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Author |
Thread Statistics | Show CCP posts - 20 post(s) |
Caldari 5
D.I.L.L.I.G.A.F. S.A.S Affirmative.
457
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Posted - 2016.08.30 09:51:54 -
[541] - Quote
Major Trant wrote:3. If the same boost is applied before the first wears off, will the timer be extended? Assuming yes, how will it handle things if the second boost has a lower strength? ie: Will the lower strength be applied (1). Immediately; (2). At the end of the first boost timer; (3) The higher boost will remain throughout.
This was answered in one of the previous Blue Posts |
Major Trant
287 Marine Regiment
1509
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Posted - 2016.08.30 09:56:19 -
[542] - Quote
After these changes there won't be any need for a fleet hierarchy, therefore is the fleet window being simplified accordingly and will the maximum number of allowed fleet mates be upped? |
Irya Boone
Never Surrender.
474
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Posted - 2016.08.30 10:02:47 -
[543] - Quote
No effect In FW plexes !! please and thank you
CCP it's time to remove Off Grid Boost and Put Them on Killmail too, add Logi on killmails
.... Open that damn door !!
you shall all bow and pray BoB
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Major Trant
287 Marine Regiment
1509
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Posted - 2016.08.30 10:07:45 -
[544] - Quote
Ginger Naari wrote:Major Trant wrote:Overall I love the proposed changes but a couple of queries.
1. Will acceleration gate activation cancel the effect? This will have a huge impact on FW plexes, Incursion sites and some missions (burner missions)... As far as I can make out only using a warp gate, pos shield or docking will cancel it. Good point about missioning though, if the ship you are in can't access the pocket how do you get boosts?...
CCP Devblog wrote:Activating a Command Burst will generate a weapons timer and therefore prevent the boosting ship from jumping through gates or docking for one minute. Sounds to me like a boosting ship can sit on an acceleration gate and boost a fleet before they go in. Effectively maintaining offgrid boosting. That is fine for Incursions and missions runners, but for fighting in FW plexes that is a PITA for the defending fleet, they won't be able to get a T3 or Command ship inside a medium or small plex, so won't have boosts. The attackers can sit outside with a command ship, boost up and enter without risk to the command ship. |
Major Trant
287 Marine Regiment
1509
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Posted - 2016.08.30 10:11:20 -
[545] - Quote
Irya Boone wrote:No effect In FW plexes !! please and thank you Agreed.
At the same time remove the sec hit for shooting neutrals inside a FW plex. |
Ginger Naari
Science and Trade Institute Caldari State
0
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Posted - 2016.08.30 10:13:02 -
[546] - Quote
Major Trant wrote:Ginger Naari wrote:Major Trant wrote:Overall I love the proposed changes but a couple of queries.
1. Will acceleration gate activation cancel the effect? This will have a huge impact on FW plexes, Incursion sites and some missions (burner missions)... As far as I can make out only using a warp gate, pos shield or docking will cancel it. Good point about missioning though, if the ship you are in can't access the pocket how do you get boosts?... CCP Devblog wrote:Activating a Command Burst will generate a weapons timer and therefore prevent the boosting ship from jumping through gates or docking for one minute. Sounds to me like a boosting ship can sit on an acceleration gate and boost a fleet before they go in. Effectively maintaining offgrid boosting. That is fine for Incursions and missions runners, but for fighting in FW plexes that is a PITA for the defending fleet, they won't be able to get a T3 or Command ship inside a medium or small plex, so won't have boosts. The attackers can sit outside with a command ship, boost up and enter without risk to the command ship.
How do you maintain them though? They seem to only have a short duration and you have a very limited range to apply them. |
Major Trant
287 Marine Regiment
1509
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Posted - 2016.08.30 10:19:10 -
[547] - Quote
Ginger Naari wrote:Major Trant wrote:Ginger Naari wrote:Major Trant wrote:Overall I love the proposed changes but a couple of queries.
1. Will acceleration gate activation cancel the effect? This will have a huge impact on FW plexes, Incursion sites and some missions (burner missions)... As far as I can make out only using a warp gate, pos shield or docking will cancel it. Good point about missioning though, if the ship you are in can't access the pocket how do you get boosts?... CCP Devblog wrote:Activating a Command Burst will generate a weapons timer and therefore prevent the boosting ship from jumping through gates or docking for one minute. Sounds to me like a boosting ship can sit on an acceleration gate and boost a fleet before they go in. Effectively maintaining offgrid boosting. That is fine for Incursions and missions runners, but for fighting in FW plexes that is a PITA for the defending fleet, they won't be able to get a T3 or Command ship inside a medium or small plex, so won't have boosts. The attackers can sit outside with a command ship, boost up and enter without risk to the command ship. How do you maintain them though? They seem to only have a short duration and you have a very limited range to apply them. The first minute of the fight is the most important and often determines it's outcome. As for range, the fleet stacks up on the acceleration gate, perfect place to apply the boosts. |
Desiderya
Pyre Falcon Defence and Security Wrecking Machine.
