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Thread Statistics | Show CCP posts - 2 post(s) |
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CCP Fozzie
C C P C C P Alliance
14553
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Posted - 2016.10.26 13:48:35 -
[1] - Quote
Hello everyone!
This thread will cover the details and feedback for the new Titan-based Phenomena Generators. These modules allow a Titan to apply a set of bonuses and penalties to EVERY ship over a huge area (generally an entire grid). This includes friendly, hostile and neutral ships. These effects shape the battlefield in subtle but significant ways, allowing clever fleet commanders to change their tactics and take advantage of the new strengths and weaknesses.
In a lot of ways these modules are intended to be similar to a mobile wormhole system effect, encouraging similar types of problem solving.
There is one Phenomena Generator for each race, and each titan can fit one copy of their own racial Phenomena Generator (dual race titans such as the Vanquisher can choose either one of their racial generators).
Phenomena Generators require a new skill called "Spatial Phenomena Generation". This rank 10 skill requires Fleet Command 1 and Command Burst Specialist 4 to train and increases the duration of all Phenomena Generation effects by 10% per level.
Each Phenomena Generator shares the same stats:
- 100,000PWG
- 100 CPU
- 5 minute cycle time
- 5 minute base effect duration (increased up to 7.5 minutes by the skill)
- 20,000km AoE range
- Requires 25,000 GJ of cap to activate
- Requires 40,000 units of racial isotopes to activate
Each Phenomena Generator has a set of 4 bonuses/penalties:
Amarr: +30% capacitor recharge rate, +10% kinetic resistances, -15% EM resistances, -10% velocity
Minmatar: -30% signature radius, +10% thermal resistances, -15% explosive resistances, -10% hybrid turret and energy turret optimal range
Caldari: +30% shield hitpoints, +10% EM resistances, -15% kinetic resistances, -10% remote armor repairer effectiveness
Gallente: +30% armor hitpoints, +10% explosive resistances, -15% thermal resistances, -10% remote shield booster effectiveness
These modules are on SISI now and available for testing. We welcome your feedback. Thanks!
Game Designer | Team Five-0
Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie
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Act-Mack PVT
Adversity. Psychotic Tendencies.
8
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Posted - 2016.10.26 14:19:10 -
[2] - Quote
WTF is the point of having a titan module that hurts your own fleet as much as it boosts it. This idea of wh effects on supers got you laughed at by the entire community during eve Vegas last year and yet you decided to go ahead with it. Why would you ever think this was a good idea after r/eve and the eve forums roasted you for this idea? Please reply with a decent answer. |
Leokokim
Know your Role League of Unaligned Master Pilots
39
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Posted - 2016.10.26 14:21:00 -
[3] - Quote
Will the +30% hitpoint bonus replace a bonus that is currently given by a active command burst (20%) or will it be added on top?
Also will activating the Generator give you a weapons timer? Unable to jump while cycling? Unable to warp? |
Nazar Titsuo
High Flyers Northern Coalition.
1
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Posted - 2016.10.26 14:21:40 -
[4] - Quote
Glad CCP is looking at hull bonuses but for the love of bob dont do this change |
Kuhn Arashi
SniggWaffe WAFFLES.
16
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Posted - 2016.10.26 14:27:54 -
[5] - Quote
How do the effects interact when there are competing types of titans on the field? Does one effect take the advantage over another? The last one activated? The one with the highest skills? Do they stack O.o? |
Tribal Trogdor
Better Off Red Unspoken Alliance.
19
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Posted - 2016.10.26 14:30:24 -
[6] - Quote
Amarr and Minmatar resist bonus should be swapped. Caldari has an EM bonus - T2 Caldari weakness, Gallente Explosive - T2 Gallente weakness, Amarr has Kinetic - T2 Minmatar weakness, Minmatar has Therm - T2 Amarr weakness.
Second debuff on Minmatar seems...off.
