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Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Fozzie
C C P C C P Alliance
13725
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Posted - 2016.02.11 18:53:22 -
[1] - Quote
Hello everyone! We're planning a huge set of module tiericide in our March release and this thread will serve as the feedback location for changes to Gyrostabilizers, Heat Sinks, Magnetic Field Stabilizers, Ballistic Control Systems and Drone Damage Amplifiers.
The biggest impact of these changes will be the addition of lower-CPU damage modules. Under the old stats, there is very little reason to use anything below T2, which is better in every way. Compact Gyrostabs, Heat Sinks. Magstabs and DDAs will now be available with just 25 CPU required. T1 damage modules are also being given a significant buff to reduce the gap between them and higher-tier modules.
We are also bringing Minmatar/Angel BCS out of the wilderness and buffing them up the same level as the Caldari/Guristas equivalents.
Here's the most recent iteration of the numbers:
We're very interested in your feedback on all these changes. We'll be releasing them to Singularity next week if all goes well, so that you can try these and all the other module changes planned for the March release. Please use this thread for passing along your feedback, and we'll be reading.
Thanks!
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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CCP Fozzie
C C P C C P Alliance
13725
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Posted - 2016.02.11 18:53:31 -
[2] - Quote
Reserved
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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Chill'4
Federal Navy Academy Gallente Federation
0
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Posted - 2016.02.11 19:46:41 -
[3] - Quote
First |
Ripard Teg
Snuff Box Snuffed Out
1249
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Posted - 2016.02.11 20:39:39 -
[4] - Quote
Suggestion: can the Compact versions of these mods be given a very significant CPU decrease?
I ask because I have literally never fit a meta damage module and the reason is the CPU gain is never worth the DPS hit. You always end up sacrificing CPU somewhere else instead -- Damage Control, buffer, resistance mods -- anywhere else instead, before you cut DPS even a few percent.
These changes don't look likely to change my mind in this area. But if you cut the CPU to 15 or 18, it might.
aka Jester, who apparently was once Deemed Worthy To Wield The Banhammer to good effect.
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CCP Fozzie
C C P C C P Alliance
13747
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Posted - 2016.02.11 20:44:55 -
[5] - Quote
The biggest reason nobody fits meta damage modules to save CPU right now is that meta Gyros/Heat Sinks/Magstabs actually use MORE CPU than T2 at the moment.
These compact versions are a pretty huge upgrade for combined performance and CPU savings compared to the non-faction offerings available before. We might consider dropping them further but probably not until we see how these first changes shake out on TQ as this will open up a lot of new fits.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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xPredat0rz
Grey Templars Fidelas Constans
123
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Posted - 2016.02.11 20:48:59 -
[6] - Quote
To a point this still looks like always make meta 8 fit if you can.
Also rarely see a reason to go up to meta 11 mods as its not even a 1% increase from the meta 8. |
Ripard Teg
Snuff Box Snuffed Out
1249
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Posted - 2016.02.11 20:49:16 -
[7] - Quote
Fair enough. I'll play around with some fits, see if I can find some where fitting these makes sense.
aka Jester, who apparently was once Deemed Worthy To Wield The Banhammer to good effect.
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Agent Known
Scope Works Psychotic Tendencies.
53
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Posted - 2016.02.11 21:10:28 -
[8] - Quote
I think the officer damage modules need more of a buff to even consider using over the much cheaper faction variants ...not that they're used much now to start with. |
Helsinki Atruin
Assisted Suicide Services
0
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Posted - 2016.02.11 21:15:35 -
[9] - Quote
would it be possible to make the pirate damage mods shoot faster (therefore doing more dps), running out of ammo and/or cap faster while empire ones have larger damage bonus, but not as much rof? |
Arthur Aihaken
CODE.d
4956
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Posted - 2016.02.11 21:17:30 -
[10] - Quote
Did BCS just get nerfed? I could swear Faction BCS provided a +1.125x damage increase. Looks like Officer BCS got hit with the nerf bat as well. http://games.chruker.dk/eve_online/item.php?type_id=13937
Can we get the old BCS icon back please?
I am currently away, traveling through time and will be returning last week.
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stg slate
Caldari Provisions Caldari State
34
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Posted - 2016.02.11 21:19:51 -
[11] - Quote
CCP Fozzie wrote:T1 damage modules are also being given a significant buff to reduce the gap between them and higher-tier modules.
