with skills/ships/plants don't add up?
some have a higher base value yet lower max? even though ships skills and plants are giving the same bonus and there is a new rig that gives a 25% We already discussed the rig. The rig is only slated to give +1 command burst processor. The "25%" is a notation for tech II command processors.
Let's discuss overhauling the way we get intel in EvE.
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Khan Wrenth
Ore Oppression Prevention and Salvation
672
|
Posted - 2016.09.02 01:06:19 -
[962] - Quote
Zan Shiro wrote:Lunarstorm95 wrote: Im not a fan of the possible t3 cloaky nulli drive-by boosts, but that requires 100% attentiveness form the pilot so it may not be that bad.
It will weed out the baddies...but still leaves the good ones to do this. the mechanisms won't be extremely hard for this. If the player(s) skill is above f1 spam monkey levels. It's also worth noting that Tech III cruisers carry fewer boosts, those boosts are weaker, and those boosts have a shorter range. Overall I feel that's great balance for the versatility of putting your boosts on the T3cruiser.
Let's discuss overhauling the way we get intel in EvE.
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Lugh Crow-Slave
2964
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Posted - 2016.09.02 04:30:43 -
[963] - Quote
Khan Wrenth wrote:Lugh Crow-Slave wrote:am i the only one who has noticed that the numbers in the blog for max value with skills/ships/plants don't add up?
some have a higher base value yet lower max? even though ships skills and plants are giving the same bonus and there is a new rig that gives a 25% We already discussed the rig. The rig is only slated to give +1 command burst processor. The "25%" is a notation for tech II command processors.
yeah meant mod either way why do they have a higher base yet lower max?
Citadel worm hole tax
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Defentora Thentax
Republic University Minmatar Republic
0
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Posted - 2016.09.02 07:08:25 -
[964] - Quote
pve is never taken into consideration when making changes like this, pve is what keeps feeding eve, isk, ships, everything, so we force boosters on grid of all types, mining links should stay off grid so we can continue to fill the markets without blowing up the prices, i can understand warfare links coming on grid, but when i run missions i do like to off grid boost or for ratting in null.
BUT AFK CLOAKING ISNT EVEN BEING ADDRESSED WHEN BRINING OFF GRID BOOSTERS ON GRID?! why not bring cloaky campers right on top of the closest ship in system after 10mins in hopes they die in a fire. this is an issue that has been around for a LONG time and there IS NO COUNTER, unlike scanning down a links ship. my links toon will be bio massed, he was trained to OGB for pve reasons/ system defense. im not giving ccp anymore money than i already do paying subs to extract, and im not wasting isk on them either seeing as isk/hr will diminish weather its mining, incursions, or other pve and production will slow.
IMHO more negative things will come of this as a whole than good. more accounts WILL cancel. the more casual player like myself doesn't log on to have the task load of a 2nd job, log on throw some links up and rat or mine, maybe start a couple jobs go to bed, now its gonna be, micro managing another toon, more so than even ratting in a carrier or anything else for that matter.
bringing links on grid could have been done better in a different way. getting rid of cloaky campers should be priority
end of rant, Eve is life and i care about what ive built in eve i have many friends here, hopefully someone at ccp gets it right one a these days |
Lugh Crow-Slave
2964
|
Posted - 2016.09.02 07:25:52 -
[965] - Quote
some one who is cloaked can't hurt you
some one who is afk really can't hurt you
Citadel worm hole tax
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Arrendis
GoonWaffe Goonswarm Federation
1944
|
Posted - 2016.09.02 08:42:25 -
[966] - Quote
Lugh Crow-Slave wrote:some one who is cloaked can't hurt you
Spoken like someone who's never been scouted for a pipebomb. |
Lugh Crow-Slave
2965
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Posted - 2016.09.02 09:31:36 -
[967] - Quote
Arrendis wrote:Lugh Crow-Slave wrote:some one who is cloaked can't hurt you
Spoken like someone who's never been scouted for a pipebomb.
they can't hurt you
they can help some one else hurt you or they can decloak and hurt you but while cloaked they cant touch you
Citadel worm hole tax
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Sylvia Kildare
Center for Advanced Studies Gallente Federation
8
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Posted - 2016.09.02 13:23:44 -
[968] - Quote
Akoha Uisen wrote:3. Remove industrial boosts from the game. Turn the porpoise, orca and rorqual into battlecruiser hull size, battleship hull size and capital hull size mining barges. Go big or go home.