1122
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Posted - 2016.08.30 10:36:18 -
[548] - Quote
The initial boost on the warp in is indeed an advantage. But on the other hand, plex advantage is also a big deal.
Regarding the boosting effects I feel that the ranges are too small for mobile gangs. Having some falloff range on top of that would be really nice, possibly even as an ammo choice so it'd work akin to to the idea behind armor/shield logi. Also: make links (but not command processors) fittable on all ships so that the system scales for all levels of fleet size, ship size and player experience while having room for the optimized ships.
Ruthlessness is the kindness of the wise.
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Tiddle Jr
Red Federation RvB - RED Federation
882
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Posted - 2016.08.30 10:53:12 -
[549] - Quote
Can we have Orca attributes changes plz?
"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP
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Ebonix Mileghere
EyEs.FR La Division Bleue
2
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Posted - 2016.08.30 11:21:31 -
[550] - Quote
0/ I'm a bit sad about the removal of the third warfare link on Command Ships (CS). Right know, CS pilots can make a choice betwwen having three links or having DPS, and when it comes to on-grid boosting, beeing able to fit 3 links is greatly appreciable. Unfortunately, after the patch, CS will have to sacrifice a rig slot into using 3 links. On a large fleet scale, it won't be an issue since multiple command ships (with 2 links) will be on grid, but on a small fleet, where only one CS will be on grid, the rig will be mandatory, thus rendering the CS less tanky. Exception beeing made of the damnataion, on grid boosting CS reach the 100-150k with two trimark/extander. If we remove one of these rigs in order to get the third link, boosting CS may be too vulnerable. I am thinking of my active tanked Eos, with 3 warfare links. Dropping either on link or one rig will make the ship less tanky, maybe to a point where its active tanking will no longer justify the 1.2b pricetag.
My other question is about the AoE. What will happen if the CS is the only one in the AoE? I am a CS pilot, and when I for for some solo PvP in a CS, I have warfare links fitted on my solo CS (Thus links are on grid). With an alt in the system, I manage to boost myself. After the update: - Will the link apply to myself even though my alt is not in the AoE? - Will I be able to boost myself without needing the alt in the system?
This is my feedback, bui I wanna stress that I enjoy the removal of off-grid links. Ebo' |
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Brown Pathfinder
Its a good day to die
11
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Posted - 2016.08.30 11:25:07 -
[551] - Quote
Is possible to increase the time links are applied to 10 minutes? And beef up CS slots and attributes some |
Cliverunner
EVE University Ivy League
13
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Posted - 2016.08.30 11:25:15 -
[552] - Quote
CCP Phantom wrote:When loaded with the proper ammo and activated, Command Bursts modules will provide time limited, area-of-effect based bonuses to fleet members in range of the ship activating the burst.
I would like to suggest that you add a second mode to the modules...kind of like the HICs bubble generator. Mode 1 - like you describe in your blog post Mode 2 - You can apply your boost to any single fleet mate you have locked...regardless of range.
I am thinking about the times you want to boost an inty to go get some sniper....The inty might or might not be able to get to the sniper in the 60s he has boosts, but I am 100% sure he will get outside the boosters range in that time. In certain cases, especially with Rapid Deployment, you will just have to have a lot longer range than you are planning. But you want to limit the AOE to something reasonable...the answer to limit the effect to a single targeted ship with no range limit. |
ChromeStriker
Out of Focus Odin's Call
1050
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Posted - 2016.08.30 11:39:02 -
[553] - Quote
I have a PvE Eos ... assuming no fitting changes it just got a nice little buff. Thanks CCP :)
No Worries
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Winter Archipelago
Autumn Industrial Enterprises
600
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Posted - 2016.08.30 11:45:42 -
[554] - Quote
CCP Fozzie wrote:Vidork Drako wrote: Another question : Q : I see you gave a weapon timer to booster, will they also receive a suspect time ?
