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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Harvey James
Deep Core Mining Inc. Caldari State
172
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Posted - 2013.07.03 12:49:00 -
[1] - Quote
besides a couple of typos .. (as usual) i can't seem to find where you have put the cyno field skill
Also when are you changing skills? i.e. nanite skills affecting AAR nanite paste usage and perhaps adding to rep amount.. missile skills should be reduced to 5% skills like gunnery guns needing lv5 of previous size makes no sense anymore
On top of that T2 modules should require lv5 skills but they don't atm ... Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
Harvey James
Deep Core Mining Inc. Caldari State
172
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Posted - 2013.07.03 12:57:00 -
[2] - Quote
Bienator II wrote:you forgot "Electronic Warfare Drone Interfacing". It has nothing to do with ewar or even with the other interfacing skills, it adds drone control range.
an opportunity to change the skill and split it into two here so- drone control range -buff to 5000m Electronic Warfare Drone Interfacing - allows use of e-war drones and perhaps effectiveness .... which allows you too nerf e-war drones ecm drones come to mind.. perhaps add e-war drone bays to e-war ships
Also add drone tracking -5% drone tracking drone falloff skills - 5% falloff
Also increase drone shooting ranges too make sense atm (entity attack range) sentries - 250km -150km they rarely go over that range and ships often can't target that far anyway.. thats another issue to fix heavies - 5km - 10km medium - 4km - 8km lights - 3km -6km Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
Harvey James
Deep Core Mining Inc. Caldari State
173
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Posted - 2013.07.03 18:27:00 -
[3] - Quote
how about renaming hull upgrades to armour integrity so it actually explains that it improves your armour HP and same with mechanics becoming structural integrity.
maybe split hull upgrades into its own skill because of the other mods that use it still.
Also it begs the question why do Assault frigs need mechanics lv5 as a prereq? .. weapon upgrades lv4 perhaps instead Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
Harvey James
Deep Core Mining Inc. Caldari State
173
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Posted - 2013.07.03 18:34:00 -
[4] - Quote
Alexila Quant wrote:Please do not combine the subsystems group with the rigs group. They are not the same thing and adding 20 skills to the already long rig skill list will be counterproductive.
Please do NOT separate the PI skills into different places. It's counterproductive.
perhaps have a rig section on its own and leave the PI section .. it makes more sense you need to reduce the amount of skills in each section really.. Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
Harvey James
Deep Core Mining Inc. Caldari State
173
|
Posted - 2013.07.03 18:44:00 -
[5] - Quote
Hashi Lebwohl wrote:The game should not encourage new players to train immediately a skill that will be useless to them.
When you redo the certificate can I suggest that you move all the shield compensation skills from Shield reinforcement basic to shield reinforcement elite.
These skills were gutted to apply solely to passive hardeners and there are no really decent passive hardeners until you get to faction modules. Its ok for armor compensation skills to be in a basic certificate requirement because there are decent passive options for the new player - the default energized adaptive nano membranes for example.
There are no fully passive shield fits that would be recommended to new, and not so new, player - these fits are normally highly specialised fits on tech II ships or supers and there location in the certificate plan should reflect this.
Shield Resistance Amplifiers need a buff they use up too much cpu where as Armour Resistance Plating uses no cpu .. granted shield amps are better than the armour versions but still ... Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
Harvey James
Deep Core Mining Inc. Caldari State
178
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Posted - 2013.07.04 15:51:00 -
[6] - Quote
Talking about armour honeycombing makes me think well if this skill reduces the penalty of armour plating . Why doesn't shield extenders have a skill to reduce their penalty ..
Shield Extender Efficiency 5% reduction of signature radius penalty on shield extenders Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
Harvey James
Deep Core Mining Inc. Caldari State
178
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Posted - 2013.07.04 17:41:00 -
[7] - Quote
CCP Ytterbium what about navigation skill? being the same as the navigation set of skills Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
Harvey James
Deep Core Mining Inc. Caldari State
178
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Posted - 2013.07.04 17:47:00 -
[8] - Quote
CCP Ytterbium wrote:Going to edit my previous post to be less sarcastic - we value your feedback, which is why we're posting here.
