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Author |
Thread Statistics | Show CCP posts - 20 post(s) |
Zan Shiro
Alternative Enterprises
814
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Posted - 2016.09.02 00:43:24 -
[1] - Quote
Lunarstorm95 wrote: Im not a fan of the possible t3 cloaky nulli drive-by boosts, but that requires 100% attentiveness form the pilot so it may not be that bad.
It will weed out the baddies...but still leaves the good ones to do this. the mechanisms won't be extremely hard for this. If the player(s) skill is above f1 spam monkey levels.
TBH, crews looking to do this would just need to find the good ARPG gamers in their crew. Skillsets from that genre will apply well here. Most break down to getting timings down, build up your effects for the big attack (usually AOE based, odd coincidence there lol) release of doom....then set it all up again as you do this throughout the whole level.
Mess this up you don't push the levels worth a damn. Mess this up on hardcore on higher levels (greater rifts in diablo 3 as an example)...you may be dying real soon, permanently. |
Zan Shiro
Alternative Enterprises
826
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Posted - 2016.09.11 08:15:51 -
[2] - Quote
Lord Mudeki wrote:What I'd like to know is when the hell are these changes gonna go live on Singularity? Seems kinda stupid not to put them on the test server asap instead of waiting til literally right before it supposed to go live on Tranquility, so as to get feedback from players but also to make sure its working properly and to find the bugs, I mean here it is middle of September still nothing on Sing, new barge updates in just a couple days so really were kinda done with that so lets see the new stuff already on Sing
would make sense. Especially since AT coming we can assume staff will be diverted to that. 2-3 weeks of october shot really as the software they use in not plug and play, even more more so since the guy who made was poached away a bit back.
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Zan Shiro
Alternative Enterprises
829
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Posted - 2016.09.14 00:24:51 -
[3] - Quote
Ginger Naari wrote: A solo player could have 10 accounts, he's still a solo player.
No, its one player taking the role of 10 people. True solo, 1 account and only 1 account running, would not have the abilities it has with the added support.
PVE: lets dual box a logi alt on the pve runner. My case a basilisk shooting large reps and large cap transfer (1 each) can have my rattler cap stable running large/xl SB and other active mods fulltime cap stable with no cap mods/rigs. NO CCC...rigs can be shooty rigs. Don't have that logi backup, that rattler needs some cap love, CCC, pdu, etc. Fit changes based on if 2nd account there or not.
PVP: lets be a **** and triple box, booster, combat and everyones fave...falcon alt. This is not "solo" pvp. That ship true solo would have issues not faced with the falcon jamming and the boosts.
+1 account is +1 account, doesn't matter if 1 player controlled or run by other people. That ship true solo would be different.
this change not even taking this away. Its just making it harder. have to time the bursts. Worst case...its the booster right click orbit the pvp/pve ship. Or work out a way to refresh the boosts some other way. Its making it less afk is all.
Not liking this change for other reasons. Hate the passive being removed. And for siege (soon to be shield) that shield HP boost will be a mod/charge. I liked getting this passively. it also replaced the shield boost I did like....hp boost knocked cap use reducing boost for shield boosters out of the box. this combo I will miss, oh well.
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Zan Shiro
Alternative Enterprises
829
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Posted - 2016.09.14 03:34:17 -
[4] - Quote
Donmadefy wrote:Zan Shiro wrote:Ginger Naari wrote: A solo player could have 10 accounts, he's still a solo player.
PVP: lets be a **** and triple box, Be a what?
Nickname for Richard, male sex organ.....always liked the filter on this forum for that word. As well....if I were to have a political discussion it filter out part of **** cheney's name. Or the old phrase every tom, **** and harry |
Zan Shiro
Alternative Enterprises
829
|
Posted - 2016.09.14 03:56:03 -
[5] - Quote
Lugh Crow-Slave wrote: but if this change does make it so few ppl use the boosts the price of ore will just go up to compensate meaning there will be no issue and if about the same number of ppl keep using them then there is also no issue
Basically. Adjust price to the work that be more involved now.
then you you enter market pvp realms. Old boy or girl undercuts you, take it up with your fellow miners on that one. Welcome to market pvp. I just place the (lowball) buy orders for my stuff. If a miner doesn't like my price, they can move on and that is cool...sell for your price and be firm, . Now if I get miners who will sell for lower to avoid isk warring in the markets for hours to days after order dropped....they made the call to fill my low ball order lol.
