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Thread Statistics | Show CCP posts - 15 post(s) |

Kyle Haque
Solstice Systems Development Concourse Un-Natural Selection
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Posted - 2008.07.25 22:38:00 -
[1]
Ok where to start,
I started reading the devblog and well it started out fine we could benefit from a rebalance of ship speed keeping in mind specialist speed ships. (Inties, vagas, and certain faction ships) All good.
Scrams turning off mwds not a problem but there is a few thing needed to be looked at. First off didnt we just have this removal of dual function mods? It seems a bit overpowered in one slot disable someones ability to close range and warp. Solution as other might have mentioned a mwd script for scrams. 2 points of distruption or mwd bye bye button (possible hictor script too?).
reactivation delay on mwds: no comments could be good depends on how long anything over 2-3 seconds is rather crippling
MWD meta levels: Now this suggested change is way off if you want ti re-adjust the percents or the differences in percent that fine but making 20 something redundant mods that have no useful advantages from another be my guest.
Webs: Huginns and rapiers should be exempt unless you give them a defensive ewar and target painters don't count.
Polys: polycarbs are slightly overpowered easy balance PC T1: 10% mass reduction nanofiber T2: 12.5% or maybe 15% mass reduction PC T2: 15% mass reduction Domination nanofiber: 17.5% or 20% mass reduction.
Polycarbs a been slighly tweaked and made domination less useless.
Overdrives, Implants and Gang Bonuses Gang mod change is reasonable. Leave overdrives as is for now or map them like the Polycarbs and nanofibers above Snakes if your going to touch snakes all faction implants must be looked at. Personally I believe they are fine as is but if you are going to nerf them it needs to be a sweeping nerf.
Boosters: Do we really need to look at these? Almost no one uses the due to the drawbacks. and the people who do have shelled out some training time and isk to use them. By removing the velocity bonus and turning it into another useless booster as it is there are only 3-4 that are even worth using them.
Other Small changes: "Afterburners are being slightly adjusted to decrease the variation in speed boost from 105-171% to 112.5-162%" This says to me "We want to make everyone go the same slow speed." That and along with the snake nerf its says to me isk shouldn't matter in eve... if thats the case can you make it so I can fit a doomsday on my rifter plzmkaybai.
Overall as introduced this nerf has way too many implications across many different game play styles. This is in its current form is a swift kick to the balls to minmatar pilots and a square ball tap to gallente pilots as well. Luckly we have some time to review these ideas on the test server and get a solution that is reasonable.
To the Dev/GM that showed us a 4km/s vaga fitout with these words next to each other: "Implants. full snake set. No special named modules etc." put down your GM tools make a TQ character from scratch and come back when you have a full snake set (not to mention the t2 rigs).
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Kyle Haque
Solstice Systems Development Concourse Un-Natural Selection
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Posted - 2008.07.28 17:10:00 -
[2]
"[16:28:43] CCP Nozh > 500ms is quite a lot after the changes [16:29:08] Pete Stalker > how are nano ships supposed to tank then? [16:29:58] Pete Stalker > speed is tank, nothing else, if you cant get enough speed you can as easily stop flying expensiv stuff like that and waste your SP somewhere else, until CCP swings it nerfbat again [16:30:10] CCP Nozh > we're taking a look at missile speed and explosion velocity to balance it out. [16:30:18] CCP Nozh > speed tank =! evading all hits [16:31:36] Pete Stalker > I just say your making a big mistake there... fly safe"
Dumbest thing I've heard from a DEV/GM The last thing we need is more dumb sweeping changes to this patch... So missle users be prepared to be nerfed
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Kyle Haque
Solstice Systems Development Concourse Un-Natural Selection
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Posted - 2008.07.31 21:49:00 -
[3]
Edited by: Kyle Haque on 31/07/2008 21:50:42
Originally by: Finn Yr Listen up, RTFM (or the dev blog in this case): It¦s not just about the balance of the ships. All you speed-freaks need to chill a little bit. We¦ve all been nerfed at one time or another - don¦t lose your collective heads, ok? 130 pages of whining, jeez...... :) It¦s ALSO about the GAME ENGINE. Says so right there in the dev blog. The graphics engine is not coping with the current speeds attainable. To the detriment of all of us, hmmm....not just you guys. So stop whining, adapt (your favorite phrase, right?).
Act like the grown-ups you say you are and enjoy the game. I know I will.....
Incase you weren't paying attention in the last year or so we already had speed nerfed. Remember the nanophoon? When they nerfed it back then we came to a conclusion that super speed and agility make for overpowered ships (along with nos and missles). CCP decided that battleships could still be fast but they would be gimped and turn like bricks an other ships were fine to exist in there speedy state. Guess what it worked and we didn't have battleships and for that matter any ships that could match inties speed and agility.
This was all fine and well till of late where out of no where all these speed ships which existed for well over a year start breaking the game engine. How did this occur all of a sudden? Where was this engine breaking when the first nanonerf was instated? If it was there why we wait a year or more to deal with it? Was the new trinity engine coded properly?
Well i noticed the game engine seems break when you have a more than 200ish ships on grid. Might that be the problem?
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Kyle Haque
Solstice Systems Development Concourse Un-Natural Selection
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Posted - 2008.07.31 21:49:00 -
[4]
Edited by: Kyle Haque on 31/07/2008 21:50:42
Originally by: Finn Yr Listen up, RTFM (or the dev blog in this case): It¦s not just about the balance of the ships. All you speed-freaks need to chill a little bit. We¦ve all been nerfed at one time or another - don¦t lose your collective heads, ok? 130 pages of whining, jeez...... :) It¦s ALSO about the GAME ENGINE. Says so right there in the dev blog. The graphics engine is not coping with the current speeds attainable. To the detriment of all of us, hmmm....not just you guys. So stop whining, adapt (your favorite phrase, right?).
Act like the grown-ups you say you are and enjoy the game. I know I will.....
Incase you weren't paying attention in the last year or so we already had speed nerfed. Remember the nanophoon? When they nerfed it back then we came to a conclusion that super speed and agility make for overpowered ships (along with nos and missles). CCP decided that battleships could still be fast but they would be gimped and turn like bricks an other ships were fine to exist in there speedy state. Guess what it worked and we didn't have battleships and for that matter any ships that could match inties speed and agility.
This was all fine and well till of late where out of no where all these speed ships which existed for well over a year start breaking the game engine. How did this occur all of a sudden? Where was this engine breaking when the first nanonerf was instated? If it was there why we wait a year or more to deal with it? Was the new trinity engine coded properly?
Well i noticed the game engine seems break when you have a more than 200ish ships on grid. Might that be the problem?
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