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CCP Fozzie
C C P C C P Alliance
14553

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Posted - 2016.10.26 13:48:35 -
[1] - Quote
Hello everyone!
This thread will cover the details and feedback for the new Titan-based Phenomena Generators. These modules allow a Titan to apply a set of bonuses and penalties to EVERY ship over a huge area (generally an entire grid). This includes friendly, hostile and neutral ships. These effects shape the battlefield in subtle but significant ways, allowing clever fleet commanders to change their tactics and take advantage of the new strengths and weaknesses.
In a lot of ways these modules are intended to be similar to a mobile wormhole system effect, encouraging similar types of problem solving.
There is one Phenomena Generator for each race, and each titan can fit one copy of their own racial Phenomena Generator (dual race titans such as the Vanquisher can choose either one of their racial generators).
Phenomena Generators require a new skill called "Spatial Phenomena Generation". This rank 10 skill requires Fleet Command 1 and Command Burst Specialist 4 to train and increases the duration of all Phenomena Generation effects by 10% per level.
Each Phenomena Generator shares the same stats:
- 100,000PWG
- 100 CPU
- 5 minute cycle time
- 5 minute base effect duration (increased up to 7.5 minutes by the skill)
- 20,000km AoE range
- Requires 25,000 GJ of cap to activate
- Requires 40,000 units of racial isotopes to activate
Each Phenomena Generator has a set of 4 bonuses/penalties:
Amarr: +30% capacitor recharge rate, +10% kinetic resistances, -15% EM resistances, -10% velocity
Minmatar: -30% signature radius, +10% thermal resistances, -15% explosive resistances, -10% hybrid turret and energy turret optimal range
Caldari: +30% shield hitpoints, +10% EM resistances, -15% kinetic resistances, -10% remote armor repairer effectiveness
Gallente: +30% armor hitpoints, +10% explosive resistances, -15% thermal resistances, -10% remote shield booster effectiveness
These modules are on SISI now and available for testing. We welcome your feedback. Thanks!
Game Designer | Team Five-0
Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie
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Act-Mack PVT
Adversity. Psychotic Tendencies.
8
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Posted - 2016.10.26 14:19:10 -
[2] - Quote
WTF is the point of having a titan module that hurts your own fleet as much as it boosts it. This idea of wh effects on supers got you laughed at by the entire community during eve Vegas last year and yet you decided to go ahead with it. Why would you ever think this was a good idea after r/eve and the eve forums roasted you for this idea? Please reply with a decent answer. |

Leokokim
Know your Role League of Unaligned Master Pilots
39
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Posted - 2016.10.26 14:21:00 -
[3] - Quote
Will the +30% hitpoint bonus replace a bonus that is currently given by a active command burst (20%) or will it be added on top?
Also will activating the Generator give you a weapons timer? Unable to jump while cycling? Unable to warp? |

Nazar Titsuo
High Flyers Northern Coalition.
1
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Posted - 2016.10.26 14:21:40 -
[4] - Quote
Glad CCP is looking at hull bonuses but for the love of bob dont do this change |

Kuhn Arashi
SniggWaffe WAFFLES.
16
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Posted - 2016.10.26 14:27:54 -
[5] - Quote
How do the effects interact when there are competing types of titans on the field? Does one effect take the advantage over another? The last one activated? The one with the highest skills? Do they stack O.o? |

Tribal Trogdor
Better Off Red Unspoken Alliance.
19
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Posted - 2016.10.26 14:30:24 -
[6] - Quote
Amarr and Minmatar resist bonus should be swapped. Caldari has an EM bonus - T2 Caldari weakness, Gallente Explosive - T2 Gallente weakness, Amarr has Kinetic - T2 Minmatar weakness, Minmatar has Therm - T2 Amarr weakness.
Second debuff on Minmatar seems...off.
Amarr - kills kitey fleets Gallente - kills shield logi fleets Caldari - kills armor logi fleets Minmatar - kills slower fleets, but only if they are Gallente or Amarr? Slow, rapid light cruisers like cerbs, still gonna hit fast kitey cruisers fine. I think the issue here is that to counter kitey, you have to decrease, range overall, which also happens to counter the kitey ship as well. Tough one :D
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xttz
GoonWaffe Goonswarm Federation
787
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Posted - 2016.10.26 14:30:42 -
[7] - Quote
CCP Fozzie wrote:
Amarr: +30% capacitor recharge rate, +10% kinetic resistances, -15% EM resistances, -10% velocity
Minmatar: -30% signature radius, +10% thermal resistances, -15% explosive resistances, -10% hybrid turret and energy turret optimal range
Why not make these two mirror each other like the Gallente/Caldari ones do? i.e. the Amarr one could penalise missiles & projectiles or the Minmatar one could penalise capacitor. |

penifSMASH
ElitistOps Pandemic Legion
462
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Posted - 2016.10.26 14:32:27 -
[8] - Quote
You'll get a lot of people posting here complaining because lol eve players and change, but these modules look interesting as heck and will force fleets to make tactical gameplay choices.
The Minmatar effect on hybrid/energy turret optimal range seems a bit unfair. It's a direct counter to both armor titans while having no negative effect on shield ones, whereas neither armor titan effect generator has similar gameplay effect on shield titan weapons systems (missiles/projectiles).
Also I feel as if the fuel usage may be a tad bit high but that's a minor issue. |