Regarding the Subsystem / PI groups, we're not saying it's going to be final, we're just mentioning our preference here, we definitely see where you are coming from.
arr but the sarcasm is the best bit :) Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
Harvey James
Deep Core Mining Inc. Caldari State
178
|
Posted - 2013.07.04 19:39:00 -
[9] - Quote
unimatrix0030 wrote:Mechanics seems an odd one out in the armor group maybe just call it armor or armor managment?
its actually the Hull HP bonus skill ... hull upgrades is armour HP skill ... confusing isn't it .. i have played the game since 2010 and i still mix them up and have to look at evemon to go oh right that's what they do.. Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
Harvey James
Deep Core Mining Inc. Caldari State
180
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Posted - 2013.07.05 13:00:00 -
[10] - Quote
Electronic warfare skill doesn't tell you its actually an ecm cap reduction skill.... Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
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Harvey James
Deep Core Mining Inc. Caldari State
180
|
Posted - 2013.07.05 14:15:00 -
[11] - Quote
Bienator II wrote:i think you guys should review the complete set of drone skills.
Just took another quick look and its full inconsistencies.
example: scout drone operation -> (scout?) drone range (is the description even correct? doesn't count for heavies?) combat drone operation -> light + medium dps (heavy drones are no combat drones?) heavy drone operation -> dps sentry drone interfacing -> dps electronic warfare drone interfacing -> drone range for all drones
thanks for listening, much appreciated
there are loads of inconsistencies with skills names and effects. Drone skills need a good re balance and new ones added Guns need sorting out needing small specs in order to train large specs make no sense. missiles skills need reducing from 10% to 5% to be brought back into line with the rest of the skills. T3 subs should take longer to train and remove SP loss T3 ships shouldn't need cruiser lv5 as a pre-req to train add a shield extender efficiency skill that reduces sig rad penalty by 5% on shield extenders Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
Harvey James
Deep Core Mining Inc. Caldari State
181
|
Posted - 2013.07.05 15:07:00 -
[12] - Quote
Ronny Hugo wrote:Haven't read through it but off the top of my head I can mention that electronic warfare drone interfacing should be split into two skills, one for increasing control range that does not require electronic warfare skill but instead drones level 5. And another skill for controlling electronic warfare drones, that require drones level 5 and electronic warfare level 4.
And many skills, fex target painting, is rather backwards. Target painting skill should improve target painter effectiveness, and another skill should decrease its cap use ("Efficient target painting" lets say, and variations on that name for the rest of the equipment). The target painting skill would then be in electronics and efficient target painting would be in engineering along with the rest of the efficient cap use skills. Similar skills should be for afterburners, microwarpdrives, microjumpdrives respectivlely. Spin-up time improves in MJD skill, cap use in its engineering skill, speed increases in AB skill, cap use in its engineering skill, microwarpdrive can have a signature radius decrease while MWD is active as a skill that requires L5 MWD skill, and the MWD skill increases speed, its engineering skill decreases cap use, or perhaps just it just reduces cap size penalty, or both, or two skills, one for each. Each skill should be more singular in purpose and effect, but without being just stacked mile high in sequential skill requirements. Because the whole point of Eve is that we can't train Everything, and have to specialize in what we train. But we can't specialize enough because skills have too many effects per skill (the more effects they have the longer it takes to train them, and that limits specialization. Its like if every biologist had to take three engineering PhD's before becoming a biologist because the curriculum happens to have 3 times more engineering than biology).
Just my five kroners on the subject.
CCP Ytterbium must be thinking he has opened a can of worms about now :) when all he was asking was about renaming and grouping ... but it shows how much work is needed in improving skills and sorting them out so they make sense and are greater encompassing and better balanced. Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
Harvey James
Deep Core Mining Inc. Caldari State
181
|
Posted - 2013.07.05 19:48:00 -
[13] - Quote
another thing i find odd is that the curse needs 3 lv5 skills aswell as cruiser lv5 to fly why does it need sig analysis and electronic upgrades lv5? Also a fair amount of T2 ships need spaceship command lv5 why? its making you train more lv5 skills to use other lv5 skills surely the point of T2/lv5 is for specializing in something you want to do but why would you force this when its unnecessary? considering you changed the pre-reqs on CS and the other T2 ships so you didn't have to train long lv5 skills or things like logi cruisers you wouldn't otherwise use.. i mean who trains electronic upgrades lv5 ?? Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
Harvey James
Deep Core Mining Inc. Caldari State
182
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Posted - 2013.07.07 13:37:00 -
[14] - Quote
also talking about missile skills.. its a little confusing if you look at the base missile stats before you put them in your ship the stats don't really take into account your missile skills ..