Consider 1.08 and 1.09 for T1 and compact damage modifiers, rather than the current 1.07 and 1.08? Maybe even 1.07 and 1.09?
Even 1.09 to 1.1 between compact and T2 is huge. I don't think if you bring them up another full percent you'll have people lining up to use t1/meta4 mods, but it might happen occasionally.
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Anthar Thebess
1452
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Posted - 2016.02.11 21:22:48 -
[12] - Quote
Can we get pirate lp store versions of this modules?
Stop discrimination, help in a fight against terrorists
Show your support to The Cause!
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Adam Lyon
Incident Command Local Is Primary
15
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Posted - 2016.02.11 21:32:03 -
[13] - Quote
Chiming in for a fourth time to say that I definitely use M4 damage mods because of the price difference compared to T2. I go out of my way to get more CPU into my lowslots so that I can pay less for T2 mods. Make an additional version that is as good as T2 with +4 (like it is now) or +5 (because for some reason every tiericide released today has to be a nice round number of fitting). |
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2290
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Posted - 2016.02.11 21:53:19 -
[14] - Quote
my main thought is to buff the cosmos ones a bit. Right now it looks like if people are going to spend money they might as well buy a faction damage mod. although last I looked faction damage mods were getting expensive, so maybe cosmos would make for a decent mid price version.
looks like they went from 10.5% rate of fire to 11% rate of fire, so that might have something to do with the 1.12 instead of 1.125 damage bonus.
@ChainsawPlankto
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Muon Farstrider
Partial Safety
8
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Posted - 2016.02.11 22:34:29 -
[15] - Quote
While we're looking at damage mods, I have never understood why Ballistic Control Systems use so much more CPU than turret damage mods for the exact same benefit. What is the rationale for this? Missiles not named 'rapid light' are in a pretty poor place already IMO, so it's always seemed strange to me that they get shafted on their damage mod fitting too. Is this something that could be corrected while we're busy changing damage mods anyway? |
Alain Colcer
Agiolet Security and Logistics
146
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Posted - 2016.02.11 22:49:13 -
[16] - Quote
basic magnetic field stabilizer is hands down better than the t1 version, provides same bonuses and uses much less cpu...you sure about it since the vortex and faction mag stabs have other changes besides CPU? |
Arthur Aihaken
CODE.d
4960
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Posted - 2016.02.11 23:09:58 -
[17] - Quote
Chainsaw Plankton wrote:looks like they went from 10.5% rate of fire to 11% rate of fire, so that might have something to do with the 1.12 instead of 1.125 damage bonus. It's still a nerf - particularly where rapid launchers are concerned. And I still want the old BCS icons back.
I am currently away, traveling through time and will be returning last week.
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Keo Makue
Sutoka
1
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Posted - 2016.02.11 23:19:37 -
[18] - Quote
I guess the most important question is...what are you going to rename the Drone compact unit to? |
Alexis Nightwish
405
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Posted - 2016.02.12 01:51:38 -
[19] - Quote
Finally the damage mod tiericide and the ONE thing you needed to do was give a low CPU alternative to the T2 module that didn't totally suck. And you failed.
Before tiericide: T2 if you have fitting, Faction if you don't have fitting, but have ISK. After tiericide: T2 if you have fitting, Faction if you don't have fitting, but have ISK.
You present zero new options. Go back and try it again.
CCP approaches problems in one of two ways: nudge or cludge
EVE Online's "I win!" Button
Fixing bombs, not the bombers
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Kenneth Feld
Habitual Euthanasia Pandemic Legion
328
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Posted - 2016.02.12 02:20:59 -
[20] - Quote
What did kaikka do to you
BCS went from meta 13 to meta trash bin
Why were the original meta levels kept, instead they are all re arranged? |
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Kyra Lee
Ixian Machines TOG - The Older Gamers Alliance
49
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Posted - 2016.02.12 04:36:45 -
[21] - Quote
I do not see the point of the Meta 0 items now. The Meta 1 has the same skill requirements, lower fitting, and better dps. There is no reason to ever fit a M0 except avalibility. Why can we not have a "Compact" version like you have provided and an "Ample" version(or some other name) that has the same fitting cost of M0 but slightly higher dps than the Compact? This would create the choice between more dps or more fitting room for other stuff. Obviously the dps increase would have to be less than the T2 version to keep it relevant. |
Aaril
Noble Sentiments Second Empire.