Act-Mack PVT
Adversity. Psychotic Tendencies.
8
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Posted - 2016.10.26 14:38:26 -
[9] - Quote
penifSMASH wrote:You'll get a lot of people posting here complaining because lol eve players and change, but these modules look interesting as heck and will force fleets to make tactical gameplay choices.
The Minmatar effect on hybrid/energy turret optimal range seems a bit unfair. It's a direct counter to both armor titans while having no negative effect on shield ones, whereas neither armor titan effect generator has similar gameplay effect on shield titan weapons systems (missiles/projectiles).
Also I feel as if the fuel usage may be a tad bit high but that's a minor issue.
I can't wait until some leviathen or ragnarok in the legion/NC, bursts your armor fleet with one. |

Tribal Trogdor
Better Off Red Unspoken Alliance.
19
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Posted - 2016.10.26 14:40:32 -
[10] - Quote
Act-Mack PVT wrote:penifSMASH wrote:You'll get a lot of people posting here complaining because lol eve players and change, but these modules look interesting as heck and will force fleets to make tactical gameplay choices.
The Minmatar effect on hybrid/energy turret optimal range seems a bit unfair. It's a direct counter to both armor titans while having no negative effect on shield ones, whereas neither armor titan effect generator has similar gameplay effect on shield titan weapons systems (missiles/projectiles).
Also I feel as if the fuel usage may be a tad bit high but that's a minor issue. I can't wait until some leviathen or reagnorok in the legion/NC, bursts your armor fleet with one.
I can't wait until you learn how to spell |
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Jay Amazingness
GoonWaffe Goonswarm Federation
51
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Posted - 2016.10.26 14:40:43 -
[11] - Quote
penifSMASH wrote:Also I feel as if the fuel usage may be a tad bit high but that's a minor issue.
I agree, with 2 sets of guns, multiple DDs and other cap mods my fleet hanger is getting pretty full
Jay "I'm gay" Amazingness
Headshotting FCs since day one.
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Coelomate
Gilliomate Corp
59
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Posted - 2016.10.26 14:47:25 -
[12] - Quote
Will any or all of these bonuses be stacking penalized, and if so, against what other modules/attributes/rigs/command bonuses?
Generally this looks like a really cool idea that could generate interesting conflict and content, and I'm excited to see how it turns out!
Love,
~Coelomate
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Querns
GoonWaffe Goonswarm Federation
2588
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Posted - 2016.10.26 14:47:45 -
[13] - Quote
^^^ efb :argh:
How do the resists apply to ships? Do they abide by standard stacking penalties, or do they stack ahead, or is it an additive/subtractive adjustment?
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Arronicus
Fusion Enterprises Ltd Badfellas Inc.
1541
|
Posted - 2016.10.26 14:51:41 -
[14] - Quote
That's some brutal fuel/cap usage for the titan when considering how long some fights drag on for. Still, these are some pretty large bonuses, so I guess it balances out? |

MuraSaki Siki
Es and Whizz Hedonistic Imperative
67
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Posted - 2016.10.26 15:00:08 -
[15] - Quote
are the resist bonus and nerf affect shield/armor/hull all three? |

utec asmo
School of Applied Knowledge Caldari State
19
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Posted - 2016.10.26 15:00:58 -
[16] - Quote
How are cloaked ships affected by the generators? |

Mai Khumm
172.0.0.1
855
|
Posted - 2016.10.26 15:02:03 -
[17] - Quote
Act-Mack PVT wrote:WTF is the point of having a titan module that hurts your own fleet as much as it boosts it. This idea of wh effects on supers got you laughed at by the entire community during eve Vegas last year and yet you decided to go ahead with it. Why would you ever think this was a good idea after r/eve and the eve forums roasted you for this idea? Please reply with a decent answer. There's a thread for the new Engineering Complexes with 40 pages of people being very concerned with the way industry is going. Fozzie promised a reply over 2 weeks ago...
...don't hold your breath! |

Longdrinks
The Tuskers The Tuskers Co.
247
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Posted - 2016.10.26 15:05:45 -
[18] - Quote
Looking forward to using this on my fleets. Ship it. |

Act-Mack PVT
Adversity. Psychotic Tendencies.
10
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Posted - 2016.10.26 15:06:38 -
[19] - Quote
Mai Khumm wrote:Act-Mack PVT wrote:WTF is the point of having a titan module that hurts your own fleet as much as it boosts it. This idea of wh effects on supers got you laughed at by the entire community during eve Vegas last year and yet you decided to go ahead with it. Why would you ever think this was a good idea after r/eve and the eve forums roasted you for this idea? Please reply with a decent answer. The feedback thread for the new Engineering Complexes has 40 pages of people being very concerned with the way industry is going. Fozzie promised a reply over 2 weeks ago...its been abandoned by CCP since. ...don't hold your breath!
Yes, but that wasn't fozzies brainchild, this is.
Just like you said, hold your breath and hope for good decision making from CCP Fozzie. |

GOB III
Adversity. Psychotic Tendencies.
13
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Posted - 2016.10.26 15:08:42 -
[20] - Quote
2 of these modules seem like they might see regular use when applicable 1 seems situational 1 seems worthless
hmmmm
also: how will these modules interact with tethering on citadels
also stop posting mack |
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Mai Khumm
172.0.0.1
855
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Posted - 2016.10.26 15:09:12 -
[21] - Quote
Act-Mack PVT wrote:Mai Khumm wrote:Act-Mack PVT wrote:WTF is the point of having a titan module that hurts your own fleet as much as it boosts it. This idea of wh effects on supers got you laughed at by the entire community during eve Vegas last year and yet you decided to go ahead with it. Why would you ever think this was a good idea after r/eve and the eve forums roasted you for this idea? Please reply with a decent answer. The feedback thread for the new Engineering Complexes has 40 pages of people being very concerned with the way industry is going. Fozzie promised a reply over 2 weeks ago...its been abandoned by CCP since. ...don't hold your breath! Yes, but that wasn't fozzies brainchild, this is. Just like you said, hold your breath and hope for good decision making from CCP Fozzie. Didn't say it was, just giving you an idea on when to expect an answer! |