also since missile skills usually add upto 100% range and 50% on other stats like tracking its hard to understand looking at say a Heavy missile in eve what kind of performance you will get from them.
besides making these stats accurate with your skills added in game i would also suggest reducing the skills down to more conservative 5% a level .. and then apply the difference to the missiles themselves this would massively help new players understand what the missiles will actually do without having to load them into a ship or look at eve Hq or something.
You shouldn't need 3rd party applications to understand and get accurate figures that the game should be doing already perhaps also the descriptions of missiles in game could be more informative like the ammo for guns now have clear percentage stats on the descriptions. Drone improvements/ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&t=133767 Electronic Attack Frigate ideas for improvement https://forums.eveonline.com/default.aspx?g=posts&m=1986048#post1986048 |
Harvey James
Deep Core Mining Inc. Caldari State
190
|
Posted - 2013.07.07 13:57:00 -
[15] - Quote
Also please don't make me train energy grid upgrades lv5 just to fly a HAC its just strange surely you could switch it to lv4 and then add the lost time onto some other skill you could add to its pre-req that's upto a lv4 skill thats relevant to the ship like a navigation skill perhaps the mwd skill to lv3 or 4.
Another thing is since you have the large micro jump drive limited to battleships why don't you do the same thing with AB's and mwd's? more consistency please... also would stop exploitation of over sized props like tengus come to mind. Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Harvey James
Deep Core Mining Inc. Caldari State
190
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Posted - 2013.07.07 17:03:00 -
[16] - Quote
Maldiro Selkurk wrote:Harvey James wrote:also talking about missile skills.. its a little confusing if you look at the base missile stats before you put them in your ship the stats don't really take into account your missile skills ..
also since missile skills usually add upto 100% range and 50% on other stats like tracking its hard to understand looking at say a Heavy missile in eve what kind of performance you will get from them.
besides making these stats accurate with your skills added in game i would also suggest reducing the skills down to more conservative 5% a level .. and then apply the difference to the missiles themselves this would massively help new players understand what the missiles will actually do without having to load them into a ship or look at eve Hq or something. Adding missile range in km would be nice instead of having to calculate velocity X flight time.
You shouldn't need 3rd party applications to understand and get accurate figures that the game should be doing already perhaps also the descriptions of missiles in game could be more informative like the ammo for guns now have clear percentage stats on the descriptions.
also add a new skill called medium assault missiles and they could be a lower damage better tracking version of HAMS. replace RML's with medium assault launchers that way you get better tracking against smaller ships but without the massive loss of dps and ofc using small missiles on a medium sized ship is out of whack really. If i am misunderstanding your post i apologize in advance but.... The reason skills that affect "missile range" are not dynamically updated to reflect your current skills is because things like ship choice can also affect "missile range" and they don't know what ship, of the 10 missile ships you have, that you intend to fly.
that doesn't explain why they don't update them with skills... and then when loaded to the ship then they Could update them to the ships bonuses.
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Harvey James
Deep Core Mining Inc. Caldari State
190
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Posted - 2013.07.07 17:26:00 -
[17] - Quote
Maldiro Selkurk wrote:Harvey James wrote:
You shouldn't need 3rd party applications to understand and get accurate figures that the game should be doing already perhaps also the descriptions of missiles in game could be more informative like the ammo for guns now have clear percentage stats on the descriptions.
If i am misunderstanding your post i apologize in advance but.... The reason skills that affect "missile range" are not dynamically updated to reflect your current skills is because things like ship choice can also affect "missile range" and they don't know what ship, of the 10 missile ships you have, that you intend to fly. Quote: that doesn't explain why they don't update them with skills... and then when loaded to the ship then they Could update them to the ships bonuses.