It would be nice if you could do more in an on-grid Orca (mining-wise) than deploy 5 t2 mining drones, for sure. And I do hope the Porpoise will be more of a hybrid boost/mining ship itself.
Kaile Nefertiti wrote:Do we know if the new mining BC booster will be able to mine also? I really hope so cuz sticking a character that usually mines into a boosting ship just to sit there and give boosts is very boring gameplay.
The combat boosters get guns also to help wth dps or other stuff, please give the mining booster the ability to mine also!
Exactly like that. I really hope so, too. I think that would be much more rewarding gameplay for the Porpoise pilot than just boosting.
Gerark wrote:On the matter of skill refunds, I only feel Wing/Fleet Command deviate far enough from current function to deserve consideration for refunds if they are no longer needed for making large fleets. If fleets are allowed to form to max size with no skills then these two skills should be removed and refunded and the Burst range skills should be new skills that you get the skill books free and refunded SP so you can train if you want them, invest in other areas if you don't.
tl,dr: Passive bonuses remaining would be nice. Refund WC/FC if no longer needed for forming large fleets.
Indeed. Leadership skill itself isn't such a time sink, but WC/FC are such epic time sinks that either a full refund of them (so that only people interested in flying actual boosting ships can reinvest the SP back into them, but people who had them just to pass down boosts while flying non-boosting ships don't need to retrain them), or else they should reduce the multipliers on them to something more like x4 or x5 or x6 at most, and refund the difference in SP to all proportionally. |
Sylvia Kildare
Center for Advanced Studies Gallente Federation
8
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Posted - 2016.09.02 13:32:22 -
[969] - Quote
Warlord Balrog wrote:- During combat, when the fleet's collective remaining HP drops below 25% will you be able to swap charges from say... Shield Extension & Harmonizing to Armor Reinforcement & Energizing like you can with ammo and other charges or will it follow the "Run what you brung" mantra you've adopted? This module to charge change is slightly confusing aspect if you cannot change during combat timer.
- Likewise bursts cannot be stacked, will this include say a Leadership + Information specialist at 5 having Superiority & Hardening but NOT the Optimization prevent a Leadership 5/Information specialist 3 WITH said Optimization from boosting the fleet? -- If so, will there be a 'flag' (such as free-move or the command positions) preventing such abuse? -- If not, how will BIAB choose?
- The implants will be changed from a certain bonus to AoE radius, will CCP be reimbursing the focused implants?
I thought there was going to be one command burst highslot module per boost category. Meaning a separate module for shield, armor, info, skirmish, and mining. Although some have said why not just further condense to just 1 module and then provide the ammo/scripts to select the boost you want to boost.
But anyway, assuming it's the former system (5 types of command burst modules), then you wouldn't be able to rescript a shield module to give armor boosts. You'd have to use a separate boost module you have fitted at the same time or else use a mobile depot to swap out modules. the ammo types will only swap between the 3 subtypes of each main type, or so it appears is the plan for now.
Tavari Minrathos wrote:2: Are you considering a 3rd rig slot as part of the command ship rebalance?
3: I know its coming in the 3rd blog, but can you give an idea of how extensive the changes to combat boosting ships (command ships in particular) are going to be? Are we talking minor grid/CPU adjustments, major overhauls, or just rebalancing within the ship class?
4: Has the design team planned for players twisting links. By twisting, I mean giving 2 buffs from 1 module by changing ammo types every cycle after max duration skills? Is this the designed intent for high skill play or do you see boosting modules more as utility high slot.
Re: #2: that'd be nice, as I think 5 maximum boosts would be a lot better for command ships than 4 maximum boosts... but seeing as how t2 ships are limited to 2 rig slots, I doubt they're going to make an exception for command ships, when they only have 2 rig slots now, same as the other t2 ships. I think instead they should raise the proposed "default/base 2 boosts" limit back up to the current 3 base boost modules that command ships currently have access to without using command processors.