Aurthes
Shadow State Goonswarm Federation
65
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Posted - 2016.10.26 15:27:51 -
[22] - Quote
penifSMASH wrote:You'll get a lot of people posting here complaining because lol eve players and change, but these modules look interesting as heck and will force fleets to make tactical gameplay choices.
The Minmatar effect on hybrid/energy turret optimal range seems a bit unfair. It's a direct counter to both armor titans while having no negative effect on shield ones, whereas neither armor titan effect generator has similar gameplay effect on shield titan weapons systems (missiles/projectiles).
Also I feel as if the fuel usage may be a tad bit high but that's a minor issue.
There has been a lot of unfairness to the Minmatar titan for a long time. For cap battles, the signature radius bonus is pretty useless. That really should be addressed, maybe they were somehow trying to compensate for it here...no idea. |
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CCP Fozzie
C C P C C P Alliance
14554

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Posted - 2016.10.26 15:39:37 -
[23] - Quote
Leokokim wrote:Will the +30% hitpoint bonus replace a bonus that is currently given by a active command burst (20%) or will it be added on top?
Also will activating the Generator give you a weapons timer? Unable to jump while cycling? Unable to warp? Added on top, and just a weapons timer.
Kuhn Arashi wrote:How do the effects interact when there are competing types of titans on the field? Does one effect take the advantage over another? The last one activated? The one with the highest skills? Do they stack O.o? If multiple types of Phenomena are running they'll both apply normally. Multiple copies of the same type of Phenomena don't stack, they'll just refresh the duration of the effect.
xttz wrote: Why not make these two mirror each other like the Gallente/Caldari ones do? i.e. the Amarr one could penalise missiles & projectiles or the Minmatar one could penalise capacitor.
In general we would actually prefer less mirroring rather than more, as that would lead to more interesting decisions and less overlap if multiple Phenomena are running at once. However if the speed penalty on the Amarr one doesn't end up being interesting enough we're keeping the projectile/missile range option open as a fallback.
Coelomate wrote:Will any or all of these bonuses be stacking penalized, and if so, against what other modules/attributes/rigs/command bonuses?
Generally this looks like a really cool idea that could generate interesting conflict and content, and I'm excited to see how it turns out! Whenever these bonuses apply to a stacking penalized attribute (such as resists) they are stacking penalized like a normal module. The resist ones are stacking penalized with hardeners/command bursts and stuff like that, rather than with DCUs and RAHs.
MuraSaki Siki wrote:are the resist bonus and nerf affect shield/armor/hull all three? Yup, all three.
utec asmo wrote:How are cloaked ships affected by the generators? Cloaked ships do not receive the effect. Neither do ships that are invulnerable from jumping/undocking, tethering or similar states.
Quick clarification on the goals of these modules. We know that quite a few people will not be interested in using them and that's completely fine and expected. These modules are primarily intended for the kinds of people who enjoy experimenting with fleet tactics as a form of creative expression, who see something like this and start having fun thinking about the buildaround possibilities. These are not intended to be modules that get used in every fight. For people familiar with the MTG personas, these are Johnny modules rather than Spike modules.
Game Designer | Team Five-0
Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie
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drunklies
Nocturnal Romance The Initiative.
32
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Posted - 2016.10.26 15:42:23 -
[24] - Quote
Just a few thoughts:
1. How will these boosts effect the grid. Will they ignore teathering, will they stack with other command bursts. How precisely are the bonuses applied?
2. There is a weird disconnect from the racial themes we are used to. Amarr counters caldari, not minmitar. But minmitar does counter amarr. I guess the root of that problem is the kinetic lock.
4. The rag hurts lots of shield ships which have hybrids/lasers as their main weapon system. Lots of these are less used anyway, I dont think they need any further pain.
5. Is remote rep effectiveness the raw hp repaired, the falloff, or some other metric.
6. Are you trying to use the modules to balance out the titan class? The levi and the erebus bonues are vastly more powerful then the others (especially now in the era of faxes), where as the avatar, and to some extent the rag (it can't be kited by an unproped capital) are more capable combat titans. |

Altrue
Exploration Frontier inc Tactical-Retreat
2092
|
Posted - 2016.10.26 15:47:10 -
[25] - Quote
Quote:"Spatial Phenomena Generation". This rank 10 skill
The Face When the Titan AOE Buffs skill is only almost half the time of the Fleet Command 5% range per level CHARISMA skill.
Signature Tanking Best Tanking
[Ex-F] CEO - Eve-guides.fr
Ultimate Citadel Guide - 2016 EVE Career Chart
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Mostlyharmlesss
GoonWaffe Goonswarm Federation
242
|
Posted - 2016.10.26 15:47:31 -
[26] - Quote
This is part of your plan to incentivize more capital fights?
I shudder to think what's in store for us down the road.
Follow me on Twitter for the latest regarding GoonSwarm Federation and our recruitment drives!
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Sentient Blade
Crisis Atmosphere Coalition of the Unfortunate
1741
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Posted - 2016.10.26 16:01:42 -
[27] - Quote
Seems like a bit of weak sauce for what could be a really fun system. Where are the real game changers?
I rarely get to fight alongside Titans, but I can imagine some much more interesting things than silly resistance debuffs.
Having rings run around you by kiting fleets? Launch a phenomenon which increases MWD cap usage.
Need to keep evading? Launch a phenomenon to massively reduce MJD cycle.
Too much alpha on field? Launch a phenomenon to increase all weapon ROF and reduce damage. |