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Zan Shiro
Alternative Enterprises
829
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Posted - 2016.09.14 07:13:42 -
[6] - Quote
Tsukino Stareine wrote:Maybe if you only have 30 dollars to your name, figuring out how to plex should not be on the top of your list of priorities
Incursion boost: links allow You to fit less tank and more gank increasing your clear times by a significant amount
Incursions will be interesting to see after this for a bit. Why not much empathy for the miners, other pve activities affected really. Will the herd of incursion cats be herded well for the boost pulse....question of the day there.
That and if they eye rat killing money with this much jealousy/envy a miner can switch over. I did years ago. Alt mined for 2 years. She went rat killing....never looked back. Got me orca, great boat to move a t3 and other small crap around changing agents up. Refine skills liked in the past for when loot worth melting down too.
I can give them some low work, decent output setups. Almost like mining. Have a tengu fit all you have to is start a fast orbit (speed/sig tank), turn on prop and sb (Resists are passive, no clicks for them lol) and done. Feed her targets, f1 on reloads, stuff dies, get paid. no where near the work of bs' I run lol. Think the rat is a rock...ssdd really lol. |
Zan Shiro
Alternative Enterprises
829
|
Posted - 2016.09.14 18:53:54 -
[7] - Quote
Donmadefy wrote:So a single player now will have a harder time at running command boost with an alt vs a group of players. How dose this balance for the small guy.
Tell me CCP as you're claiming this will help the little guy. More fairness to your command link restructuring, or just a ploy to blob more in hopes of membership subscriptions.
The blob has the same issues as (not) solo (already covered, dual boxing is not solo a fleet booster self run or player run is stll a second ship running), they have to keep track of boost timers and be in range of the next cycle. In theory you will get lucky and fast tackle is out of range for the burst. His boosts fade, no new ones...easier tackle kill.
this change gets boosters out of deep safes and/or dancing around structure shields. they are on the field and killable now. Its an improvement. As in current setup your (not) solo pilot was dealing with boosters they could never see anyway. Now if the (not) solo player can't drop the booster when on grid in a ball of ships about to spread the x km's of aoe boost that's how it goes. SSDD for the solo player really and not much change. As is now, that booster was untouchable anyway as solo couldn't scan this down and scare it off anyway. Its now touchable....lack of dps/alpha to drop it that's another issue.
And CCP has stuff in here to support this (non) solo stuff. the boosts only go away on docking and structure shield entry as I read it. Gate jumps keep the boosts in play. Put another way know your timers. Know they are good, jump jump jump. Think they will run out soon, stand by on outbound (or a celestial aligned to outbound) wait for old boost expiration, splash the boost then jump all newly boosted.
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Zan Shiro
Alternative Enterprises
829
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Posted - 2016.09.14 21:05:56 -
[8] - Quote
Donmadefy wrote:This change is limiting the smaller groups to compete vs the unfair mob. I'm not out looking for fair fights. I'm looking for a fight where I have a chance. By letting that larger group which I so love to engage have a boosting alt on grid. Vs me with no booster because I have no support to keep it alive unlike the said larger group which I fight.
So how is this balance?
You boost before the jump, unless I missed a change boosts stay on ship after gate jumps. Docking and structure shield only remove them as I read it. Your booster is on the other side of the gate. It only gets shot if you jump it.
The change is the booster is on grid to kill now. You boost before jump, now you can see their booster and try to kill it if there. Your booster is on the other side of the gate if so desired. As I read the changes if trained up these boosts are a few minutes. Lets be honest...if the fight is that bad 5-10 people will drop you long before your boost timers run to need a new burst.
Its not grrr cloaky boost t3 hiding somewhere in space. what was asked for...well we got it. Can't kill it that's on the player(s). And we don't even have test files to pyfa/eft yet to see how hard or easy to kill yet to see where this is going. T3 I am not sure if this will keep them in check or not as an example. That switch to rigs for +1 boost mod....could or could not hurt some fits since t3 can rely on rigs for their edge.
This game is an mmo. Its designed around group play not solo. game can't balance on the solo player having a chance against 5 players (all skills equal and all play to an average level at least).