Re: #3: I think they're going to be pretty extensive. Not only PG/CPU changes but also slot layout changes, bonuses, base amounts of shield/armor/hull HP, etc. Maybe resists, too.
and re: #4: Based on the current durations, though, if you try to boost both "A" and "B" effects from a single module by reloading ammo/changing scripts, you will not be able to start a 2nd cycle of the "A" effect boost at the moment the 1st cycle ends. Which means if it's something really important to the fleet around the command ship, the fleet might be screwed. A bit dangerous. Would only be good for less vital boosts, like some of the info ones/the MWD/AB skirmish one. Can't see doing that with the shield/armor tank ones and the sig radius/web range skirmish ones. Too crucial to keep those going constantly in many situations.
Warlord Balrog wrote:Lastly, I don't think you'll be seeing many Orcas, and unless they're very secure and/or rich, Rorq pilots boosting on field very often after the change. Hell, I bet skill injector prices will burst because of the leadership changes, many Orca pilots will repurpose or quit (probably ragequit after spending a few billion on skills and the now useless MF implant). Not that anyone cares, but I'll be extracting all leadership skills and hold a candlelight vigil for anything relying on it (*cough* Fighters *cough*). Oh, and probably Cybernetics 5, as there'll be no implants requiring it of use anymore
Isn't the MF implant like 50 mil ISK?
Anyway, Cybernetics 5 will still be useful for +5s and for +6% combat hardwiring implants, so... still plenty of reasons to have it besides mindlinks. |
Balder Verdandi
Czerka.
281
|
Posted - 2016.09.02 13:34:00 -
[970] - Quote
Defentora Thentax wrote:pve is never taken into consideration when making changes like this, pve is what keeps feeding eve, isk, ships, everything, so we force boosters on grid of all types, mining links should stay off grid so we can continue to fill the markets without blowing up the prices, i can understand warfare links coming on grid, but when i run missions i do like to off grid boost or for ratting in null.
BUT AFK CLOAKING ISNT EVEN BEING ADDRESSED WHEN BRINING OFF GRID BOOSTERS ON GRID?! why not bring cloaky campers right on top of the closest ship in system after 10mins in hopes they die in a fire. this is an issue that has been around for a LONG time and there IS NO COUNTER, unlike scanning down a links ship. my links toon will be bio massed, he was trained to OGB for pve reasons/ system defense. im not giving ccp anymore money than i already do paying subs to extract, and im not wasting isk on them either seeing as isk/hr will diminish weather its mining, incursions, or other pve and production will slow.
IMHO more negative things will come of this as a whole than good. more accounts WILL cancel. the more casual player like myself doesn't log on to have the task load of a 2nd job, log on throw some links up and rat or mine, maybe start a couple jobs go to bed, now its gonna be, micro managing another toon, more so than even ratting in a carrier or anything else for that matter.
bringing links on grid could have been done better in a different way. getting rid of cloaky campers should be priority
end of rant, Eve is life and i care about what ive built in eve i have many friends here, hopefully someone at ccp gets it right one a these days
I have to agree .... on grid combat links are quite different than off grid mining boosts, but CCP apparently doesn't see it that way.
Now if CCP actually sat down with miners to find out how they do mining ops .....
Oh wait, nevermind. They don't do that.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Lugh Crow-Slave
2970
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Posted - 2016.09.02 13:40:34 -
[971] - Quote
Balder Verdandi wrote:Defentora Thentax wrote:pve is never taken into consideration when making changes like this, pve is what keeps feeding eve, isk, ships, everything, so we force boosters on grid of all types, mining links should stay off grid so we can continue to fill the markets without blowing up the prices, i can understand warfare links coming on grid, but when i run missions i do like to off grid boost or for ratting in null.
BUT AFK CLOAKING ISNT EVEN BEING ADDRESSED WHEN BRINING OFF GRID BOOSTERS ON GRID?! why not bring cloaky campers right on top of the closest ship in system after 10mins in hopes they die in a fire. this is an issue that has been around for a LONG time and there IS NO COUNTER, unlike scanning down a links ship. my links toon will be bio massed, he was trained to OGB for pve reasons/ system defense. im not giving ccp anymore money than i already do paying subs to extract, and im not wasting isk on them either seeing as isk/hr will diminish weather its mining, incursions, or other pve and production will slow.