23
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Posted - 2016.02.12 04:43:56 -
[22] - Quote
With all the other CPU nerfs, please use this opportunity to lower the BCS CPU to 30 like all other damage mods. |
Kasia en Tilavine
School of Applied Knowledge Caldari State
76
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Posted - 2016.02.12 08:33:29 -
[23] - Quote
Fozzie. These look amazing. The childish bitching in this thread is unbelievable.
"I want a compact version that does as much as a t2!" "I want a high cpu version that will be cheaper Isk" "Oh no! My meta456 does half a percent less!"
Literally unplayable guys. |
Cyrek Ohaya
Blazing Sun Group
21
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Posted - 2016.02.12 08:40:11 -
[24] - Quote
The Corax will be happy. TY |
Sebastien Saintfrusquin
Evuldgenzo Matari Gardening Circle-Of-Two
11
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Posted - 2016.02.12 09:38:15 -
[25] - Quote
Any chance for a small quality of life improvement: make the three gun-based damage module types different visually ? Nothing fancy, maybe add on top an icon of a barrage/null/scorch crystal for exemple, or anything else that make them not identical. |
erittainvarma
Fistful of Finns Paisti Syndicate
33
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Posted - 2016.02.12 11:21:05 -
[26] - Quote
Hey, why not shake things little bit and also have some modules concentrate on dps and some to volley?
Volley mods would have no RoF boost and high dps modules would have high rof with no damage boost, or even little penalty to damage. They both would give a little bit lower dps in the long run than normal damage mod because of reloading times.
Most likely use cases would be volley oriented fleet compensating their numbers with volley module and high dps module in solo / small gang where you would assume (hope) getting enemy ships down before you need to reload.
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Qweasdy
Militaris Industries Northern Coalition.
99
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Posted - 2016.02.12 12:06:07 -
[27] - Quote
erittainvarma wrote:Hey, why not shake things little bit and also have some modules concentrate on dps and some to volley?
Volley mods would have no RoF boost and high dps modules would have high rof with no damage boost, or even little penalty to damage. They both would give a little bit lower dps in the long run than normal damage mod because of reloading times.
Most likely use cases would be volley oriented fleet compensating their numbers with volley module and high dps module in solo / small gang where you would assume (hope) getting enemy ships down before you need to reload.
The issue is that you could use this to bypass stacking penalties, so fit 4 RoF mods and 4 alpha mods and voila, you have an 8 damage mod ship with only 4 mods worth of stacking
This is a terrible thread. As such, it's locked. - CCP Falcon
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Suitonia
Dreddit Test Alliance Please Ignore
680
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Posted - 2016.02.12 13:18:54 -
[28] - Quote
These all look like Solid Changes.
Any information on where the 'Compact' Drone Damage Amplifier will be dropping from? Since Non Commander Rogue Drone NPCs do not currently have loot tables, will they be added? Or just going to be dropping from other pirate factions like Serpentis/Guristas?
Edit: CCP Fozzie Answered on twitter, they'll be sprinkled through a bunch of NPCs.
https://twitter.com/CCP_Fozzie/status/698134268250300416
Contributer to Eve is Easy:
https://www.youtube.com/user/eveiseasy/videos
Solo PvP is possible with a 20 day old character! :)
https://www.youtube.com/watch?v=BvOB4KXYk-o
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Khan Wrenth
Ore Oppression Prevention and Salvation
429
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Posted - 2016.02.12 14:58:57 -
[29] - Quote
Qweasdy wrote:erittainvarma wrote:Hey, why not shake things little bit and also have some modules concentrate on dps and some to volley?
Volley mods would have no RoF boost and high dps modules would have high rof with no damage boost, or even little penalty to damage. They both would give a little bit lower dps in the long run than normal damage mod because of reloading times.
Most likely use cases would be volley oriented fleet compensating their numbers with volley module and high dps module in solo / small gang where you would assume (hope) getting enemy ships down before you need to reload.
The issue is that you could use this to bypass stacking penalties, so fit 4 RoF mods and 4 alpha mods and voila, you have an 8 damage mod ship with only 4 mods worth of stacking
And putting in all those damage mods gimps your fit by way of tank, speed, utility, or otherwise.
