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Thread Statistics | Show CCP posts - 7 post(s) |
murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.05.27 05:59:00 -
[91]
While I'm all for new content, I'm disappointed with a lot of the implementation.
Heat- I can tell that a LOT of time has gone into developing this feature. Why would the developers spend so much time on a feature that in my opinion will see very little use in terms of overall game play and practicality?
Heat won't be used in PVP 95% of the time. As it sits now, overloading modules guarantees damage to your modules. Additionally, it harms all your modules in a particular row, regardless if you have them overloaded or not.
Furthermore, the damage is incurred so fast that you have very little time to actually use modules that are overloaded. What does this all add up to? Overloading and heat will only be used in the last 5-10 seconds of combat as a last ditch effort to possibly take a target with you before you die. Or possibly to damage all your modules so that they're destroyed when your ship dies.
With the current implementation of heat, I would *never* go into combat PLANNING on overloading my modules. It's simply not worth it. The interface is too clumsy and slow. There is no 'overload all' button for each row (if everything is going to take damage, why would you ever overload one module, and not all of them?) to make overloading guns efficient. Sure, you could turn on overloading first, and then activate all your guns, but what is the point in that? That would be *planning* to overload my modules, and I would never do that due to the current limitations.
with the current design, I would only ever overload my modules if I were almost completely dead, with only 50% structure remaining or less. If I were to overload them any sooner, I'd probably see my modules offline with structure still left, but now without any of my guns/reps etc., and then die as I'm now helpless to defend myself.
I see a lot of effort without any additional content that is going to be used on a regular basis.
Stealth bombers- for 'eliminating blobs', why do you need cloaks at all? Bombers as they pertain to fleet and fleet blobs are essentially kamakazi pilots: set up a Covert Ops to warp to 100km behind the fleet, warp in a wing of bombers, have them drop their bombs, then warp out. A cloak isn't needed at all.
Because bombers can't warp cloaked, they'll be used as static defense, camping gates with cloaked dictors, waiting for an enemy fleet to jump in, then the dictor will uncloak, bubble the gate, then jump through the gate as the bombers uncloakd and drop their bombs, then jump through the gate and warp off.
Bombers will almost never use their cloaks dynamically in combat. There won't be much 'warping in, THEN CLOAKING, and then continuing to attack a target'. It's so much more efficient to make a warp in point on top of your target, and with fleets and the horrible lag being like it is, the enemy will never see you anyway. By the time they load the grid, they'll be dead.
POS changes, MS/Titan changes etc: most of these changes are too complicated to make any obervations at this point, but I don't see moving the guns outside the shields changing the way POSes are attacked. You're still going to see the largest fleets of capitals possible to be fielded by whatever alliance.
Because I said so...
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BigWhale
Gallente
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Posted - 2007.05.27 06:27:00 -
[92]
Give some love to survey scanner and mining! ;)
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Veskrashen
Caldari A.W.M Ka-Tet
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Posted - 2007.05.27 09:18:00 -
[93]
Originally by: Jin Entres
Originally by: CCP Oveur
Motherships are now tackle-able, the remote ECM Burst has a very long duration and is line-of-sight (30 mins last I checked?). They need to commit and by comitting can be pinned down.
Can you expand on this, please? Have they been assigned a warpcore strength, has the immunity to scrambling simply been removed or are you just referring to changes to interdictor bubbles (not being able to jump out of them)?
This. If Motherships can be "tackled" only using interdictor bubbles, you still can't tackle them. Officer smartbombs from the MS - and noone who flies a MS will fail to fit them - will pop the dictor bubble before you can get anything bigger online, and they'll just warp off once again. The range on the officer smartie combined with the size of the ship is sufficient to reach the dictor bubble and free the MS within moments.
You need a better solution than that.
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RedClaws
Amarr Dragon's Rage Intrepid Crossing
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Posted - 2007.05.27 11:05:00 -
[94]
Hi there
I noticed the "Adding rogue drone commanders to exploration sites" : Will these also be included in the asteroid belt version of them (the ones in the new drone region)?
If so what kind of loot would be considered to be linked to drones?
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Jurskjeld
Minmatar Queens of the Stone Age Anarchy Empire
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Posted - 2007.05.27 11:09:00 -
[95]
1) Breacher. Take away a highslot (keep the layout), add a medium or low slot - or reduce mass greatly to make it more in line with the Minmatar ideology. BUT FOR THE LOVE OF --- do SOMETHING with it! 2) Defender missiles. Broken item. There are anti-turret mods in shape of TDs, but nothing to keep missiles off.