Nope, just a weapons timer. Could you (or another dev) elaborate on why you aren't going to make neutral boosters suspect? It feels to me as if neutral boosting should have the same penalties as neutral logi as they both have significant direct impacts on a fight.
For the Newbies: The 8 Golden Rules - The Magic 14 Skills - Finding the Right Corp - EVE University Wiki
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Elenahina
agony unleashed Agony Empire
1075
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Posted - 2016.08.30 11:49:38 -
[555] - Quote
Brown Pathfinder wrote:Is possible to increase the time links are applied to 10 minutes? And beef up CS slots and attributes some
So change everything but leave the actual applied effect the same?
Eve is like an addiction; you can't quit it until it quits you.
Also, iderno
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Elenahina
agony unleashed Agony Empire
1075
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Posted - 2016.08.30 11:51:01 -
[556] - Quote
Tiddle Jr wrote:Can we have Orca attributes changes plz?
Yes, in the next dev blog. Which they already said.
Eve is like an addiction; you can't quit it until it quits you.
Also, iderno
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ArmyOfMe
Blue Republic RvB - BLUE Republic
602
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Posted - 2016.08.30 11:51:20 -
[557] - Quote
Quick question, will we finally be able to give boosts to just ourselfs without having to be in a fleet? (for those few of us that wants to fly commandships solo)
ArmyOfMe wrote:
1) If you get bumped then that webber wont do anything.
baltec1 wrote:
We use the exact same tactic for titans and they enter warp instantly.
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Thomas Lot
Astrocomical Warped Intentions
39
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Posted - 2016.08.30 11:56:03 -
[558] - Quote
Has anyone run the numbers yet comparing max boost from current system to max boost on the upcoming system? Comparing cycle times and yields of the various ships/strip miners/crystals?
This would give everyone a much clearer comparison to work from.
Please and thank you. |
Elenahina
agony unleashed Agony Empire
1075
|
Posted - 2016.08.30 11:56:23 -
[559] - Quote
Drago Misharie wrote:Lugh Crow-Slave wrote:O.o pvp is player vs player <- no where in that does it say anything about destruction
the most obvious form is violent however only people with a very shallow understanding limit it to that Ok, not to be insulting, but that's not what 99.9% of the members of eve define this as PVP. You are a very small minority with this definition.
Um...no, most people playing the game understand that there are multiple ways to compete with another player.
Eve is like an addiction; you can't quit it until it quits you.
Also, iderno
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Khan Wrenth
Ore Oppression Prevention and Salvation
663
|
Posted - 2016.08.30 11:59:18 -
[560] - Quote
Elenahina wrote:Um...no, most people playing the game understand that there are multiple ways to compete with another player. This is correct. Heck, ask some of the incursion communities about the time when they were all heavily competing for sites and deliberately killing off motherships to spite one-another.
Sometimes the most vicious and entrenched PvP has nothing to do with shooting each other.
Let's discuss overhauling the way we get intel in EvE.
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Ginger Naari
Science and Trade Institute Caldari State
0
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Posted - 2016.08.30 12:00:35 -
[561] - Quote
big miker wrote:Awesome changes, I love it!
There's just one small concern I have about tech 3 Cruisers. I have a feeling they can still be somewhat used safely.
Let's consider the Tengu for this example.
[Tengu, New Setup 1] Prototype Hyperspatial Accelerator Prototype Hyperspatial Accelerator Co-Processor II Inertial Stabilizers II
Command Processor I Command Processor I 'Thurifer' Large Cap Battery 'Thurifer' Large Cap Battery Cap Recharger II
Skirmish Warfare Link - Interdiction Maneuvers II Skirmish Warfare Link - Rapid Deployment II Siege Warfare Link - Shield Harmonizing II [empty high slot] Covert Ops Cloaking Device II [empty high slot]
Medium Hyperspatial Velocity Optimizer II COMMAND RIG COMMAND RIG
Tengu Defensive - Warfare Processor Tengu Electronics - CPU Efficiency Gate Tengu Engineering - Capacitor Regeneration Matrix Tengu Offensive - Covert Reconfiguration Tengu Propulsion - Interdiction Nullifier
If you add mid-grade ascendacy implants to this fit it'll do 6.2 au/s. Yeah that's all great and all but what's the issue with that? Every 60 / 130 seconds you warp in the Tengu with a alt. You align out with the cloaking device running. Deactivate cloaking device, hit link buffs and warp off to a safespot.
It's almost uncatchable since you'll be able to instantly warp it out after decloaking. Not to mention it's nullified so bubbles won't be a issue at all. Blog also mentioned link buffs will require alot of capacitor, which will be no problem for t3c at all ( yay cap battery's ).