Besides, all ships are getting an EHP buff, he does have a point. More damage at this point could be a good thing. Heck, I think we should have scripted mid-slot damage modules. Like tracking computers, you can script for volley, or rate of fire, or leave unscripted for a minor boost to both. And like tracking computers/enhancers, mid-slot ones should be active, take capacitor to run, and be a bit better off than their low counterparts.
Mids in this game are much more coveted than lows anyway, so it would make for a lot of interesting choices.
Let's discuss overhauling the way we get intel in EvE.
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Fourteen Maken
Omega Industry Inc. The Ditanian Alliance
256
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Posted - 2016.02.12 17:04:09 -
[30] - Quote
Quote:We are also bringing Minmatar/Angel BCS out of the wilderness and buffing them up the same level as the Caldari/Guristas equivalents.
First of all why? You're not bothered about bringing Caldari webs/scrams/disruptors out of the wilderness
Second of all Caldari Navy BCU's cost more than Republic Fleet BCU's and you're giving them the same stats. wtf?
Thirdly Gallente and Minmattar lp stores now get the best modules in scrams, webs, disruptors, and damage mods after these changes. |
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giovonni Anstian
GoonWaffe Goonswarm Federation
0
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Posted - 2016.02.12 17:51:26 -
[31] - Quote
Why was over 20 pages of discussion about these changes locked and deleted? |
Suitonia
Dreddit Test Alliance Please Ignore
682
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Posted - 2016.02.12 22:35:11 -
[32] - Quote
Fourteen Maken wrote:Quote:We are also bringing Minmatar/Angel BCS out of the wilderness and buffing them up the same level as the Caldari/Guristas equivalents. First of all why? You're not bothered about bringing Caldari webs/scrams/disruptors out of the wilderness Second of all Caldari Navy BCU's cost more than Republic Fleet BCU's and you're giving them the same stats. wtf? Thirdly Gallente and Minmattar lp stores now get the best modules in scrams, webs, disruptors, and damage mods after these changes.
Caldari Webs/Scrams and Disruptors are coming out of the wilderness, they will have the best fitting requirements.
CN BCUs cost more because of demand, not because they inherently cost more.
Contributer to Eve is Easy:
https://www.youtube.com/user/eveiseasy/videos
Solo PvP is possible with a 20 day old character! :)
https://www.youtube.com/watch?v=BvOB4KXYk-o
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Sean Parisi
Blackrise Vanguard
722
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Posted - 2016.02.12 23:02:42 -
[33] - Quote
Adam Lyon wrote:Chiming in for a fourth time to say that I definitely use M4 damage mods because of the price difference compared to T2. I go out of my way to get more CPU into my lowslots so that I can pay less for T2 mods. Make an additional version that is as good as T2 with +4 (like it is now) or +5 (because for some reason every tiericide released today has to be a nice round number of fitting).
Agreed, would be nice to see some more variation. Even if that means having a module close to or on part with the T2 but with significantly more requirements for fitting. The "Cheap" go to module if you have excessive fitting.
Also in general it would just be nice to see the LP stores have their system looked at. Ie: Maybe get rid of tags all together and replace them with something else? Or make naval gear a bit more accessible. |
Fourteen Maken
Omega Industry Inc. The Ditanian Alliance
257
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Posted - 2016.02.12 23:59:33 -
[34] - Quote
Suitonia wrote:Fourteen Maken wrote:Quote:We are also bringing Minmatar/Angel BCS out of the wilderness and buffing them up the same level as the Caldari/Guristas equivalents. First of all why? You're not bothered about bringing Caldari webs/scrams/disruptors out of the wilderness Second of all Caldari Navy BCU's cost more than Republic Fleet BCU's and you're giving them the same stats. wtf? Thirdly Gallente and Minmattar lp stores now get the best modules in scrams, webs, disruptors, and damage mods after these changes. Caldari Webs/Scrams and Disruptors are coming out of the wilderness, they will have the best fitting requirements. CN BCUs cost more because of demand, not because they inherently cost more.
caldari navy web/scram already have the best fitting and rarely used because when people go faction they want range and web strength - not fitting.
caldari navy bcu's cost more because they cost more in the lp stores. 78,750 lp + 31.5mil isk + 243mil tags etc for RF BCU bpc, Caldari BCU bpc costs 135,000 lp + 54mil isk + 242mil tags etc. Also the market for tags will be affected. |
Fourteen Maken
Omega Industry Inc. The Ditanian Alliance
257
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Posted - 2016.02.13 00:54:15 -
[35] - Quote
each of the other empires has 2 damage mods, and each of them have their own damage mod that no other empire makes: gallente only faction with faction mag stabs, amarr only faction with heat sinks, minmattar only faction with gyrostabs. caldari only have bcu's and now minmattar bcu's will be equal and cheaper, and come from cheaper lp stores. caldari get no tracking mods either, but only gallente and minmattar are getting new faction mods?