Amarr - kills kitey fleets Gallente - kills shield logi fleets Caldari - kills armor logi fleets Minmatar - kills slower fleets, but only if they are Gallente or Amarr? Slow, rapid light cruisers like cerbs, still gonna hit fast kitey cruisers fine. I think the issue here is that to counter kitey, you have to decrease, range overall, which also happens to counter the kitey ship as well. Tough one :D
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xttz
GoonWaffe Goonswarm Federation
787
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Posted - 2016.10.26 14:30:42 -
[7] - Quote
CCP Fozzie wrote:
Amarr: +30% capacitor recharge rate, +10% kinetic resistances, -15% EM resistances, -10% velocity
Minmatar: -30% signature radius, +10% thermal resistances, -15% explosive resistances, -10% hybrid turret and energy turret optimal range
Why not make these two mirror each other like the Gallente/Caldari ones do? i.e. the Amarr one could penalise missiles & projectiles or the Minmatar one could penalise capacitor. |
penifSMASH
ElitistOps Pandemic Legion
462
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Posted - 2016.10.26 14:32:27 -
[8] - Quote
You'll get a lot of people posting here complaining because lol eve players and change, but these modules look interesting as heck and will force fleets to make tactical gameplay choices.
The Minmatar effect on hybrid/energy turret optimal range seems a bit unfair. It's a direct counter to both armor titans while having no negative effect on shield ones, whereas neither armor titan effect generator has similar gameplay effect on shield titan weapons systems (missiles/projectiles).
Also I feel as if the fuel usage may be a tad bit high but that's a minor issue. |
Act-Mack PVT
Adversity. Psychotic Tendencies.
8
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Posted - 2016.10.26 14:38:26 -
[9] - Quote
penifSMASH wrote:You'll get a lot of people posting here complaining because lol eve players and change, but these modules look interesting as heck and will force fleets to make tactical gameplay choices.
The Minmatar effect on hybrid/energy turret optimal range seems a bit unfair. It's a direct counter to both armor titans while having no negative effect on shield ones, whereas neither armor titan effect generator has similar gameplay effect on shield titan weapons systems (missiles/projectiles).
Also I feel as if the fuel usage may be a tad bit high but that's a minor issue.
I can't wait until some leviathen or ragnarok in the legion/NC, bursts your armor fleet with one. |
Tribal Trogdor
Better Off Red Unspoken Alliance.
19
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Posted - 2016.10.26 14:40:32 -
[10] - Quote
Act-Mack PVT wrote:penifSMASH wrote:You'll get a lot of people posting here complaining because lol eve players and change, but these modules look interesting as heck and will force fleets to make tactical gameplay choices.
The Minmatar effect on hybrid/energy turret optimal range seems a bit unfair. It's a direct counter to both armor titans while having no negative effect on shield ones, whereas neither armor titan effect generator has similar gameplay effect on shield titan weapons systems (missiles/projectiles).
Also I feel as if the fuel usage may be a tad bit high but that's a minor issue. I can't wait until some leviathen or reagnorok in the legion/NC, bursts your armor fleet with one.
I can't wait until you learn how to spell |
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Jay Amazingness
GoonWaffe Goonswarm Federation
51
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Posted - 2016.10.26 14:40:43 -
[11] - Quote
penifSMASH wrote:Also I feel as if the fuel usage may be a tad bit high but that's a minor issue.
I agree, with 2 sets of guns, multiple DDs and other cap mods my fleet hanger is getting pretty full
Jay "I'm gay" Amazingness
Headshotting FCs since day one.
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Coelomate
Gilliomate Corp
59
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Posted - 2016.10.26 14:47:25 -
[12] - Quote
Will any or all of these bonuses be stacking penalized, and if so, against what other modules/attributes/rigs/command bonuses?
Generally this looks like a really cool idea that could generate interesting conflict and content, and I'm excited to see how it turns out!
Love,
~Coelomate
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Querns
GoonWaffe Goonswarm Federation
2588
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Posted - 2016.10.26 14:47:45 -
[13] - Quote
^^^ efb :argh:
How do the resists apply to ships? Do they abide by standard stacking penalties, or do they stack ahead, or is it an additive/subtractive adjustment?
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Arronicus
Fusion Enterprises Ltd Badfellas Inc.