IMHO more negative things will come of this as a whole than good. more accounts WILL cancel. the more casual player like myself doesn't log on to have the task load of a 2nd job, log on throw some links up and rat or mine, maybe start a couple jobs go to bed, now its gonna be, micro managing another toon, more so than even ratting in a carrier or anything else for that matter.
bringing links on grid could have been done better in a different way. getting rid of cloaky campers should be priority
end of rant, Eve is life and i care about what ive built in eve i have many friends here, hopefully someone at ccp gets it right one a these days I have to agree .... on grid combat links are quite different than off grid mining boosts, but CCP apparently doesn't see it that way. Now if CCP actually sat down with miners to find out how they do mining ops ..... Oh wait, nevermind. They don't do that.
I don't see the issue with needing to put an asset on grid in order to reap the benefits. When you can just keep an orca safely tucked on the undock what is the downside to using it? Why would anyone with access to an orca not use one?
Citadel worm hole tax
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Pretagos Omilas
Arch Arsonists of EvE Another Really Stupid Enterprise
6
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Posted - 2016.09.02 14:09:55 -
[972] - Quote
Lugh Crow-Slave wrote:Balder Verdandi wrote:Defentora Thentax wrote:(...) I have to agree .... on grid combat links are quite different than off grid mining boosts, but CCP apparently doesn't see it that way. Now if CCP actually sat down with miners to find out how they do mining ops ..... Oh wait, nevermind. They don't do that. I don't see the issue with needing to put an asset on grid in order to reap the benefits. When you can just keep an orca safely tucked on the undock what is the downside to using it? Why would anyone with access to an orca not use one?
This discussion is running in circles... plenty of people already pointed out the current broken "get benefits for zero risk" mechanic of possed boosts; I have yet to see a response addressing that argument from a miner other than "this is how miners do things for I.don't.know.how.long and we are (for some reason) entitled to it!"
Anyone feel free to link me a post I might have missed reading in this thread addressing it.
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Rowells
ANZAC ALLIANCE Mercenary Coalition
3101
|
Posted - 2016.09.02 14:25:18 -
[973] - Quote
Well I geuss I am a super-minority here then. Anybody else use their Rorq for hauling/surveying/faction dread ratting? |
Lugh Crow-Slave
2970
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Posted - 2016.09.02 14:26:35 -
[974] - Quote
Rowells wrote:Well I geuss I am a super-minority here then. Anybody else use their Rorq for hauling/surveying/faction dread ratting?
i used one for running relic/data sites once
Citadel worm hole tax
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Celina Atari
Clan Atari M1NER CONFL1CT
0
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Posted - 2016.09.02 16:40:27 -
[975] - Quote
Thank you for removing every reason I trained these skills. They are now useless to me. |
Demortis
Peoples Resource Center and Training... Peoples United Republic Empire
0
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Posted - 2016.09.02 17:30:11 -
[976] - Quote
You do know your destroying Mining Fleets right. I just reading everything and I have to ask are you out of your minds. First it's hard enough to live in null as it is but now you moving into a constant death strike every time we are working a system. Now your making boosters get on grid with you miners and your showing the enemy your entire fleet setup. Placing 1.2Bn booster ships in dangerous space. In effect you changing the tables to favor even more pvp side not the people building there ships and fits. If you look at the current trends pvpers have dismembered most large mining corps and are now feeding on everything else. To empower them even more is a massive blow to the core builders in eve. I was wondering why that trade hubs are dieing and member counts are way down. I love eve but there won't be any boosting from me anytime soon.
I believe the best idea CCP could have is fix all the broken not working stuff first and complete there dev in fixing up the orca and the rorqual like we heard they would do first before turning a blind eye to what they haven't done to bring in a bad idea for miners. Distance is a huge problem for me my asteroids are from about 20km - 400km apart from each other that's not even close to the boosts they are bringing in 500km would cover the belt that is fair. Also no m3 gain come on what is going on over there really. Last thing is markings come on now that's the worst idea ever who thought of that we as miners need to be alert at our boosts not open for any random person to look at.
Like mad is one thing wondering who brought the drugs to work is something else wake up CCP. |
VicturusTeSaluto
Metafarmers
1
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Posted - 2016.09.02 17:36:12 -
[977] - Quote
I do not like this change as I see it following CCP's consistent theme of only making changes to the game to make combat less likely to occur.