Its a case of scaling dilemma. A game that makes solo easier, makes group play even easier.
Poof, magic balance pass. Your solo ship can now passably tank and shoot at a 5 man gate camp with better success. Guess what....so do theirs now. They have 5 ships just like yours....SSDD only now with more EHP and DPS.
Inb4 other MMO's do pvp lake boosts to lower level players to raise some stats to not be cannon fodder to the uber max levels. A. even with buffers cannon fodder still happens. B. you'd have people not join fleet and be solo too. If solo "buff" good enough, its just the headache of coordination. Also worth noting not much of a headache on gate camps or fights by structures. Former you are all right there. latter...is a bm the game always drops you to the same area anyway. |
Zan Shiro
Alternative Enterprises
829
|
Posted - 2016.09.14 22:12:03 -
[9] - Quote
Alexis Ford wrote:2. Make the Rorqual not Scanable with probes when in Industrial Mode (7 seconds until pinned down cause of its insane signature would negate the "Hidden Mining Belts" completly ).
2 was removed from the game long ago. CCP controls this via math. namely sig radius/sig strength. they changed the floor of that function so you can't bottom it out like in the past. magic value used to be 1.4 iirc...below this and my tengu can and did disappear from probes.
Lowest value the equation will support is the value a max skill prober, sisters gear with virtues can still generate for scna strengths. You can go below it....but the equation(s) stopped counting at that uber probers max value point.
They'd have to do something to have that function recognize an unprobable ratio again. I have a few fit/implant combo's on standby for when they adjust that function to work like the old days. Many would.
CCP actually doesn't make things immune. they boost stats to play with the math. Example: bastions jam proofing comes from they max the hell out of sig strength. It shoots up to like 300+, well above any known way (player or NPC) to get that high a jam strength. Worth noting its probably also why in bastion sig radius goes to crap. Otherwise you'd have hard to probe bs's real easy and real fast lol. |
Zan Shiro
Alternative Enterprises
829
|
Posted - 2016.09.14 23:49:36 -
[10] - Quote
Lugh Crow-Slave wrote:
just because you have always just been given these HUGE boosts for free does not mean that was balanced
this really. CCP has been aware of the long ass mining ops for years. Kind of too long. Not accusing of botting but...if appearances are there that for some is all you need.
Some deep in the blue ball (you know, the jump fatigue rants as people still go but ccp we need to use 3 jb's to clear our system to have fights...these timers suck), those who don't set up in empire near code heavy systems....had their fun. All parties must end. Its now met mr. nerf bat. Not much empathy here. My hopefully funny take on this....
first they came for the unprobable CA tengus...and the miners said nothing since they did not run unprobable tengu.
then they came for the afk drone boats with npc aggro shift, and the miners said nothing since they did not run "afk" domi/rattler
then they came for can be safer mining boost setups...and there was no one left to speak for them.
Sure as hell not rat killers speaking up. Some bitter still to some level about loot table nerfs to make miners happy. Now they want sympathy....and find none. They can find that sympathy in the same place drone poop loot went. In the trashcan lol. Should have let us rat killers keep that...we'd be in their corner then.
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Zan Shiro
Alternative Enterprises
830
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Posted - 2016.09.15 11:58:15 -
[11] - Quote
Resa Moon wrote:Tsukino Stareine wrote:You're actively contributing to the game while boosting on grid and a valid target, something that the rorqual never had to deal with.
I think the reward is appropriate to the risk In other words, you've become a valid target. The risk far outweighs the reward. Another troll for those who need more squishy targets.
Thing is we really don't know this yet since it hasn't even been tested. Unless 0.0 mining ops changed out there since I left SSDD way of things was exhumers jets can mine, rorq boosts somewhere and flies by once in a while to clean out the jet cans. Ops planned and coordinated with these exposed never really practiced in at least 3 homes I was in.
Here is my only empathy for the miners. Us combat pilots (pve and/or pvp) even though no sisi, or data dumps for the kind people who make test data files for fitting tools for us, can at least draw up some plans for when this hits. Some like me whined and moaned (we all have to vent lol), accepted and moved on. I just need test files to see wth I can do with this mess to make the best of it (not happy with a few changes myself, oh well what I settled upon in time).