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Thalia Andrakonis
Gallente Universal Exports Namtz'aar k'in
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Posted - 2007.05.27 11:47:00 -
[96]
Will asteroid belts become exploration-only in Revelations 2?
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Radgun
Minmatar Republic Military School
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Posted - 2007.05.27 15:44:00 -
[97]
Looking good, man, I like it
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John McCreedy
Caldari Eve Defence Force
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Posted - 2007.05.27 18:50:00 -
[98]
Originally by: CCP Oveur
Originally by: Kvarium Ki One thing I don't really understand about the idea of small gang objectives is: If you can do it with a small gang what prevents you from doing it with a large blob? Because I think that's what people will do.
KK.
The difference is that you actually cando it now and that it opens up a lot of tactics for you, without having to dedicate half of the fleet to achieve that tactical (or strategic) option.
You'll get more details in the blog form TomB.
It won't work unless the Sentrys can be tanked or their tracking is nerfed to that of ship mounted weapons of the same caibre. Smaller ships can presently be almost insta-popped by POS sentry guns.
Make a Difference
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Anaalys Fluuterby
Caldari
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Posted - 2007.05.27 22:16:00 -
[99]
I have one simple question. How does:
Quote:
Revelations 2 will expand the content for solo exploration, increasing the chances of discovering in-space encounters and hidden deadspace pockets of varying difficultiesùincluding greater rewards through rare NPC commander spawns. The balance of escalation will also be improved, with an emphasis on creating a more gradual difficulty progression through encounter stages and. Finally, a built-in scanner that has no requirements for additional skills or modules will be added to assist with finding low-risk encounters.
fit into the "vision" that has prompted the upcomming nerf to cloaks?
Simply, exploration takes too long in LowSec or 0.0 if you are not on friendly terms with the locals to do without being able to stay hidden by cloaking device or other means. If they can scan you out they WILL blow you up while you sit there unable to warp and spamming the "analyze" button for hours.... <-----------> Factional Warfare:
The LowSec wars which never happened. |
Avernus
Gallente Imperium Technologies Firmus Ixion
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Posted - 2007.05.27 22:52:00 -
[100]
I'd love to see an extensive layout of what structures and possibilities are attached to each level of sovereignty control.
Blog |
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Avernus
Gallente Imperium Technologies Firmus Ixion
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Posted - 2007.05.27 23:30:00 -
[101]
One thing that I hope to see for station management; we need to have a base fee/percentage input window for each type of function aside from the standings based cost modifier.
For example, in a refinery, if you want to have refine fees based upon standings (which everyone does), that's fairly straight forward to setup (when it's working); but if you don't want to be charging anything for repair services, you're shot in the foot before you begin, because there is no option to charge nothing unless their standings are set to 10.0, which means that people who you want to be able to repair for free, also get the best refine rate available automatically.
If everything is tied into standings together, you're rather limited on just how you want to setup your station settings.
When you're dealing with standings towards other corps on an alliance level (tons of standings), this whole process suddenly requires you to have a theoretical mathmatician within your corp to sort everything out.
Heck... just add a button that asks if you want to charge for repairs, I'll happily settle for that.
Hoping to hear of improvements in this area. ^^
Blog |
Auron Shadowbane
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Posted - 2007.05.28 14:41:00 -
[102]
seams now it's officially:
CCP HATE MINERS
ratters get a buff (free mini-plexes without fiting a probe launcher!) missioners get a buff (lvl5s allowing CAPS in!)
miners get the shaft (adding of drone-commanders which shurely will drop tons of high-ends).
apart from that its all nice things. what about adding a tec2 mining upgrade which improves mining output by 25%? or "commander" and "officer" roids?
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Hugh Ruka
Caldari
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Posted - 2007.05.28 15:34:00 -
[103]
I'll wait what makes it live to TQ.
I have already objected in the POS blog. The other changes do not look much entertaining either.
/me training Industry, mining is the most stable (ie change resistant) part of the game.
Originally by: JP Beauregard The experience with Exodus playtesting has scarred me for life. Those were bug-reports, not feature requests, you numbskulls....
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Rhaegor Stormborn
Sturmgrenadier Inc R i s e
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Posted - 2007.05.28 18:25:00 -
[104]
The new UI is terrible. The fonts are horrible. I play at 1440x900 and can't see my ammo at all. You need to get rid of all the crap button to the left of the dial thing. Clean things up and make the UI look like a modern game and not something from 1985.