I've got 2 proposals: 1: Proposal one is to make it impossible for tech 3 cruisers to use the nullification subsystem together with the warfare processor subsystem. 2: Penalize the link buff ship for 10 / 15 seconds not being able to warp.
Let me know what you guys think! Other than that, very very stoked about the changes!!!
This makes no sense at all...
We are losing Command Processors for rigs, and losing Warfare Links for Command Bursts...
What is this fit supposed to represent? You even have Command Rigs showing with Processors in mids, you won't have both. |
Elyia Suze Nagala
Republic Military School Minmatar Republic
115
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Posted - 2016.08.30 12:06:00 -
[562] - Quote
Well the only thing I have to say is after some lengthy chatting in my alliance comms, pretty much everyone agrees the idea of converting fleet boosters to a module that consumes ammo is a really dumb.
Most said up the PG, or make their fitting hull size relavant, line small, medium, large with progressively stronger outputs for larger modules/larger ships.
The other thing proposed was the run these off of scripts not ammunition.
Since everyone knows that once CCP gets set on a great new idea, it's pretty much set to happen, we hope the duration cycle for these new modules is quite long to off set the trouble. |
HandelsPharmi
Pharmi on CharBazaar
1819
|
Posted - 2016.08.30 12:09:40 -
[563] - Quote
T2 fitted Rorqual = +102,38 % range / -43,88 cycle time or volatility T2 fitted Orca = +75.47 % range / -32,34 % cycle time or volatility |
Ancy Denaries
Frontier Venture
312
|
Posted - 2016.08.30 12:10:28 -
[564] - Quote
Spacetramp Sotken wrote: Oh really, and while this fleet is defending Rorqs/Orcas in 2 or 3 systems red fleets are wreaking havoc in every other system. Not every system has every ore or ice in it even in Null. Over the weekend there were constant 20+ red fleets going around, would you put out a capital ship in a belt to boost the fleet?
What do they do then?
Abandon the boosters, then chase the reds leaving the mining fleet defenceless, or constantly dock the Rorq/Orca up every 5 mins? Or do they use a Command Destroyer which is tight to fit now, fine the Processors are changing to rigs, which means no Armour rigs etc. How that's going to fit enough tank to sit in a belt I have no idea.
All in all another nerf to mining/indy and completely ignores the issue of neutral boosting, which is probably one of the most broken mechanics in the game..not surprising really considering the direction the game has been driven in the last few years.
HS will probably turn out to be the least affected by these changes.
Get bigger. More fleets.
"Shoot at anything that moves. If it doesn't move, shoot it anyway, it might move later."
"Do not be too positive. The light at the end of the tunnel could be a train." - Franz Kafka
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Ancy Denaries
Frontier Venture
312
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Posted - 2016.08.30 12:16:06 -
[565] - Quote
Drago Misharie wrote:Lugh Crow-Slave wrote:O.o pvp is player vs player <- no where in that does it say anything about destruction
the most obvious form is violent however only people with a very shallow understanding limit it to that Ok, not to be insulting, but that's not what 99.9% of the members of eve define this as PVP. You are a very small minority with this definition.
Uh. No. You are literally the 0.01% that DON'T define it that way. Get with the program, sir.
"Shoot at anything that moves. If it doesn't move, shoot it anyway, it might move later."
"Do not be too positive. The light at the end of the tunnel could be a train." - Franz Kafka
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Ancy Denaries
Frontier Venture
312
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Posted - 2016.08.30 12:22:35 -
[566] - Quote
Jason Ozran wrote:- we used to be able to lose SP (yes, it sucks, but at least you were learning from that mistakes and no other games had this...making it a bit special somehow) You still can. Ever fly T3?
Jason Ozran wrote:- you made the unlimited skill queue, making people connect once every 6 months instead of every other week (might sucks too, but that was making the universe active, not dead like it is now) If the skill queue is the only thing making you login, you are actually a detriment to the game.
Jason Ozran wrote:- you allow skill trading. Eve was always about making choices, and if you make the wrong ones, well you just have to deal with it. But no, they had to make the skill injectors and ruin that too... (I know some people that spent hundreds of dollars just to get PLEx and injectors, so I guess we all know why CCP did this feature...) Yes. Shame on CCP to combat the "veterans have all the advantages and you'll never catch up" evil rumor about EVE, and also making a tidy profit in the process to keep EVE afloat. How dare they?
