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Jenny Spitfire
Caldari SIVAKASI
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Posted - 2008.02.01 19:24:00 -
[1]
Alright, I login into Eve and saw my favorite ships got changed out of the blue. Why are they changed?
* Nightmare - changed to: 6/7/5 - 4 launcher hardpoints removed. * Phantasm - changed to: 5/6/3 - 3 launcher hardpoints removed. * Succubus - changed to: 4/4/2 - 2 launcher hardpoints removed.
My Succubus has only 2 lasers now and other ships have more than 2 weapons in them. My Phabtasm also has less weapons than other ships and my Nightmware has 4 weapons now.
Why and what are the reasons? I don't understand and can't seem to think of any reason for the change? Could soemone smart plesae explain to me? Thanks. --------- Technica impendi Caldari generis. Pax Caldaria!
Recruitment -KB- |

NightF0x
Gallente Interstellar Alcohol Conglomerate
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Posted - 2008.02.01 19:29:00 -
[2]
nerfbat ------------------------------------
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Mark Lucius
The Vinlanders SMASH Alliance
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Posted - 2008.02.01 19:29:00 -
[3]
Edited by: Mark Lucius on 01/02/2008 19:29:59 They were performing bad with their split weapons systems. They got changed by removing half their weapons, but doubling their damage (100% damage bonus). They are the best faction ships out there now. 
*edit* spelling ---
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Tarminic
Forsaken Resistance The Last Stand
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Posted - 2008.02.01 19:29:00 -
[4]
They've been that way since Trinity was released, they're just removing modules that people still had in the non-existent slots.
As for finding out why, check the dev blog archives. ---------------- Tarminic - 31 Million SP in Forum Warfare Play EVE: Downtime Madness v0.78.2 |

insidion
Caldari Last of the Technocracy Atrocitas
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Posted - 2008.02.01 19:33:00 -
[5]
They were changed long ago but some ships still had those slots filled which now makes them bugs. The sansha ships in particular now field only 4 weapon systems, but still has 8 slots and has a 100% damage bonus to compensate for it, effectively making it the only known t1 marauder.
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Jenny Spitfire
Caldari SIVAKASI
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Posted - 2008.02.01 19:35:00 -
[6]
Originally by: Tarminic They've been that way since Trinity was released, they're just removing modules that people still had in the non-existent slots.
As for finding out why, check the dev blog archives.
I can't find the devblok.  --------- Technica impendi Caldari generis. Pax Caldaria!
Recruitment -KB- |

Verone
Veto. Veto Corp
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Posted - 2008.02.01 19:51:00 -
[7]
I'm more concerned as to what CCP are going to do about all the faction items to be honest.
Sansha's Nation ships are all geared toward shield tanking now, but all their faction modules for repair systems are still armor based.
Makes no sense at all. Even less sense than these changes made. There was no reason to alter the tanking of the ships, all that needed to be addressed if anything was the weapons systems.
>>> THE LIFE OF AN OUTLAW - EVE FICTION <<<
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Jenny Spitfire
Caldari SIVAKASI
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Posted - 2008.02.01 19:52:00 -
[8]
Good one Verone. That is another thing I wanted to ask. --------- Technica impendi Caldari generis. Pax Caldaria!
Recruitment -KB- |

DrAtomic
Atomic Heroes Phalanx Alliance
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Posted - 2008.02.01 20:28:00 -
[9]
Well the logic of it is quite easy; Zulupark finally earned himself enough LP to buy them only to realise that he had to train armor tanking skills for them so he had the ships changed... - - -
Originally by: CCP Wrangler If you can understand our goal, disagree with our solution and offer a solution that is equal or better your opinion has a better chance of being heard...
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Ranger 1
Amarr Shiva Morsus Mihi
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Posted - 2008.02.01 20:53:00 -
[10]
Originally by: Verone
I'm more concerned as to what CCP are going to do about all the faction items to be honest.
Sansha's Nation ships are all geared toward shield tanking now, but all their faction modules for repair systems are still armor based.
Makes no sense at all. Even less sense than these changes made. There was no reason to alter the tanking of the ships, all that needed to be addressed if anything was the weapons systems.
Good point on the loot. However I would imagine that they wanted to take advantage of some of the things made possible by the reduced cap use of the new weapons system to make the Sanshas ships truely unique. Frankly, I kind of like the idea of sheild tanking laser boats, and this is the only realistic way to pull it off.
You have to admit, its' refreshing not having them essentially end up being Amarr boats with a different hull design and few hard points devoted to missiles.
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Jonny JoJo
Amarr The Imperial Guards
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Posted - 2008.02.01 20:56:00 -
[11]
CCP upgraded them to Faction maraders Sig locked, lack of Eve content |