drunklies
Nocturnal Romance The Initiative.
32
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Posted - 2016.10.26 16:10:04 -
[28] - Quote
CCP Fozzie wrote:Quick clarification on the goals of these modules. We know that quite a few people will not be interested in using them and that's completely fine and expected. These modules are primarily intended for the kinds of people who enjoy experimenting with fleet tactics as a form of creative expression, who see something like this and start having fun thinking about the buildaround possibilities. These are not intended to be modules that get used in every fight. For people familiar with the MTG personas, these are Johnny modules rather than Spike modules.
Why bother then?
Its a lot of effort, for very little in terms of reward.
Also, if you wanted to have these options available to make things 'interesting' why are you making them faction specific. Let it be a boost module you whack a charge in and can slap on any titan. Don't need to think about if I've got the right 110 billion isk ship, any of them would do.
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Skia Aumer
Sebiestor Tribe Minmatar Republic
387
|
Posted - 2016.10.26 16:21:14 -
[29] - Quote
CCP Fozzie wrote:For people familiar with the MTG personas, these are Johnny modules rather than Spike modules. I used to play this type of game, but I quit when they started adding cards at a pace beyond my ability to digest them. Is there a consensus in CCP how fast you should add new features? Cause it looks like you too are running faster then I can cope. |

Cyrus Doul
Burning Napalm Northern Coalition.
21
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Posted - 2016.10.26 16:55:53 -
[30] - Quote
The Avatar one looks fun. I assume that firing this thing does apply to the ship that fires it too. Does it also apply to ships in warp in the 20000km range?
Might require 2 titans if you cant pull this off with the capacitor of one, but set up HAW + have your bubbler for BFGing a passing fleet. They start to land on field into the velocity debuff and the EM nerf, the titan BFG's either killing them outright and having 10% more time to do so as they flee, giving them possibly another couple of ticks. Then the titan opens up with the HAW and is benefited by them either taking more time to get to the gate or lower transversal. The debuff and the primary damage happen while they are still in warp tunnel, so theres no escaping it. |
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uppo nalle
V0LTA WE FORM V0LTA
9
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Posted - 2016.10.26 16:57:37 -
[31] - Quote
WHERE IS THE DISLIKE BUTTON?!? I'd hit that so hard now.
https://forums.eveonline.com/default.aspx?g=posts&t=256081&find=unread
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John Selth
Collapsed Out Pandemic Legion
36
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Posted - 2016.10.26 16:58:38 -
[32] - Quote
Will it need 40k every cycle or just to active the module once? I think having the isotope consumption similar to how citadel modules work is a good compromise where they have a high one time requirement for fuel to start up but then have a low requirement to keep running. What I see is titans stranding themselves on grid because they use up too much fuel keeping these things online and running constantly. |

Orontes Ovasi
BURN EDEN Northern Coalition.
25
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Posted - 2016.10.26 17:16:52 -
[33] - Quote
These changes look great.
Good work as usual, Fozzie. |

Ayuren Aakiwa
Sudden Death. Exodus.
119
|
Posted - 2016.10.26 17:47:17 -
[34] - Quote
this is the only interesting change in what is easily going to be the worst Eve patch/update of recent times. |

Aldrith Shutaq
PIE Inc. Praetoria Imperialis Excubitoris
1743
|
Posted - 2016.10.26 18:15:19 -
[35] - Quote
So there's a way to nerf lasers and hybrids on the field, but no way to nerf projectiles and missiles on the field? Hardly seems fair.
Aldrith Ter'neth Shutaq Newelle
Fleet Captain of the Praetoria Imperialis Excubitoris
Divine Commodore of the 24th Imperial Crusade
Lord Consort of House Sarum
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Carbon Alabel
The Alabaster Albatross Sev3rance
19
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Posted - 2016.10.26 18:40:11 -
[36] - Quote
Considering these modules confer negative effects and have a fairly long cycle time, I wouldn't be surprised to see groups receiving the short end of the stick Phenomena Generators warping out, waiting out any weapons timers they might have, getting rid of the effect by docking in a station and then immediately undocking (or taking a gate out of the system and then back in).
While this won't affect those groups that field dozens of titans at once in the slightest, it could prove to be a huge problem for those only fielding one or two of them. Any thoughts on that? |

Aldrith Shutaq
PIE Inc. Praetoria Imperialis Excubitoris
1743
|
Posted - 2016.10.26 18:50:10 -
[37] - Quote
That doesn't make any sense; as soon as they come back to the field the effect will be present again. What you described was simply a retreat.
Aldrith Ter'neth Shutaq Newelle
Fleet Captain of the Praetoria Imperialis Excubitoris
Divine Commodore of the 24th Imperial Crusade
Lord Consort of House Sarum
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Carbon Alabel
The Alabaster Albatross Sev3rance
19
|
Posted - 2016.10.26 19:02:45 -
[38] - Quote
That might be true. I don't see it specified anywhere if the effects will be applied continuously throughout the cycle or if they are only applied once at the start of the cycle. (Can't check it out on sisi at the moment.) |