For me, when gang links are used it is almost exclusively for tackling. Usually that would mean the Interdiction Maneuvers link, but some others help a little as well. Removing the point range bonus already applied to your tackler as soon as the land on grid will be another huge nerf to tackling. These point bonuses are needed because CCP has already gone out of their way to give every advantage in the book to your intended target. Not only are at baseline they likely to be 100km off your warp in and algined, but MWD's now more or less accelerate at afterburner speeds following the old, over-zealous "nano-nerfs" affecting every ship that fits a MWD. You probably need a long range scram with your long range point as well because they gave them the escape tool of the MJD as well. Good lucky keeping them there with your webs that are not as effective as they were originally intended to be. And of course how will you even know when to look for your target or if they unsubbed a year ago now that CCP apparently removed the watchlist to make eve once again a less risky place. I could keep going forever.
On top of everything, in typical CCP fashion they go one step further from what was intended in the first place of their redesign and remove all bonuses from the gang skills themselves? |
Krystyn
Serenity Rising LLC
267
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Posted - 2016.09.02 17:36:53 -
[978] - Quote
Lugh Crow-Slave wrote:[quote=Balder Verdandi]
... or instead of an mwd you could oh idk fit a web or two to the miners?
but i may just be crazy
You are crazy. The only barges that could realistically fit a web are procurers/skiffs.
And 3 Tech 3 Destroyers with 1 logi frig can wipe out an entire mining fleets even of procurers and then if they brought enough ammo they kill the orca too.
So its virtual suicide for orca/rorquals to be in belts. High sec Orcas are the exception here.
Only rorqual I've ever seen in a belt. https://zkillboard.com/kill/46142133/
Only Orca I've ever seen in Nullsec outside of a POS. https://zkillboard.com/kill/48186533/ |
Krystyn
Serenity Rising LLC
267
|
Posted - 2016.09.02 17:39:52 -
[979] - Quote
VicturusTeSaluto wrote:I do not like this change as I see it following CCP's consistent theme of only making changes to the game to make combat less likely to occur.
For me, when gang links are used it is almost exclusively for tackling. Usually that would mean the Interdiction Maneuvers link, but some others help a little as well. Removing the point range bonus already applied to your tackler as soon as the land on grid will be another huge nerf to tackling. These point bonuses are needed because CCP has already gone out of their way to give every advantage in the book to your intended target. Not only are at baseline they likely to be 100km off your warp in and algined, but MWD's now more or less accelerate at afterburner speeds following the old, over-zealous "nano-nerfs" affecting every ship that fits a MWD. You probably need a long range scram with your long range point as well because they gave them the escape tool of the MJD as well. Good lucky keeping them there with your webs that are not as effective as they were originally intended to be. And of course how will you even know when to look for your target or if they unsubbed a year ago now that CCP apparently removed the watchlist to make eve once again a less risky place. I could keep going forever.
On top of everything, in typical CCP fashion they go one step further from what was intended in the first place of their redesign and remove all bonuses from the gang skills themselves?
I totally agree on the watchlist. I had a whole bunch of enemy super pilots etc and the random tengu who I ran out of PLEX who logged off in space and I'm waiting for him to come back online so I can try to kill him...
And I know that other people did the same to me so it was perfectly balanced that way. |
Resa Moon
New Eden Miners Association
17
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Posted - 2016.09.02 17:48:29 -
[980] - Quote
Pretagos Omilas wrote:This discussion is running in circles... plenty of people already pointed out the current broken "get benefits for zero risk" mechanic of possed boosts; I have yet to see a response addressing that argument from a miner other than "this is how miners do things for I.don't.know.how.long and we are (for some reason) entitled to it!"
Anyone feel free to link me a post I might have missed reading in this thread addressing it.
Miners have repeatedly pointed out the risk vs. reward problem of forcing the Rorqual on to the field - the risk becomes ridiculously high versus the reward.
New Eden Mining Blog
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Balder Verdandi
Czerka.
283
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Posted - 2016.09.02 18:02:14 -
[981] - Quote
Pretagos Omilas wrote: This discussion is running in circles... plenty of people already pointed out the current broken "get benefits for zero risk" mechanic of possed boosts; I have yet to see a response addressing that argument from a miner other than "this is how miners do things for I.don't.know.how.long and we are (for some reason) entitled to it!"
Anyone feel free to link me a post I might have missed reading in this thread addressing it.
I don't think anyone considers it as an entitlement since it's within the mechanics of game play. What CCP wants is to change the mechanics of game play under a "risk versus reward" idea but after reading the dev blog there is no reward for boosting miners. With the November update mining boosts will need to be on grid, right?