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Kuolematon
Space Perverts and Forum Warriors United Cult of War
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Posted - 2007.05.29 11:10:00 -
[105]
Originally by: Alexie Stukov Am i blind? or i cant see where the fixes for amarr is? :(
They need NERF! They can armor tank! Boost caldari!
Oh and FACTION WARFARE? Empire skirmishes? Where? .. *sigh*
"to be honest it makes me wonder about the mental state of a person who would join a corp called Space Perverts and Forum warriors"
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Almarez
Setenta Corp Xelas Alliance
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Posted - 2007.05.29 14:11:00 -
[106]
Is it just me but doesn't increasing hit points of star base structures to make them less vulnerable to cap ships just make non-cap ships more useless against them? Wouldn't another method (don't really know what) be a better solution.
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XoPhyte
Black Nova Corp Band of Brothers
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Posted - 2007.05.29 15:43:00 -
[107]
Originally by: CCP TomB
Originally by: Edmund Khan All that sovereignty changes. Sounds complicated. Will it still be possible to spam 15 POS in system and get sovereignty in 5 days, without shooting a tower?
And please fix the stupid drones and "out-of-sync" issues.
Control Tower spamming is getting nerfed in Revelations 2, you should be seeing the details soon.
OMG this just made my day!
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Yorick Downe
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Posted - 2007.05.29 15:51:00 -
[108]
Quote:
Revelations will also set the initial groundwork to provide full Vista support. [...] We have a new sound engine
Is the new sound engine OpenAL based, or DirectSound3D? The reason for asking is that MS have removed hardware acceleration of DSound3D in Vista, which means no more EAX through DSound3D. There's ways around that if you own an X-Fi - called ALchemy - but for other cards, OpenAL seems the way to go now to do native (accelerated) sound in Vista.
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Kirov VIII
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Posted - 2007.05.29 17:55:00 -
[109]
Change amarr in revelation 2 !?! I dream !!!!
After 3 years with amarr ship inside station, I can use in revelation 2 !!! no ??? You are serious ? :P
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Durao
Amarr
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Posted - 2007.05.30 00:03:00 -
[110]
Originally by: CCP Oveur
Amarr & General Balance in Revelations 2 - Seperate blog on that coming up.
Yes! Thank you, Oveur. Oh..and NOW you guys can work on changing the Amarr Navy Corp description to fit our revamped ships.
Originally by: Amarr Navy description The Amarr Navy operates under the simple doctrine of applying overwhelming force to any given situation. The Amarr Navy has almost twice as many ships as the next two empire navies put together, though the quality of some of the Amarrian ships are questionable as many of them has not been refitted for decades and are almost obsolete.
I'm looking forward to the changes, CCP. --- "Eat a third and drink a third and leave the remaining third of your stomach empty. Then, when you get angry, there will be sufficient room for your rage." -Babylonian Talmud |
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sakana
North Eastern Swat Pandemic Legion
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Posted - 2007.05.30 12:25:00 -
[111]
Edited by: sakana on 30/05/2007 12:41:09 On the subject of the exploration revamp, will we see rewards come more inline with difficulty. What I mean is, currently you can do one of the complex style sites (mag sigs iirc) which may be as hard as a 7/10 up to 10/10 static complex, with rats with no bounties, poor loot, and no reward...or bugged escalation paths.
Similarly you can get lucky and do a small escalation path requiring you to travel a few jumps, kill a few frigs, and be rewarded with gisti loot. Its just depressing that it relies so much on luck, as recently there have been many good improvements to reduce the "roll of the dice" side of the game, such as invention, which I can only see as good things.
Effort > Luck.
edit: On the subject of the new sentry guns that can be disabled by smaller ships...would a doomsday detonation also disable them all?
And any more details on the juicy thought of motherships being tackle-able? ------------
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Sieges
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Posted - 2007.05.30 16:30:00 -
[112]
Is anybody actually planning on using Heat? Unless the boost if huge, it probably isn't worth the risk of destroying the mod.
----------- We need a way to Repackage and Transport Rigged Ships. |
Gabrielle Black
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Posted - 2007.05.30 17:04:00 -
[113]
Originally by: Almarez Is it just me but doesn't increasing hit points of star base structures to make them less vulnerable to cap ships just make non-cap ships more useless against them? Wouldn't another method (don't really know what) be a better solution.