Alora Venoda
Caldari GalTech Giant Space Amoeba
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Posted - 2008.02.01 21:06:00 -
[12]
Originally by: Jenny Spitfire I can't find the devblok. 
I looked for a dev blog on it, but could not find one either. But I did find mention of this in the Trinity Patch Notes.
Quote: # Sansha mk 2 has been implemented; Sansha faction ships now focus exclusively on energy turrets exclusively and shield tanking. They receive a fixed 100% damage bonus to make up for the few hardpoints they have (which frees up utility high slots), as well as 7.5% tracking and 5% damage bonuses per level. # Carrier ship maintenance bays have been increased by 100%. # The Hel's CPU has been increased to 950tf. # The Nidhoggur now has a new low slot at the expense of a medium slot. # The Eos has been modified as follows: the number of turret slots has been reduced to five, one medium slot has been swapped for a low slot, the drone capacity has been increased to 150m3 and the drone capacity bonus has been reduced to 15m3 per level. # The Ares now has a new medium slot at the expense of a high slot. Also, launcher hard points have been reduced to one. # The Rook now has an extra low slot at the cost of a high slot. # As part of Sansha Mk II, the Nightmare has exchanged the following: 2 high slots, 3 low slots and 4 launcher hard points in exchange for a fixed 100% damage bonus, as well as 7.5% tracking and 5% damage bonuses per level. # Like its sister ship above, the Phantasm has traded 1 high slot, 2 low slots and 3 launcher hard points for a fixed 100% damage bonus, as well as 7.5% tracking and 5% damage bonuses per level. # The Succubus has exchanged 2 low slots and 2 launcher hard points for a fixed 100% damage bonus, as well as 7.5% tracking and 5% damage bonuses per level.
~~~~ ~~~~ ~~~~ Take away the risk and it would make flying around in space utterly pointless.
Take away the flying around part and you make EVE into a space themed spreadsheet application. |

Irongut
M'8'S Frontal Impact
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Posted - 2008.02.01 21:29:00 -
[13]
God you're slow. They changed these ships almost 2 months ago and you just noticed? There was a dev blog about 3 months ago (no I can't find it now, we really need a proper archive for them) and there were even several whine threads in this very forum.
They can't be very important ships to you if it took you 2 months to notice.
--
Join M8S Racing Team sponsored by Frontier Technologies!
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Faye Valerii
Caldari Exeunt Omnes
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Posted - 2008.02.01 21:33:00 -
[14]
The joys of gullibility fishing : p
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Jenny Spitfire
Caldari SIVAKASI
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Posted - 2008.02.01 23:46:00 -
[15]
Edited by: Jenny Spitfire on 01/02/2008 23:49:01 Any senior dev could comment on the Sansha mods please?
And the 2 guns on Succubus and 3 guns on Phantasm feel lakcing because not all guns will hit. I think 3 guns on Succubus and 4 guns on Phantasm would be better. Maybe 5 guns on Nightmare would be better. I prefer moer guns and 80% extra damage than 100% extra damage but less guns. --------- Technica impendi Caldari generis. Pax Caldaria!
Recruitment -KB- |

Culdees
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Posted - 2008.02.02 04:51:00 -
[16]
Originally by: Jenny Spitfire Edited by: Jenny Spitfire on 02/02/2008 00:34:21 Any senior dev could comment on the Sansha mods please?
And the 2 guns on Succubus and 3 guns on Phantasm feel lakcing because not all guns will hit. I think 3 guns on Succubus and 4 guns on Phantasm would be better. Maybe 5 guns on Nightmare would be better. I prefer moer guns and 25%-60% extra damage than 100% extra damage but less guns.
if you look at most of the changes, they are related to server speed.
the drones half amount of shots, double damage. t2 bs with half amount of guns with double damage. torps with shorter range etc etc.
need for speed is an ongoing thing, instead of reprogramming the game, they change the parameters to improve performance.
they probably could go about it in other ways, but they can cause many other problems.
many games that run quite fast with large numbers use each pc on the network to calculate each ones position in a fight and then sync with the servers version of events every once in a while to make sure they are the same.
from what i can tell desync problem occur when server shows a different result from the client and the client is not allowed to alter the servers version. it happens from severe lag or many other issues unrelated to eves server.
if as with some other games, your client is allowed to alter the server with its own series of events, and the server is free to do other things during that time, you would see a very fast response time/little lag and no desyncs.
one problem those games suffer from is the big one.. cheats. allowing the client to decide outcomes is just inviting cheats, and one large mmo in particular i remember died from it.
so i guess we are stuck with a dog of a system where everything has to happen on our pc and the server and both have to be checked regularly. anything that reduces processing also reduces lag in eve.
half the calculations needed for each fight, double the ships can fight each other, well i suppose that is the theory.
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Gealbhan
Caldari The SAS The Kano Organisation
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Posted - 2008.02.02 05:44:00 -
[17]
I dunno, I think my succubus is better now for missions than ever. I do think my Phantasm was gimped after the changed until I got used to it.
My Succubus ratting/mission setup:
High: 2x Meduim Pulse Laser II - Blood Radio S 1x Tractor 1X Salvager
Med: 1x Small Shield Booster II 1X Magnetic Scattering Amp 1X Heat Dissipation Amp 1x Small Shield Extender II
Low: 1x Power Diagnostic II 1x Damage control I
Rigs: 3x CCC I
The lasers and shield booster will run forver, is why I fitted the CCC's. DC I is because a DC II doesn't have enough CPU left to fit it.
"Concentrate all your fire on one target, when it is destroyed, move on to the next. That is how you secure victory". - Tactica Imperium. |

Liliane Woodhead
Intergalactic Charwomen
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Posted - 2008.02.02 06:27:00 -
[18]
I can only payback a kiss Jenny. cos we are old friends i have polished some of the parts and they are laying in the hangar. excuse btw. this should be a surprise, not in such a way.
Tje team ( chinese ) is working very fast and i promise the first thrusters are back at theirplace ... oh and the targetting computer. we've got em dark pink.
Sorry for the trouble, yours Lilly :/
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