Miners...yeah, you can't plan strategies well since not in testing even yet. Since most played hide the rorq games for years some learning curve there. But its only empathy. Hide the rorq became a long stayed practice, that was a choice made. Choice not viable soon.
Also for those going but but my isk making backbone. Lose that argument and find a better one. Some tried this before. When they put in NPC aggro shift. Initially we even had good data it was flawed initially. rats hopped on drones like fiends. We even had backing from pvp pilots who hated it. Rats were on them like white on rice when jumping pve'ers. CCP did not care about our isk hits, or any of this. TBH your best bet is to hope and pray when on test server people pop rorq's like a pop star pops pills.
Want this to change some of you all need to organize the grandest hulkaggedon of all time on test server to prove your fears valid. Barring that this change will happen. |
Zan Shiro
Alternative Enterprises
830
|
Posted - 2016.09.15 13:34:22 -
[12] - Quote
FT Diomedes wrote:I'm really looking forward to when this hits Sisi - to see if I can put a Higgs anchor on my Rorqual and mine while aligned using the new mining Fighters. It could be like Carrier ratting.
lots of us waiting. Was not a fan of how this will be implemented, kind of on the fence now, but I think once we see this work in test and get test data to theory craft in fitting tools it could win some people over. Or at least quiet things down a bit. Won't ever make 100% people happy but could have some go meh, not what I wanted but its doable for the most part. |
Zan Shiro
Alternative Enterprises
831
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Posted - 2016.09.15 23:36:38 -
[13] - Quote
Lugh Crow-Slave wrote:like i said afk boosting. you should not get the benefits of just having a toon logged in
They really need to stop using this line of reasoning. It as you are calling it, and I'd I agree, is why they are getting this change. The perma run mining setups with no risk and almost no interaction. I did this myself when I ran 3+ accounts...set it up and mine for hours in empire alt tabbed to the 0.0 main on pos bash or some other crap op.
Throw in haulers and that orca never, ever, eva... had to be exposed. Only time my orca really exposed was on the jita runs. And usual hauling precautions in place for that. And eventually I charon'd that in time tbh.
This is the setup run by botters. You know how some of you miners said ccp...I can't compete with the bot miners please fix this. Be careful what you ask for, you may get it. Buried in this is a subtle anti-botting reason. Boosts are more player interactive. And the booster is exposed. CCP is not just busting your real player miner's balls here, this is also busting the botters balls as well.
CCP been doing this to rat killers for years. We said ccp its not fair we keep rat aggro when jumped. CCP said okay...rats shift aggro, look they attack the pvp'ers now too. Also attacked your drones, a pita for drone boat pve. Buried in all this was the subtle attempt to shutdown afk domi farmers. The war on botting has a high collateral damage rate, some drone pve'ers didn't afk and we took the same "punishment" as botters. Welcome to eve.
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Zan Shiro
Alternative Enterprises
832
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Posted - 2016.09.20 23:14:40 -
[14] - Quote
lets shift from minor, oops miner, concerns lol...
CCP, will training requirements for CS be altered in this?
In the past for the its bs you need to train all the warfare base skills to fly CS change this threads I have been in the just train them and move on camp. reason being the base warfare skills gave, imo, almost as vital passive resists. Why am I training armour says the person interested in shield boosting.
I'd say 10 % armour ehp is actually useful to even shield tankers. I have had a rokh come home smoking from hull damage, but it came home alive. 10% more armour soaked up the damage that would have had rokh hull pop, I saw its value. 10% targeting range...not a passive bonus to kick out of bed either if no plans to run info links.
In this change the passives are going. And so does my only logical reason why a new booster would need to train all this really. Its now a salty bitter argument of because well we did it. Which for some bitters...we are pre CS change. We needed no heavy leadership trains in the past.
Old boy/girl wants shields and will only be shields they get nothing from armour trains after november. With the normal limit of 3 becoming 2 for CS, the +1 boost mod becoming a rig....chance of me in say nighthawk going lets run armour command burst no bonus from ship slim to none really. Its getting harder to run these mods, I won't be wasting space on unbonused mods.
Inb4 combat CS easier to train this way. This bridge crossed and burned when the CS change made. Intent by design was to focus on CS as a booster , that should be its consideration for training.