Aldrith Shutaq
PIE Inc. Praetoria Imperialis Excubitoris
1743
|
Posted - 2016.10.26 19:20:59 -
[39] - Quote
I think they'll be applied the same way command boosts will be; as soon as you enter the active sphere the effects take effect, with perhaps lingering effects if you leave the field.
Aldrith Ter'neth Shutaq Newelle
Fleet Captain of the Praetoria Imperialis Excubitoris
Divine Commodore of the 24th Imperial Crusade
Lord Consort of House Sarum
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Mimiko Severovski
IT'S HAPPENING. Domain Research and Mining Inst.
56
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Posted - 2016.10.26 20:32:18 -
[40] - Quote
haha fozzie great moves, keep it up
you are best ccp dev, done wonders so far ) |
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dantes inferno
Bat Country Pandemic Legion
40
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Posted - 2016.10.26 21:11:23 -
[41] - Quote
Another 8k m3 mod !
Have you considered giving more cargo bay to supers and titans ? With all the new cap mods you added recently the cargohold starts to be tight ! |

Ali Virgo
The Collective DARKNESS.
99
|
Posted - 2016.10.26 21:12:48 -
[42] - Quote
may be ccp wants us to stop playing eve |

Onslaughtor
Phoenix Naval Operations Phoenix Naval Systems
174
|
Posted - 2016.10.26 21:59:54 -
[43] - Quote
While I'm not a Titan owner as of yet, I am one of those people you described as enjoying the tactics and fleet combat.
It might be worth looking into having two Phenomena Gens for each faction, one thats more based on giving good bonuses and one thats more about the harmful bonuses. They could do the same things but at different scales or do different things. Stacking would be the issue if they did the same things as you would have to decided how they overwrite each other, but it would open more doors and make these even more potent when used properly.
I am aware that this and these in general make titans even more powerful than they already are in the current meta. It would be wise to look at spreading out Titan functionality a bit to other ships, with some penalty of course. |

RedHand
Apotheosis. Rejection Of Sovereignty
2
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Posted - 2016.10.26 23:20:08 -
[44] - Quote
Holy ****, I swear it's actually impossible for EVE players to like an upcoming change. Mack, stfu. If you want a decent answer maybe you should consider writing a well-worded and perhaps slightly less aggressive post.
As for the actual topic... I like the concept of the changes. It's been a while since I owned or flew a titan so I'm not so sure of how it'll affect the 'current meta' but I think the core concept, the mechanic itself, is good. Few things:
- Perhaps the fuel usage is going overboard? Titans have to fit a shitload of mods in the cargo to swap between different guns, different doomsdays, different fits, etc. You're eating a huge chunk more having to fit that much fuel.
- I like the idea of negative and positive debuffs (i.e. you're fighting a Nightmare fleet in something that deals EM damage, you can basically create a resist hole to shoot into) but I'm not sure about the last effect of each module. There are a hell of a lot of potential options for effects, plenty more I'd like to see, like possibly tracking bonuses, range bonuses... I don't agree with the fourth minnie bonus however, why should there be no option for projectiles/missiles? Maybe make each one have a debuff to their 'primary enemy' while buffing their own weapon systems (e.g, minmatar reduces laser optimal by 25% and increases projectile falloff by 20%, or something)
- Locking it to a specific titan is maybe not as good as enticing someone to fit the right one to their titan? So you can fit any of them to a Levi, for example, but the bonus is significantly more worthwhile if you fit the Caldari one.
- The gallente and caldari phenomena currently get significantly better bonuses than the other two. Unless you've specifically designed your fleet to be fast and hard to hit, there's no use for the Minmatar one, and the Amarr one is basically a joke. The Gallente and Caldari will be the primary choices for almost everyone because why would you take anything else over a big shield/armour amount buff?
I think there are a few factors that need to be taken into consideration, and realistically the actual bonuses need to be changed before they get implemented to be reasonable. However, as I said I do really like the concept itself.
The rest of you salty shitlords need to go find something better to do than whinge without any reasoning. Just saying 'Waaah I don't like it!' doesn't do you any favours and doesn't add to the discussion. |

The Clockyard
The Clockyard Industrial Corporation
0
|
Posted - 2016.10.27 00:04:10 -
[45] - Quote
If you want to nerf titans, just do it. Dont take a roundabout way that is this clumsy. One of the worst ideas I've heard of since Fozzie Sov. |

FT Diomedes
The Graduates
2756
|
Posted - 2016.10.27 00:40:51 -
[46] - Quote
I'm not really opposed to these changes, but I guess I don't really see the point in adding these modules. At least as it is currently planned. The Titan has to be on grid to use these modules. The effect goes away if there is a session change. So, unless you have a large enough Supercapital fleet that you can afford to put Titans on grid to support subcapital fleets, you won't ever get the benefit of this module.
And if you have that many Supercapitals, why do you care about buffing and debuffing the subcapitals? You've already guaranteed that you cannot lose the fight. All this module does is basically give someone who has already won the fight another way to drag their metaphorical nuts across the loser's face. I guess that's the point?
So, for anyone without Supercapital superiority, the bonus has to be really extreme to put a Titan on grid, but these bonuses seem kind of underwhelming in a typical fight. And if you buff the effect more, then you make it even more oppressive if one side can use Titans with impunity and the other side cannot. In that case, you just make it even more overwhelming in a situation where one side has already lost.
Additionally, as a Titan owner, I'm getting really sick of adding new modules to the refit pack, on the off chance that I ever get to use the damn thing for anything other than bridging. Is it possible that you could combine some of the hardpoints on the Titan to allow us to be combat fit and use more than one of these snazzy new modules at a time? Not everyone has so many Titans available that they can specialize them within a given fleet.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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FT Diomedes
The Graduates
2756
|
Posted - 2016.10.27 00:45:05 -
[47] - Quote
dantes inferno wrote:Another 8k m3 mod !
Have you considered giving more cargo bay to supers and titans ? With all the new cap mods you added recently the cargohold starts to be tight !
Apparently making fitting decisions for your Titan also includes deciding how many large, expensive modules you have to cram into the ship to be prepared for multiple contingencies.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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Cyrus Doul
Burning Napalm Northern Coalition.
21
|
Posted - 2016.10.27 00:59:21 -
[48] - Quote
CCP Fozzie wrote: These modules are on SISI now and available for testing. We welcome your feedback. Thanks!
Since remirroring would be a giant pain, could you seed / redeem titans and skill injectors please? some of us are in that fun window where we have the stuff on TQ, but are a month or so behind on getting it on SISI. Makes it hard to theorycraft and test when you don't have the ship :)
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Boson Dubstep
WGA INCORPORATED Circle-Of-Two
13
|
Posted - 2016.10.27 10:28:38 -
[49] - Quote
People are going to whine and complain because its something new, but i think this will force people to make very interesting decisions and will add a lot of depth to the game.
I am already thinking about all the dank things you can do with this, and don't see the added m3 as a bad thing... bring less cap booster charges if you want more fitting options. |