no consideration made for balance of faction mods, lp stores, or tags. |
Zetakya
Echelon Research SpaceMonkey's Alliance
2
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Posted - 2016.02.13 12:35:39 -
[36] - Quote
Why has the Federation Navy version lost 0.005 from its damage multiplier? |
Swiftstrike1
Swiftstrike Incorporated
903
|
Posted - 2016.02.14 08:40:15 -
[37] - Quote
Have you ever considered changing the damage module stats to make them more thematic?
e.g. reflect laser cap usage by buffing the damage modifier on Heat Sinks and simultaneously nerfing their ROF bonus
edit: Or having different variants within the same racial type?
i.e. one that favours damage modifier and one that favours rate of fire
Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.
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Shakrena
True Security Solutions
0
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Posted - 2016.02.14 21:15:39 -
[38] - Quote
Any reason against adjusting the CPU for BCS's inline with the other damage modules? |
ApolloF117 HUN
Angels and Demons Inc. Mordus Angels
25
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Posted - 2016.02.14 21:30:34 -
[39] - Quote
"We are also bringing Minmatar/Angel BCS out of the wilderness and buffing them up the same level as the Caldari/Guristas equivalents."
How is that that a Projectile faction like the angel cartel that we haven't got any missile spec ship have ballistic control system? Why not the Mordus Legion?
Fozzie do you even EvE Online? |
Luscius Uta
195
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Posted - 2016.02.15 08:10:56 -
[40] - Quote
I was hoping you'd give some justice to Ballistic Control Systems by making their CPU use equal with other damage modules. A lot of fits on missile boats are currently very tight on CPU.
Drifters have arrived - The End is nigh!
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Cearain
Plus 10 NV Cede Nullis
1453
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Posted - 2016.02.15 13:53:16 -
[41] - Quote
Luscius Uta wrote:I was hoping you'd give some justice to Ballistic Control Systems by making their CPU use equal with other damage modules. A lot of fits on missile boats are currently very tight on CPU.
I disagree. Balance shouldn't involve making everything the same.
Make faction war occupancy pvp instead of pve
https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Stalence
Caldari Colonial Defense Ministry Templis CALSF
63
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Posted - 2016.02.15 17:24:58 -
[42] - Quote
Fourteen Maken wrote:Quote:We are also bringing Minmatar/Angel BCS out of the wilderness and buffing them up the same level as the Caldari/Guristas equivalents. First of all why? You're not bothered about bringing Caldari webs/scrams/disruptors out of the wilderness Second of all Caldari Navy BCU's cost more than Republic Fleet BCU's and you're giving them the same stats. wtf? Thirdly Gallente and Minmattar lp stores now get the best modules in scrams, webs, disruptors, and damage mods after these changes.
I second all these points. They can't be overlooked to arbitrarily buff another faction's LP store.
Member of #tweetfleet @stalence //
Combat FRAPs on YouTube
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Helsinki Atruin
Assisted Suicide Services Epicenter.
2
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Posted - 2016.02.15 17:43:26 -
[43] - Quote
Stalence wrote:Fourteen Maken wrote:Quote:We are also bringing Minmatar/Angel BCS out of the wilderness and buffing them up the same level as the Caldari/Guristas equivalents. First of all why? You're not bothered about bringing Caldari webs/scrams/disruptors out of the wilderness Second of all Caldari Navy BCU's cost more than Republic Fleet BCU's and you're giving them the same stats. wtf? Thirdly Gallente and Minmattar lp stores now get the best modules in scrams, webs, disruptors, and damage mods after these changes. I second all these points. They can't be overlooked to arbitrarily buff another faction's LP store.
not really, all damage mods are equal now, and i have to believe that the lp prices and tag numbers will be made equal (some tags will cost more, but that is annother issue) However, have you seen republic fleet hardeners, they are terrible. |
Cearain
Plus 10 NV Cede Nullis
1453
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Posted - 2016.02.15 21:11:43 -
[44] - Quote
Fourteen Maken wrote:Quote:We are also bringing Minmatar/Angel BCS out of the wilderness and buffing them up the same level as the Caldari/Guristas equivalents. First of all why? You're not bothered about bringing Caldari webs/scrams/disruptors out of the wilderness Second of all Caldari Navy BCU's cost more than Republic Fleet BCU's and you're giving them the same stats. wtf? Thirdly Gallente and Minmattar lp stores now get the best modules in scrams, webs, disruptors, and damage mods after these changes.