Boosting is changing, some warfares will make no sense since no passives....will this stuff be staying the tl;dr question I have. |
Zan Shiro
Alternative Enterprises
832
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Posted - 2016.09.21 01:15:58 -
[15] - Quote
Lugh Crow-Slave wrote:basically if they took out needing all the leardership skills they would replace them with something else that takes just as long considering the time it takes to fly a t2 BC currently fits between cruiser and BB as it should
I get the time sink factor....its just its looking like CCP painted themselves in a corner here. A prior change is not making as much sense now.
Its me getting hung on the passives lol....they made the pain of leadership trains tolerable imo. Passives gone, now they are time killers with no good reason in at least 2 out of 4 cases for a potential CS booster. I like to make lemons into lemonades...not getting that here with passive removal.
Caveat I am thinking is you get the CS skill with just 2 leaderships. The ones a race would boost. Problem is complexity of having the game recognize player A can fly NH and wouldn't need the say armour. Or the armour booster not having shields but rest. Complex but not impossible. Its requirements just have a bit if then else code tacked on.
If siege and info 5 then CS okay else if siege and skirmish then CS okay etc....
A related concern is I actually want CS as booster to be viable. Been an issue for years. CCP seems to be aware but changes just cement T3's spot as preferred booster. easier CS may be the lesser of 2 evils. yes its more CS on the field since easier to get combat wise. Evil 1 here.
Other evil as I see it its just spam t3 booster even more and CS as booster gets ignored even more.
Cutting off your nose to spite your face a phrase that comes to mind here. And I am usually I walked up the hill for 3 miles in snow with no shoes to school so the youngins can too grumpy old bitter. In this case...not going that route.
T3 is just looking good, if not better in this change. Can't find the exact boosts but iirc CS just gets just mere % increase over t3. CCP tried this in CS rebalance...it didn't work. T3 bonused less and people didn't trade in their boost tengu's for NH's post change. No real reason too. Its the side stuff of t3 and t3 boosts let you pick and choose 1 by 1...or just the 1.
Way I read these changes, this not helping. Range or duration is what these skills give. a few seconds more or a few km's more....t3 is still looking better for the ease of train really. Oh no... I only burst 35 kms and not 38, emo rage quit over this right now as t3 boosts are now crap. Not happening as I can see it. I won't sweat a few km's. Many won't. |
Zan Shiro
Alternative Enterprises
832
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Posted - 2016.09.21 04:14:33 -
[16] - Quote
Lugh Crow-Slave wrote:lowering the train time will not have a noticeable effect on how many are on field. The big problem with T3 is you take a small 5% hit but can use 3 types of links. that utility is why it is king for boosters. tbh I have no idea why CCP thought it was a good idea to give them this but i can't figure out why they did a lot with T3s EDIT that is why everyone flys t3s and this is why even after the changes still no one will fly Command ships
Yeah I know. Just looking for angles to change that. More I think about, more I know the outcome. Which is fine...I like t3. Just be nice if it wasn't the only viable option.
Like 2 rigs for t2 and 3 for t3 would be the other nail on the coffin. And I don't see this new +1 rig being more than 200 calibration (so many t3 fits as is will just be pull 1 rig if needed). It hurt CS if so. With booster on grid...t3 having 3 slots another why bother with boost running CS really I predict (shooty or tanky rig options among others limited on CS). Is this being looked at CCP? (knows what asking will get me but oh well).
Maybe they have some ace up the sleeve for this. Not betting the farm on it. |
Zan Shiro
Alternative Enterprises
838
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Posted - 2016.09.26 12:09:25 -
[17] - Quote
Jasper Binchiette wrote: These changes sound great for the Gankers and really bad for the miners who are the backbone of Eve. I fear this will really destroy the game. .
psst, ccp can revert all the changes made to castrate rat killers if you are fearing doom and gloom. The reprocessing nerf, the drone poop loot nerf.....it can all be rolled back if mineral markets get that bad. We rat killers held up the markets good before. we get our mins back in mission loot we can again. We'd gladly fill this void again .
That and tinfoil hat is telling me some Russian and friends crew(s) still have stockpiles from the good old days of mineral bearing drones in bot....err drone space. its been a few years i know, some of them botters were really busy farmers. That stuff can't all be used up. |
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