Morrigan LeSante
Black Omega Security Circle-Of-Two
1556
|
Posted - 2016.10.27 11:52:55 -
[50] - Quote
FT Diomedes wrote:I'm not really opposed to these changes, but I guess I don't really see the point in adding these modules. At least as it is currently planned. The Titan has to be on grid to use these modules. The effect goes away if there is a session change. So, unless you have a large enough Supercapital fleet that you can afford to put Titans on grid to support subcapital fleets, you won't ever get the benefit of this module.
And if you have that many Supercapitals, why do you care about buffing and debuffing the subcapitals? You've already guaranteed that you cannot lose the fight.
I raised this point at some stage as well. These are not going to bring guys on field with titans outside of the supercap powerhouses. There's not really a feasible asset anyone with a small to medium sized group (hell, even a large one) is going to contest where bringing in a titan to pop this effect is ever worth that level of risk.
Now it is about at this point someone says "small entities, lol titans", however FT's point is correct. The people who are going to use these are only the groups who have massive superiority already.
I cannot envisage a situation where anyone not possessing substantial supercap superiority will use these and coupled with the current meta - that sufficient titans and supers will utterly decimate a subcap fleet without needing any subcap support if their own - it's not as if said powerhouses are shy about throwing these down on grid already. I mean, unless you're all planning a good sized HAW nerf some time this year at least. |
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Rthulhu Voynich
Federal Navy Academy Gallente Federation
4
|
Posted - 2016.10.27 13:10:04 -
[51] - Quote
What happens to the effect if i warp away (from the Titan/the battlefield , over 20000km) in my ship? Is it like the new Command Bursts (the effect stays on the ship for 5 minutes) or goes the effect immediately away after i warp off the grid or the Titan is destroyed? |

Soldarius
O C C U P Y Test Alliance Please Ignore
1537
|
Posted - 2016.10.27 15:46:22 -
[52] - Quote
CCP Fozzie wrote:For people familiar with the MTG personas, these are Johnny modules rather than Spike modules.
Oh, lordy. Had no idea you played MtG.
http://youtu.be/YVkUvmDQ3HY
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Ali Virgo
The Collective DARKNESS.
100
|
Posted - 2016.10.27 20:52:59 -
[53] - Quote
can ccp bring back t2 bpo lottery please ? and stop changing old stuff. just make new stuff
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Gevlin
Sebiestor Tribe Minmatar Republic
289
|
Posted - 2016.10.27 22:15:57 -
[54] - Quote
Random thought
This makes Titans the new Bard class. Singing a song(buff/debug) for the grid to hear.
Who would ever think the bard being the most uber class in the game.
Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships
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Lelob
Habitual Euthanasia Pandemic Legion
239
|
Posted - 2016.10.29 00:37:13 -
[55] - Quote
Can you jump out while one is active? What happens if you die? Does the effect persist?
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Celthric Kanerian
Ascendance Of New Eden Workers Trade Federation
852
|
Posted - 2016.10.29 13:48:52 -
[56] - Quote
That's some overwhelming penalties... |

MidnightWyvern
Night Theifs Curatores Veritatis Alliance
343
|
Posted - 2016.10.29 19:17:19 -
[57] - Quote
GOB III wrote:2 of these modules seem like they might see regular use when applicable 1 seems situational 1 seems worthless
hmmmm
also: how will these modules interact with tethering on citadels
also stop posting mack Seriously.
I know this is the EVE Online Forums where nothing CCP does is ever good, but at a certain point you need to haul back a bit when you're raging out about a module that gives you the OPTION of applying these bonuses.
Those modules are in no way required, and it's easy to see they benefit racial fleet comps. If you want to use such a generator, use a doctrine made of ships from that race and it'll probably give you a big boost. If you're enemy reinforces with ships that are buffed by that Generator, then you'll have to redo your own Phenomena on the fly, leading to a more dynamic playing field even when giant blobs are involved.
I think this is a compelling concept that can use more work but will undoubtedly lead to some crazy battle stories once people start using these modules.
Rattati Senpai noticed us! See you in the next FPS!
Alts: Saray Wyvern, Mobius Wyvern (Dust 514)
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Olmeca Gold
Pleonexium Sustainable Whaling Inc.
13
|
Posted - 2016.10.31 07:42:02 -
[58] - Quote
Isn't it like %100 that big tidifest fights involving capitals are gonna happen under all 4 of these effects all the time? Is there a countering mechanic here really? If you got shield doctrines you go shield buffs, if you got armor you go armor buffs. If anything it restricts doctrines which does not benefit from one of these effects.
Let's say a fleet X needs both cap and velocity. It is now severely disadvantaged in capital fights. Everyone will be forced to use the effect which benefits their own side, except if you are fleet X no matter you do the effect or not the effects will be neutral,, which already puts your fleet to the disadvantage vs a fleet which benefits from these specific changes. I don't see a mechanic of interesting play and counterplay here. I see some fleets being discriminated out of meta and people using the others which won't, while everyone doing their own effect, in the end just end up in assumption that all 4 effects will be present in titan tidifests all the time.
And that Minmatar bonus is just another reason to not bring bombers to big fights at all. People underestimate how a big factor sig radius is in general so I wonder the basis of equilaventing -%30 sig radius to +%30 cap recharge. I hope but fear its because it is the same number lol.
DICKS, -%30 sig for all ships at big titan fights. Just remove bombers from the game already.
Protip: If you want interesting play and counterplay design the effects so they neutralize each other once every 4 race is applied. |