This is a very good point. The primary stats for caldari webs scrams and disruptors are clearly inferior by ccps own reasoning. This is what CCP fozzie said when talking about meta 1 items:
"ItGÇÖs important to note that none of the named modules specialize in stronger GÇ£primaryGÇ¥ stats, as those modules would become the obvious best choice for most situations."
http://community.eveonline.com/news/dev-blogs/rebalancing-eve-one-module-at-a-time/
Yet the fed navy and minmatar disruptors, scrams and webs all have better primary stats than the caldari ones.
It seems pretty clear that not all meta 8 modules are equivalent.
Make faction war occupancy pvp instead of pve
https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Justin Cody
Hard Knocks Inc. Hard Knocks Citizens
350
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Posted - 2016.02.17 01:08:51 -
[45] - Quote
So correct me if I'm wrong but the rate of fire on nearly everything is getting a boost. And this front loads damage more - which is a further buff to rapid light/heavy systems? I mean yes it is a buff to all systems but more to dps than a buff to alpha. I like it and I think it will help more at breaking logistics given how they have been readjusted recently.
I predict this will be a relatively celebrated change. |
Justin Cody
Hard Knocks Inc. Hard Knocks Citizens
350
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Posted - 2016.02.17 01:24:22 -
[46] - Quote
Cearain wrote:Luscius Uta wrote:I was hoping you'd give some justice to Ballistic Control Systems by making their CPU use equal with other damage modules. A lot of fits on missile boats are currently very tight on CPU. I disagree. Balance shouldn't involve making everything the same.
Yeah I tend to think that balance has to happen in terms of factional flavor. So the Caldari/Khanid navies should have the best bcs's overall...and Caldari/Gallente for Magnetic Stabilizers - for lasers Ammatar and Amarr Navy but the pirate modules should be different in some way...have a pirate feel with maybe more CPU use but considerably more powerful effects.
Deadspace stuff is cutting edge technology and Officer is Bleeding Edge prototype stuff. That's why officer scrams take so much grid to produce a strength 6 effect.
Looking at the previous changes to the Focused Warp Field Disruption Script that give you a scram effect...we see the CONCORD and True Sansha variants give you the biggest effects and are comparably expensive. Why those factions? Well the CONCORD thing related well to the capital module changes and renaming. For the True Sansha faction I think its related to incursions and Sansha's technological edge over most of the empires - and his war vs the Sleepers/Drifters. So it makes sense. |
Jimy F
Aliastra Gallente Federation
1
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Posted - 2016.02.17 18:26:34 -
[47] - Quote
If you dont mind make some tweks for balistic systems controls, at faction level i propouse from 11 rof and 12 dmg to 10 rof and 13 dmg |
Zapp McDouche
Black Spot on Parchment
0
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Posted - 2016.02.17 23:18:46 -
[48] - Quote
Good changes except that bcs still use way more cpu than magnetic field stabilizers and other turret damage mods. |
Sizeof Void
Ninja Suicide Squadron
633
|
Posted - 2016.02.18 01:34:43 -
[49] - Quote
I don't see any advantage to using Meta 0 over Meta 1 versions on this spreadsheet. Did I miss something here? Price, maybe?
So, if you are assuming that Meta 1 versions are going to cost more than Meta 0 versions, then you also better take a look at (a) the manufacturing cost of the Meta 0 version, (b) the reprocessing value of the new Meta 1 version, (c) the current quantity of existing Meta 1-4 versions in game (which I assume will all turn into the new Meta 1 version), and (d) the drop rate of the new Meta 1 version from NPC wrecks.
If the supply of new Meta 1 versions greatly exceeds demand, then its market price will drop to its reprocessing value, and if this price is below the manufacturing cost of the Meta 0 version, then there is no reason to ever build/use the Meta 0, except as a component to build the T2 version.