What it means:
- "Shooting" boosts to fleet mates will make you go suspect and/or get an aggression timer. CCP has yet to address this per their published information.
- "Shooting" boosts could make you vulnerable to neutrals outside your fleet since it flags you with a suspect/aggression timer since "shooting" is considered combat.
- No word on whether or not high-sec boosters could end up getting CONCORD'ed if fleet members are outside the organization that's providing boosts; for example "Corp 1" is providing boosts to that corp, but now that character "shoots" someone in an NPC corporation to provide fleet boosts to them.
- Information is inaccurate or incomplete about what the attributes are for the new boosts compared to the current boosts.
Resa Moon wrote:
Miners have repeatedly pointed out the risk vs. reward problem of forcing the Rorqual on to the field - the risk becomes ridiculously high versus the reward.
This is exactly the issue in a nutshell. Putting a ship on the field that cannot defend itself has no reward and is 100% risk, and I ask that someone show me where the reward is for doing this.
What I would like to see done with boosts and how to handle them going forward.
Mining boosts are not combat boost, and combat boosts are not logi boosts. If CCP wants to update boosts that's fine, but what I'm arguing for is a definite separation of boosts and treat them accordingly:
- Logi boosts should fall under Logistics.
- Mining boosts should fall under either Mining or Industrial skills
- Combat boosts should fall under a combat oriented skill set, or let them remain where they are under the current skill tree and separate Logi/Mining from Combat.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Demortis
Peoples Resource Center and Training... Peoples United Republic Empire
0
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Posted - 2016.09.02 18:55:47 -
[982] - Quote
or do something CCP like the miner drones that can do high DPS to even the playing field it sounds to me CCP just wants pvpers to drain the tradehubs and go into a bare market where no one can find supplies and then lose members to other games that's whats happening right this second in eve and this idea is gonna tip the scales for sure into non payers and non players for that matter. |
Arrendis
GoonWaffe Goonswarm Federation
1946
|
Posted - 2016.09.02 19:13:38 -
[983] - Quote
Krystyn wrote:And 3 Tech 3 Destroyers with 1 logi frig can wipe out an entire mining fleets even of procurers and then if they brought enough ammo they kill the orca too.
'an entire mining fleet'?
I've seen upwards of 50-60 procurers in the same bunch of rocks. No, 3 T3Ds and a Logifrig can't even hope to kill that before the drones eat the logifrig alive, and then start on the T3Ds.
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Antheria
Imperial Academy Amarr Empire
13
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Posted - 2016.09.02 20:29:55 -
[984] - Quote
Without going into detail, I feel the proposed changes (insofar as they apply to PvE & especially mining) are ill considered & badly thought through.
I agree with the general thrust of the proposed changes (to have boosters on grid), but the effect on miners especially is drastic.
After all this is a game & we are supposed to be playing for fun & enjoyment. The way these changes (& some of the other recent changes) are structured CCP is turning this game into one which requires micro-management. I disagree completely with people playing this game AFK but these changes are turning this game into a job & sucking the enjoyment out of it.
There is a tipping point where people will simply say WTF & unsub - is that what CCP really wants? |
Nasar Vyron
S0utherN Comfort Test Alliance Please Ignore
148
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Posted - 2016.09.02 22:29:49 -
[985] - Quote
Without going into a ton of detail which would be wasted deep in a thread.
Why not add a new module called "Industrial Relay" which can be fit to any industrial boost ship (porpoise/orca/rorqual) and allow for relaying of industrial boosts from any Rorqual with an active Industrial Core. At the same time go ahead and remove the ability to boost from within a POS shield and force break tether like all other boosts. Also while we're at it reduce the Industrial Core cycle time to 1 minute and the fuel requirement accordingly.
With this you allow for boosting pilots to avoid sitting directly in warpable anoms/belts for 5 minute intervals; at the same time attaching the burst effect to mobile ships which can move with the mining fleet through large belts without having to turn off the industrial core, slowboat/warp out and back to a new location, and repeat. All this while still leaving enough vulnerability to be caught, but not overly-so for a non-combat activity.
FYI-I'm not exactly changing my stance on my previous post. I'm still against the requirement of the Industrial Core for providing boosts. However, if use of the Industrial Core allowed for the bonus of being able to position anywhere in system and relaying those boosts through other ships with an active Relay Module then I can see a balance being obtained. |
helana Tsero
Science and Trade Institute Caldari State
593
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Posted - 2016.09.03 00:50:57 -
[986] - Quote
So now my command ships will be priests and have area of effect buff potions... can my arty machariels now be sorcerers and their guns converted to giant wands please...