Berianck Buch
ICE is Coming to EVE Goonswarm Federation
4
|
Posted - 2016.10.31 15:04:47 -
[59] - Quote
CCP Fozzie wrote:Quick clarification on the goals of these modules. We know that quite a few people will not be interested in using them and that's completely fine and expected. These modules are primarily intended for the kinds of people who enjoy experimenting with fleet tactics as a form of creative expression, who see something like this and start having fun thinking about the buildaround possibilities. These are not intended to be modules that get used in every fight. For people familiar with the MTG personas, these are Johnny modules rather than Spike modules.
So, you are replacing a +37.5% passive bonus by a 30% active one that also diminishes your resists, while consuming a big chunk of fuel and capacitor, but we are not forced to use it ?
At one point, i though i was misreading all of this, and that finally the 37.5% passive would stay, with the Phenomena Generator bringing 30% more on top of that while diminishing resists, like we do when fitting capital extenders or plates. So I went back to Singularity in order to test that, only to realize that I was correct the first time : the passive is going away.
Therefore, we can choose not to use them, and sit on +37.5% armor and shield, or use them (but just the caldari and gallente one in supercapital fleets) to have less than what we had, while having lower resistances : I've tried the minmatar one, without the PG, my resists were 90% Th and 89% Exp, upon activation of the PG, they changed to 90%Th and 87%Exp.
I must ask then, why are you people somehow happy about this change ? This is a new supercapital EHP nerf, while not giving any substantial new game mechanics (and also being a giant pain in the ass for the poor guys having to run the damn thing).
You want to make a change, put more fleet hangar, since weapon timer are supposed to make us think of our fits before engaging, we should have to think about what to bring and repackage stuff we used so it can fit. Regarding PG, make it more extreme, and that only one can be used at a time on the same grid, so there is a reward for however takes the risk to show up first to set conditions for a battle if you want to bring something new.
As someone said previously, this change is designed to impact subcapital fights, but no one will ever put a single titan on a subcapital fleet, and large groups will just get the nerf I described above. Keep in mind people don't play the way you want them to play. |

Sexy Cakes
Have A Seat
1116
|
Posted - 2016.10.31 15:53:20 -
[60] - Quote
The bonuses do not line up at all with every single other ship in each faction.
Note that in order to do the following you will have to adjust the numbers on some of the titans so that the Avatar doesn't have insane EHP and that Erebus has a little bit better armor tank and the Ragnarok has a little bit better shield tank, due to the - remote rep debuff. Leaving them with the wonky bonuses you have proposed doesn't make any sense.
Amarr: +30% armor hitpoints +10% kinetic resists -15% EM resists -10% all missles velocity
Caldari +30% shield hitpoints +10% EM resists -15% kinetic resists -10% all turrets optimal range
Gallente +30% cap recharge rate +10% explosive resists -15% thermal resists -10% remote shield booster effectiveness
Minmatar -30% signature radius +10% thermal resists -15% explosive resists -10% remote armor repairer effectiveness
At least take the time to make the bonuses match each races design.
Not today spaghetti.
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Blaststar Revenge
Higher Than Everest The-Culture
4
|
Posted - 2016.11.03 11:45:02 -
[61] - Quote
Given that something that used to be on the hull is moved to a module will be be getting an extra slot on our titans for it?
CCP Fozzie wrote:Quick clarification on the goals of these modules. We know that quite a few people will not be interested in using them and that's completely fine and expected. These modules are primarily intended for the kinds of people who enjoy experimenting with fleet tactics as a form of creative expression, who see something like this and start having fun thinking about the buildaround possibilities. These are not intended to be modules that get used in every fight. For people familiar with the MTG personas, these are Johnny modules rather than Spike modules.
Will the erebus recive a buff to its base hitpoints or change the capital armor plate bonus to at least make the erebus somewhat viable? Give the fact that they already have the worst tank in the game and this so far has only been slightly offset by the fact that they had the racial armor hitpoint bonus. Because if not this will make the erebus completly obsolete. I know some will now argue but different damage type dds are important no they really are not not anymore when you have dd's that do omni damage like the bosonic. |