Ofc, this applies to all modules which are being tiericided, not just the damage modules. |
elitatwo
Eve Minions The-Company
1084
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Posted - 2016.02.18 03:10:36 -
[50] - Quote
This may sound of little importance but it is one of those things, the Khanid Royal Navy LP store. I know right, nobody has ever heard of that one since most mission runner overrun the SOE agents and wonder why they cannot enter Amarr space anymore.
Anyhow I close to a decade of EVE where I spent most of my highsec time in Khanid space, even lowsec for a while, I have never seen anyone use a Khanid ballistic control on any killmail.
I know they exist don't get me wrong but they are somewhat inaccessable, like most Khanid modules. Can we get someone to remedy that? Those minmatar tags are very hard to come by or they cost such a rediculus amount of isk that nobody wants to buy them.
Hail King Khanid.
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
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Fourteen Maken
Omega Industry Inc. The Ditanian Alliance
264
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Posted - 2016.02.20 22:41:12 -
[51] - Quote
Zapp McDouche wrote:Good changes except that bcs still use way more cpu than magnetic field stabilizers and other turret damage mods.
but the extra cpu cost of bcu's is already factored into fitting resources on missile hulls so if they reduce the fitting cost they will have to go through all ships that use them and reduce fitting resources accordingly. they'd just be digging holes to fill them in agan so there's no point |
Yazon Varda
Ceallach Consolidated Kaer Morhen Valley
1
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Posted - 2016.02.20 23:57:38 -
[52] - Quote
When this tiercide be in SISI? |
Trinkets friend
Empty Vessels
2996
|
Posted - 2016.02.22 07:15:54 -
[53] - Quote
I like the Ammatar Heatsink getting a buff equal to the other faction heatsinks; tis will help with LP reards for Ammatar Navy mission runners.
~~ Localectomy Blog ~~
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Poranius Fisc
State War Academy Caldari State
26
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Posted - 2016.02.24 20:05:17 -
[54] - Quote
Arthur Aihaken wrote:Chainsaw Plankton wrote:looks like they went from 10.5% rate of fire to 11% rate of fire, so that might have something to do with the 1.12 instead of 1.125 damage bonus. It's still a nerf - particularly where rapid launchers are concerned. And I still want the old BCS icons back. And not only do missiles cost you more SP, their T2 Damage mods cost you 40 CPU more. |
Sobaan Tali
Caldari Quick Reaction Force
820
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Posted - 2016.02.25 07:23:54 -
[55] - Quote
Swiftstrike1 wrote:Have you ever considered changing the damage module stats to make them more thematic?
e.g. reflect laser cap usage by buffing the damage modifier on Heat Sinks and simultaneously nerfing their ROF bonus
edit: Or having different variants within the same racial type?
i.e. one that favours damage modifier and one that favours rate of fire
Wondering that too. Especially where faction mods are concerned, it would make me consider this-mod-or-that-mod situations more on which fits what I need over just getting what's cheapest at the moment. Having 2-5 carbon copy mods with different names isn't what I had in mind when CCP described how they wanted to tiericide mods in Eve.
Also, maybe it's not quite clear on what the word "tiericide" actually means since officer mods are basically doing what I thought tiericide was meant to correct? I guess the image I had in my head was that modules would be more diversity among stats and simultaneously avoid pairing mods in the same meta family together into (A=B)>(C=D)>(E=F) setups. Am I assuming the wrong thing here, because this pretty much leaves them in that position, with the only exception being the M0-5 mods? Actually, they also seemingly nerfed officer mods due to RoF being caped to 8.9% rather than the current 10.5% but the damage multipliers appear to actually be less as well.
"Tomahawks?"
"----in' A, right?"
"Trouble is, those things cost like a million and a half each."
"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."
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Poranius Fisc
State War Academy Caldari State
26
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Posted - 2016.02.25 21:47:40 -
[56] - Quote
Cearain wrote:Luscius Uta wrote:I was hoping you'd give some justice to Ballistic Control Systems by making their CPU use equal with other damage modules. A lot of fits on missile boats are currently very tight on CPU. I disagree. Balance shouldn't involve making everything the same.
But if you look at the stats, everything else IS the same.. except CPU fitting requirement on BCS's. it's pretty noticeable. |
Sobaan Tali
Caldari Quick Reaction Force
836
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Posted - 2016.03.03 03:41:23 -
[57] - Quote
Maybe my brain is just fried, but I'm a little confused about something that's been really bothering me. The RoF buff stat and how it's being shown here.