Also would like citadels to now have draw bridges and bats circling around the top. and shuttles now be broomsticks..
"...ppl need to get out of caves and they will see something new.... thats where eve is placed... not in cave." | zoonr-Korsairs |
Meanwhile Citadel release issues: "tried to bug report this and the bug report is bugged as well" | Rafeau |
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Lugh Crow-Slave
2970
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Posted - 2016.09.03 01:38:08 -
[987] - Quote
Resa Moon wrote:Pretagos Omilas wrote:This discussion is running in circles... plenty of people already pointed out the current broken "get benefits for zero risk" mechanic of possed boosts; I have yet to see a response addressing that argument from a miner other than "this is how miners do things for I.don't.know.how.long and we are (for some reason) entitled to it!"
Anyone feel free to link me a post I might have missed reading in this thread addressing it.
Miners have repeatedly pointed out the risk vs. reward problem of forcing the Rorqual on to the field - the risk becomes ridiculously high versus the reward.
considering it went from 0 risk to having risk
Citadel worm hole tax
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Lugh Crow-Slave
2970
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Posted - 2016.09.03 01:40:23 -
[988] - Quote
Nasar Vyron wrote:Without going into a ton of detail which would be wasted deep in a thread.
Why not add a new module called "Industrial Relay" which can be fit to any industrial boost ship (porpoise/orca/rorqual) and allow for relaying of industrial boosts from any Rorqual with an active Industrial Core. At the same time go ahead and remove the ability to boost from within a POS shield and force break tether like all other boosts. Also while we're at it reduce the Industrial Core cycle time to 1 minute and the fuel requirement accordingly.
With this you allow for boosting pilots to avoid sitting directly in warpable anoms/belts for 5 minute intervals; at the same time attaching the burst effect to mobile ships which can move with the mining fleet through large belts without having to turn off the industrial core, slowboat/warp out and back to a new location, and repeat. All this while still leaving enough vulnerability to be caught, but not overly-so for a non-combat activity.
FYI-I'm not exactly changing my stance on my previous post. I'm still against the requirement of the Industrial Core for providing boosts. However, if use of the Industrial Core allowed for the bonus of being able to position anywhere in system and relaying those boosts through other ships with an active Relay Module then I can see a balance being obtained.
the industrial core is no longer needed you only need it for MAX boosts if you are willing to take that extra risk
Citadel worm hole tax
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Jaina Valencia
SUNDER.
0
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Posted - 2016.09.03 03:34:47 -
[989] - Quote
This will make for some interesting gameplay as far as combat is concerned, however, claiming it "effects the same type of gameplay" as a reason for a lack of SP refund for fleet skills is a bit of a stretch. You can't honestly say with a straight face that offgrid boosting and ongrid boosting are even in the same ballpark. This idea completely devastates the average eve player using an alt to boost the typical fleet.
I think an SP refund would be prudent, otherwise this whole idea seems to come across as a $$ making gimmick meant to suck funds through skill extractor purchases from the offgrid orca pilots that are extremely prevalent in-game and makes booster alts utterly useless to someone who isn't running multiple monitors. |
Nasar Vyron
S0utherN Comfort Test Alliance Please Ignore
148
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Posted - 2016.09.03 03:47:35 -
[990] - Quote
Lugh Crow-Slave wrote: the industrial core is no longer needed you only need it for MAX boosts if you are willing to take that extra risk
Quote:T1 Industrial Core (while active)
+25% bonus to Mining Foreman Burst strength
+100% bonus to Mining Foreman and Shield Command Burst Area of Effect Range
T2 Industrial Core (while active)
+30% bonus to Mining Foreman Burst strength
+200% bonus to Mining Foreman and Shield Command Burst Area of Effect Range
Say what?
You would be better off using an orca for the risk/reward if you didn't use the core... an extra 10% from level 5 between the two doesn't warrant fielding it in the slightest for base bonuses. Should we see all command ships/carriers/FAX/supers/titans siege to provide their boosts? Of course not, why are we even discussing this? These aren't even combat bonuses being given. Yet you want it to carry more risk than to those boosting in active combat. |
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