Depends. If they increase the hitpoints, and reduce the sig to frig/destroyer/cruiser levels, I think it'd work ok. Guns don't really have that many hitpoints right now when you consider they recharge slow and can't boost at all so it's all passive recharge. The lower sigs would make it tough for a dread to do much, although it wouldn't make much difference to a carrier.
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Aduna
Ore Mongers R0ADKILL
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Posted - 2007.05.31 13:03:00 -
[114]
Oveur/devs: a few questions about the new sound system you're putting in (i'm an audio junkie). first, will this new SS be able to cut down on any lag-related issues that is experienced under the current SS? i have a corpmate that has been playing for 3+ years and has never heard the beautiful music in this game because it cuts down on her lag (good enough system it's not an issue for me, but anything that can help....). hopefully this issue will be solved.
second, are you incorporating native support for EAX and surround sound systems? i have a 5.1 setup, (junkie) something i love hearing in games is stuff that's happening behind my POV on the screen actually SOUNDS like it's behind me. if no on the surround and EAX on this patch, will this be addressed in the future? good sound makes for a very good immersive experience.
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Sunaria
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Posted - 2007.05.31 16:55:00 -
[115]
Originally by: Sunaria hey oveur,
In one of the blogs it came to light you where moving all the static complexes into the exploration system. You don't mention this in this blog anywhere. Could you elaborate on this if this is going to happen or it's something for revelations 3 ?
feels kinda stupid to quote myself but could it be possible to answer this ?
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William Caldwell
Gallente ISS Navy Task Force Interstellar Starbase Syndicate
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Posted - 2007.05.31 21:01:00 -
[116]
There is an additional point which I'm not seeing now since finally we're gonna have constelaltion sovereignity and outposts upgrades, what hapenned to Gate Sentry guns and Outpost Sentry guns for those who are able to reach constellation sovereignity
I remember you mentionning it a while back of these (possibly) to make it ingame
It is logical if an alliance gonna get 3x outposts in one constellation, consolidate it and get in trouble to hold the sovereignity to actually have some defenses at the gates and op to make it feel better 'at home'
And as asked above, can we have further details on how these sovereignity level will hold on at each level, what will one need to do to decrease / escalate back / take the different sovereignity levels off from the holding alliance
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Tazerz2
Gallente Information Science Security
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Posted - 2007.06.01 16:56:00 -
[117]
Originally by: Rhaegor Stormborn The new UI is terrible...
I agree so much to this. The feel is something I didn't like, and it's something I really wouldn't enjoy getting used to. I much prefer the current UI - is it possible to make the modules buttons not so... standy-outy and distracting? Also I really need to protest about the colour of the module buttons as it stands. I hope it changes or the button colour is customisable to the player's discretion
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Tazerz2
Gallente Information Science Security
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Posted - 2007.06.01 16:56:00 -
[118]
Originally by: Rhaegor Stormborn The new UI is terrible...
I agree so much to this. The feel is something I didn't like, and it's something I really wouldn't enjoy getting used to. I much prefer the current UI - is it possible to make the modules buttons not so... standy-outy and distracting? Also I really need to protest about the colour of the module buttons as it stands. I hope it changes or the button colour is customisable to the player's discretion
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sci0gon
Tech 2 Ammo Holdings Limited
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Posted - 2007.06.02 03:35:00 -
[119]
with the heat option coming in rev 2 does that mean the option for T3 invention is around the corner as it could be good / another incentive for using heat with T3 modules if they had a built in modifier that allowed them to be used with heat a lot more then t2 and the chances of survival are a lot more regardless of skill level?
also out of curiosity totally of topic here so dont bite my head off for asking i was wondering if it would be possible to get a estimated date for the end of the last t2 lottery?
i would very much apreciate an answer if its not a problem :)
also loving the new missions coming in, cant wait to try them out
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sci0gon
Tech 2 Ammo Holdings Limited
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Posted - 2007.06.02 03:35:00 -
[120]
with the heat option coming in rev 2 does that mean the option for T3 invention is around the corner as it could be good / another incentive for using heat with T3 modules if they had a built in modifier that allowed them to be used with heat a lot more then t2 and the chances of survival are a lot more regardless of skill level?
also out of curiosity totally of topic here so dont bite my head off for asking i was wondering if it would be possible to get a estimated date for the end of the last t2 lottery?
i would very much apreciate an answer if its not a problem :)
also loving the new missions coming in, cant wait to try them out
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