Fozzy, can you or whom ever wrote the spreadsheet you're showing us please clarify "Cycle Time Multiplier"? With these numbers (and my mathematical skill is admittedly horrible) I'm getting conflicting results when comparing them to damage modules current stats and I have a good feeling that I'm using the wrong method of conversion.
Odd hunch has me thinking these RoF buffs are actually the same ones we have now, not nerfed RoF buffs like I've been under the impression they are. Can you possibly show the RoF bonuses in the converted form as they appear in game?
"Tomahawks?"
"----in' A, right?"
"Trouble is, those things cost like a million and a half each."
"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."
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Justin Cody
Hard Knocks Inc. Hard Knocks Citizens
352
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Posted - 2016.03.08 21:43:47 -
[58] - Quote
Agent Known wrote:I think the officer damage modules need more of a buff to even consider using over the much cheaper faction variants ...not that they're used much now to start with.
Also clearly need deadspace damage mods...yeehaw Centii a-type heat sinks boiiiiss |
Lara Divinity
Black Scorpion Nomads
123
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Posted - 2016.03.09 11:22:56 -
[59] - Quote
another nerf to drone damage amps dint that just happen 2 updates ago to with the gila nerfs good goin ccp more changes for the sake of changes is kinda funny tho how a game that been around for what 12 years now still seems to be unfinnishd n we r forced to be beta testers |
Elah'n'matir
Evolved Thought Patterns
5
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Posted - 2016.03.09 11:36:37 -
[60] - Quote
To the guys out here that say why would anyone use a t1 over a t2 if the cpu difference is that small and they lose X % dps.
The same reason they have been doing that since t2 was released : cause they don't have she skills to use t2 ;-) |
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Frostys Virpio
KarmaFleet Goonswarm Federation
2652
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Posted - 2016.03.09 14:56:39 -
[61] - Quote
Poranius Fisc wrote:Cearain wrote:Luscius Uta wrote:I was hoping you'd give some justice to Ballistic Control Systems by making their CPU use equal with other damage modules. A lot of fits on missile boats are currently very tight on CPU. I disagree. Balance shouldn't involve making everything the same. But if you look at the stats, everything else IS the same.. except CPU fitting requirement on BCS's. it's pretty noticeable.
And missile hulls are designed for that added CPU requirement. If you make them require teh same amount of CPU than a mag stab, all missile ship will have their CPU nerfed for X amount of CPU time how many BCU CCP envision you would fit. Missiles ships are meant to be bound by CPU as seen by the drawback on their rigs (CPU) as opposed to guns (PWG). |
MeagerMiner
10
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Posted - 2016.03.09 15:51:50 -
[62] - Quote
So what happened to the Interior Force Field Array ?
I dont see that on this "list" , BUT today when I log in.. my buy orders and sell orders are eliminated, and i get some cheesy cheap ass 'Basic' Damage Control module in its place..
I paid up to 100mill and up for these things and I got dozen or so.. I didnt get refunded for my market fees either for my buy/sell orders that you guys shut down.
What gives?.
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Frostys Virpio
KarmaFleet Goonswarm Federation
2652
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Posted - 2016.03.09 15:57:05 -
[63] - Quote
MeagerMiner wrote:So what happened to the Interior Force Field Array ?
I dont see that on this "list" , BUT today when I log in.. my buy orders and sell orders are eliminated, and i get some cheesy cheap ass 'Basic' Damage Control module in its place..
I paid up to 100mill and up for these things and I got dozen or so.. I didnt get refunded for my market fees either for my buy/sell orders that you guys shut down.
What gives?.
Damage control are HERE! |
Vailen Sere
Ixian Machines TOG - The Older Gamers Alliance
18
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Posted - 2016.03.09 22:59:56 -
[64] - Quote
MeagerMiner wrote:So what happened to the Interior Force Field Array ?
I dont see that on this "list" , BUT today when I log in.. my buy orders and sell orders are eliminated, and i get some cheesy cheap ass 'Basic' Damage Control module in its place..
I paid up to 100mill and up for these things and I got dozen or so.. I didnt get refunded for my market fees either for my buy/sell orders that you guys shut down.
What gives?.
Its called IFFA now |
Sweety Palms
Speed Dating and Exploration Unlimited
0
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Posted - 2016.03.22 05:00:04 -
[65] - Quote
I enjoy the 30% hull resist when fitting my ships, really allows for more interesting options! |
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