Jason Ozran wrote:- you made so that some ship are invisible to D-Scan, which is just against every possible rule when it comes to balancing PVP, especially solo (making FW even more useless and annoying in low sec) There are no rules. This is EVE. There a very few ships that do not show up on D-scan, and there's been cloaked ships since forever. How is this suddenly a problem?
Jason Ozran wrote:Stop making the game so boring and safe all the time, we need the risks back, the lost of skills or money and all this that used to make Eve a game so special. You have much better stuff to focus on, starting with the Stargates you have been talking about for 3 years now... Oh, you mean like they should force people away from safe off-grid boosting and force people to be on grid? Hint: They just did.
"Shoot at anything that moves. If it doesn't move, shoot it anyway, it might move later."
"Do not be too positive. The light at the end of the tunnel could be a train." - Franz Kafka
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Ginger Naari
Science and Trade Institute Caldari State
0
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Posted - 2016.08.30 12:26:47 -
[567] - Quote
Ancy Denaries wrote:Spacetramp Sotken wrote: Oh really, and while this fleet is defending Rorqs/Orcas in 2 or 3 systems red fleets are wreaking havoc in every other system. Not every system has every ore or ice in it even in Null. Over the weekend there were constant 20+ red fleets going around, would you put out a capital ship in a belt to boost the fleet?
What do they do then?
Abandon the boosters, then chase the reds leaving the mining fleet defenceless, or constantly dock the Rorq/Orca up every 5 mins? Or do they use a Command Destroyer which is tight to fit now, fine the Processors are changing to rigs, which means no Armour rigs etc. How that's going to fit enough tank to sit in a belt I have no idea.
All in all another nerf to mining/indy and completely ignores the issue of neutral boosting, which is probably one of the most broken mechanics in the game..not surprising really considering the direction the game has been driven in the last few years.
HS will probably turn out to be the least affected by these changes.
Get bigger. More fleets.
How about you get real?
We have members, but they can't be everywhere at once.
You have 6 members!!
-FRV- is a closed and tight nit community of primarily solo pilots under a single flag. We strive to go unnoticed and just make a living wherever we settle down. |
KhanidLady
White Knight Social Club Play Hard Pray Harder
19
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Posted - 2016.08.30 12:39:29 -
[568] - Quote
Mara Rinn wrote:Looking forward to post 2 where CCP reveal now they will encourage pilots to fly orcas and rorquals into the belts. Will they address the issues of these ships being slow, fat targets yielding easy killmails for lazy hunters?
The PANIC button sounds nice for folks living in nullsec. Buy time for attackers and defenders to rally their fleets while the rorq sits there waiting for a siege cycle to complete?
I wonder how the requirement for command ships to be on-grid will alter incursion completion times?
1. you put a ship like the rorqual on the field you should have some preparation for the "what if..." case. 2. you can daisy chain rorquals. and with the mining boost in the last o7 show ... it might even be worth to do it. (hello mining fighter) |
Silven Rubis
Gemini Talon Curatores Veritatis Alliance
7
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Posted - 2016.08.30 12:44:35 -
[569] - Quote
Ginger Naari wrote:[quote=big miker]Awesome changes, I love it!
....
Let's consider the Tengu for this example.
Every 60 / 130 seconds you warp in the Tengu with a alt. You align out with the cloaking device running. Deactivate cloaking device, hit link buffs and warp off to a safespot.
It's almost uncatchable since you'll be able to instantly warp it out after decloaking. Not to mention it's nullified so bubbles won't be a issue at all. Blog also mentioned link buffs will require alot of capacitor, which will be no problem for t3c at all ( yay cap battery's ).
How twisted this patch need to be if a playstyle of warping in and out highfrequently to apply boosts come into mind. Another reason to consider using amunition as the wrong way to apply boosts.
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KhanidLady
White Knight Social Club Play Hard Pray Harder
19
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Posted - 2016.08.30 12:53:37 -
[570] - Quote
Drago Misharie wrote:Delt0r Garsk wrote:Drago Misharie wrote: Can't wait for the complaints about all the buffs this brings to cloaky campers.
How does this affect cloaky campers (btw i am one from time to time. Only way to bait a fight in null instadock anyone in local space). You can't even run links now cloaked. You won't be able to activate the mods cloaked. So i don't really see what your saying. Mining ships purposefully don't cluster to prevent bombing runs but with this change, they will have to. Most cloaky campers are in stealth bombers.
you will be able to spread out easily afterwards too. |
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