Apologizing again if I'm still missing your point, but..... 1. you state you want a clear understanding of what impact a skill that increases missile range will have on missile range without needing a third party application but even if they give you what you want you will still need to use a third party application to know what range you will ultimately have on any given ship. 2. If you are going to take the time to chose a ship, load it with mods, select your missile launchers and then choose your missiles and THEN check it to see what your missile range ultimately is then your request isnt helping you, you can place your mouse over your loaded missile launcher and there is its range.
My main point being here is that if you look at missiles right now and say you wanted to use them on a caracal you would have to make so many calculations to figure out what you'll get not just range but also tracking etc.. and the point of this thread is too make things much clearer... you seem to not want this for some reason Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Harvey James
Deep Core Mining Inc. Caldari State
190
|
Posted - 2013.07.07 22:34:00 -
[18] - Quote
Perhaps you could change the bonus on the following: to 2% damage -Energy turrets -hybrid turrets -projectile turrets -Heavy missiles -heavy assault missiles -rockets -cruise missiles -light missiles -torpedoes
The reason being that at 5% you can't not train them to lv5. at 2% lv5 is more optional and thus making training lv5 unnecessary unless you want to specialize in T2 ammo. Then ofc you need to make T1/faction ammo worth using. Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Harvey James
Deep Core Mining Inc. Caldari State
190
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Posted - 2013.07.08 12:15:00 -
[19] - Quote
WU is an cpu skill in effect so should be in electronics
AWU is an pg grid upgrade in effect so should be in engineering Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Harvey James
Deep Core Mining Inc. Caldari State
191
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Posted - 2013.07.10 14:21:00 -
[20] - Quote
Asa Shahni wrote:You guy should consider changing the certificate planner aswell ...not just because of the skill change you just showed us but the UI ...it can be a pain sometimes o7
also it says on energy turret certificates that energy turrets have good tracking ..... LOL not anymore Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
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Harvey James
Deep Core Mining Inc. Caldari State
242
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Posted - 2013.07.13 19:00:00 -
[21] - Quote
Deacon Abox wrote:How about the weapon upgrade and advanced weapon upgrade skills. These are presently sitting in Gunnery. Yet the skills affect launchers as well. These skills should be moved to one of your new categories having to do with ship modifications
well they both effect CPU and PG so should come under there appropriate categories respectively Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Harvey James
Deep Core Mining Inc. Caldari State
376
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Posted - 2013.07.29 20:12:00 -
[22] - Quote
How about new skills? Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Harvey James
Deep Core Mining Inc. Caldari State
377
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Posted - 2013.07.29 22:06:00 -
[23] - Quote
Chris Winter wrote:CCP Ytterbium wrote:Small update.
- We're going to leave the "Spaceship Command" skill as such for now, even if things may change in the future.
- Same with the "Planetary Interaction" and "Subsystem" skill groups, we're not going to touch them based on received comments.
- "Multiple Targeting" and "Advanced Multiple Targeting" have been renamed "Target Management" and "Advanced Target Management".
- "Armor Honeycombing" has been renamed "Armor Layering".
- "Energy Management", "Energy Emission Systems" and "Energy Systems Operation" have been renamed "Capacitor Management", "Capacitor Emission Systems" and "Capacitor Systems Operation".
"Armor layering" implies adding armor, which isn't what the skill does. "Armor honeycombing" implies making the armor lighter, which is exactly what the skill does. Not sure why you need to change that one...
seems like wasted time and effort honeycombing is awesome name layering suggests adding who thought of this?
improving drone skills like e-war drone interfacing and adding new ones would be a better use of your time CCP Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Harvey James
Deep Core Mining Inc. Caldari State
416
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Posted - 2013.08.04 20:47:00 -
[24] - Quote
Padraig O'Mahone wrote:It looks like a lot of people feel the same way.
"Armor Layering" is just not a good change. It seems to imply ADDING armor and making it heavier, as opposed to HOLLOWING armor, giving it a honeycombed interior, and making it lighter which "Armor Honeycombing" describes exactly.
There is no need to change "Armor Honeycombing" at all, it immediately conveys what the skill does through the name.
also there is a mod called layered plating in the game that adds armour HP .. but they are crap so he probably forgot they existed Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Harvey James
Deep Core Mining Inc. Caldari State
433
|
Posted - 2013.08.07 12:29:00 -
[25] - Quote
please change mechanics and hull upgrades .. they don't explain what they are and is hard to remember the difference.. Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
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