Elenahina
Agony Unleashed Agony Empire
1419
|
Posted - 2016.11.03 12:08:59 -
[62] - Quote
FT Diomedes wrote:dantes inferno wrote:Another 8k m3 mod !
Have you considered giving more cargo bay to supers and titans ? With all the new cap mods you added recently the cargohold starts to be tight ! Apparently making fitting decisions for your Titan also includes deciding how many large, expensive modules you have to cram into the ship to be prepared for multiple contingencies.
It's almost like they don't want you to be able to do all the things and have to make actual decisions with your big expensive ship. I frankly, am shocked and appalled.
Eve is like an addiction; you can't quit it until it quits you.
Also, iderno
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FT Diomedes
The Graduates
2762
|
Posted - 2016.11.03 12:11:46 -
[63] - Quote
Elenahina wrote:FT Diomedes wrote:dantes inferno wrote:Another 8k m3 mod !
Have you considered giving more cargo bay to supers and titans ? With all the new cap mods you added recently the cargohold starts to be tight ! Apparently making fitting decisions for your Titan also includes deciding how many large, expensive modules you have to cram into the ship to be prepared for multiple contingencies. It's almost like they don't want you to be able to do all the things and have to make actual decisions with your big expensive ship. I frankly, am shocked and appalled.
I agree.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
|

Elenahina
Agony Unleashed Agony Empire
1419
|
Posted - 2016.11.03 12:17:52 -
[64] - Quote
Berianck Buch wrote:
You want to make a change, put more fleet hangar, since weapon timer are supposed to make us think of our fits before engaging, we shouldn't have to think about what to bring and repackage stuff we used so it can fit.
Um...why not? I mean aside from "I don't wanna." You're bringing a huge force multiplying super weapon to a fight. Why the hell shouldn't you have to put in a good deal of thought to what you bring?
Eve is like an addiction; you can't quit it until it quits you.
Also, iderno
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FT Diomedes
The Graduates
2762
|
Posted - 2016.11.03 14:20:14 -
[65] - Quote
Elenahina wrote:Berianck Buch wrote:
You want to make a change, put more fleet hangar, since weapon timer are supposed to make us think of our fits before engaging, we shouldn't have to think about what to bring and repackage stuff we used so it can fit.
Um...why not? I mean aside from "I don't wanna." You're bringing a huge force multiplying super weapon to a fight. Why the hell shouldn't you have to put in a good deal of thought to what you bring?
I'm genuinely curious if you actually think this will be a "huge force multiplying super weapon." To me it will have absolutely no impact on the outcome of any fight. If you have enough Supercapital superiority to use this bad boy, you don't need to use it at all. It's a gimmick. Given the choice between fitting a BFG, other DD, more other weapons, and this, there's not much contest. Unless my fleet already has so many Supercapitals on the field that the outcome isn't in doubt.
This module is one of those ideas that makes sense on paper and probably briefed well in whatever PowerPoint they used to pitch it to the design team, but just falls apart in the reality of TQ.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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Lugh Crow-Slave
3278
|
Posted - 2016.11.05 13:24:28 -
[66] - Quote
why do they give resistances to their racial "allies" primary damage rather than that of their direct enemies?
BLOPS Hauler
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Berianck Buch
ICE is Coming to EVE Goonswarm Federation
4
|
Posted - 2016.11.06 13:43:04 -
[67] - Quote
Elenahina wrote:Berianck Buch wrote:
You want to make a change, put more fleet hangar, since weapon timer are supposed to make us think of our fits before engaging, we shouldn't have to think about what to bring and repackage stuff we used so it can fit.
Um...why not? I mean aside from "I don't wanna." You're bringing a huge force multiplying super weapon to a fight. Why the hell shouldn't you have to put in a good deal of thought to what you bring?
Let me explain it to you, titans had a fleet hangar large enough to carry everything we needed, that's one of the benefits that come with such an investment. With those new modules, we can still carry everything, but we have to repackage stuff everytime which is just a giant pain in the ass.
Did you just get killed by a titan and are mad about it or jealous for not having one that you feel the need for them to get nerfed ? Or do you have one (or more) but don't understand that the role titans had isn't fulfilled anymore with those changes (aka Phenomena Generator / Passive Bonus / Fleet Hangar limitation / EHP rebalance) ? |

Boson Dubstep
WGA INCORPORATED Circle-Of-Two
13
|
Posted - 2016.11.14 06:16:03 -
[68] - Quote
Berianck Buch wrote:
Let me explain it to you, titans had a fleet hangar large enough to carry everything we needed, that's one of the benefits that come with such an investment.
Let me explain this to you, ccp has no duty to increase the storage capacity of titans to ensure that you can have every conceivable fitting variant in your ship. With a few notable noncombat exceptions, there is no ship class in the game that can bring every single mod they could ever possibly need with them.
Increasing the capacity of titans would be an unnecessary change that would detract from the game in a number of different ways, such as reducing the role that Jump Freighters play on moves, reducing the amount of engagement options you have available.
If titans can just do refit to literally any fit immediately after arriving on grid, it changes the way you approach using them, making them much stronger and the already limited counters much weaker.
As a titan pilot, I don't think this would be a good change. |

Pattern Clarc
Celtic Anarchy
604
|
Posted - 2016.11.17 22:46:06 -
[69] - Quote
Hi Fozzie - Could we have t3 battleships that use mini versions of this pls?
Ex CSM member & Designer of the Tornado.
Gallente - Pilot satisfaction
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Ncc 1709
Fusion Enterprises Ltd Badfellas Inc.
321
|
Posted - 2016.11.17 23:29:46 -
[70] - Quote
@ erebus being useless... join the leviathan club mate... |
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Bailian Moxtain
North Eastern Swat Pandemic Legion
28
|
Posted - 2016.11.18 05:03:11 -
[71] - Quote
I wonder if these mods ever will be used by anyone |

FT Diomedes
The Graduates
2767
|
Posted - 2016.11.19 18:37:09 -
[72] - Quote
Bailian Moxtain wrote:I wonder if these mods ever will be used by anyone
I would not be surprised to see them at CO2's citadel fights. It's a great way to troll people who cannot idle and support a hundred Titans.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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