1541
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Posted - 2016.10.26 14:51:41 -
[14] - Quote
That's some brutal fuel/cap usage for the titan when considering how long some fights drag on for. Still, these are some pretty large bonuses, so I guess it balances out? |
MuraSaki Siki
Es and Whizz Hedonistic Imperative
67
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Posted - 2016.10.26 15:00:08 -
[15] - Quote
are the resist bonus and nerf affect shield/armor/hull all three? |
utec asmo
School of Applied Knowledge Caldari State
19
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Posted - 2016.10.26 15:00:58 -
[16] - Quote
How are cloaked ships affected by the generators? |
Mai Khumm
172.0.0.1
855
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Posted - 2016.10.26 15:02:03 -
[17] - Quote
Act-Mack PVT wrote:WTF is the point of having a titan module that hurts your own fleet as much as it boosts it. This idea of wh effects on supers got you laughed at by the entire community during eve Vegas last year and yet you decided to go ahead with it. Why would you ever think this was a good idea after r/eve and the eve forums roasted you for this idea? Please reply with a decent answer. There's a thread for the new Engineering Complexes with 40 pages of people being very concerned with the way industry is going. Fozzie promised a reply over 2 weeks ago...
...don't hold your breath! |
Longdrinks
The Tuskers The Tuskers Co.
247
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Posted - 2016.10.26 15:05:45 -
[18] - Quote
Looking forward to using this on my fleets. Ship it. |
Act-Mack PVT
Adversity. Psychotic Tendencies.
10
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Posted - 2016.10.26 15:06:38 -
[19] - Quote
Mai Khumm wrote:Act-Mack PVT wrote:WTF is the point of having a titan module that hurts your own fleet as much as it boosts it. This idea of wh effects on supers got you laughed at by the entire community during eve Vegas last year and yet you decided to go ahead with it. Why would you ever think this was a good idea after r/eve and the eve forums roasted you for this idea? Please reply with a decent answer. The feedback thread for the new Engineering Complexes has 40 pages of people being very concerned with the way industry is going. Fozzie promised a reply over 2 weeks ago...its been abandoned by CCP since. ...don't hold your breath!
Yes, but that wasn't fozzies brainchild, this is.
Just like you said, hold your breath and hope for good decision making from CCP Fozzie. |
GOB III
Adversity. Psychotic Tendencies.
13
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Posted - 2016.10.26 15:08:42 -
[20] - Quote
2 of these modules seem like they might see regular use when applicable 1 seems situational 1 seems worthless
hmmmm
also: how will these modules interact with tethering on citadels
also stop posting mack |
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Mai Khumm
172.0.0.1
855
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Posted - 2016.10.26 15:09:12 -
[21] - Quote
Act-Mack PVT wrote:Mai Khumm wrote:Act-Mack PVT wrote:WTF is the point of having a titan module that hurts your own fleet as much as it boosts it. This idea of wh effects on supers got you laughed at by the entire community during eve Vegas last year and yet you decided to go ahead with it. Why would you ever think this was a good idea after r/eve and the eve forums roasted you for this idea? Please reply with a decent answer. The feedback thread for the new Engineering Complexes has 40 pages of people being very concerned with the way industry is going. Fozzie promised a reply over 2 weeks ago...its been abandoned by CCP since. ...don't hold your breath! Yes, but that wasn't fozzies brainchild, this is. Just like you said, hold your breath and hope for good decision making from CCP Fozzie. Didn't say it was, just giving you an idea on when to expect an answer! |
Aurthes
Shadow State Goonswarm Federation
65
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Posted - 2016.10.26 15:27:51 -
[22] - Quote
penifSMASH wrote:You'll get a lot of people posting here complaining because lol eve players and change, but these modules look interesting as heck and will force fleets to make tactical gameplay choices.
The Minmatar effect on hybrid/energy turret optimal range seems a bit unfair. It's a direct counter to both armor titans while having no negative effect on shield ones, whereas neither armor titan effect generator has similar gameplay effect on shield titan weapons systems (missiles/projectiles).
Also I feel as if the fuel usage may be a tad bit high but that's a minor issue.
There has been a lot of unfairness to the Minmatar titan for a long time. For cap battles, the signature radius bonus is pretty useless. That really should be addressed, maybe they were somehow trying to compensate for it here...no idea. |
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CCP Fozzie
C C P C C P Alliance
14554
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Posted - 2016.10.26 15:39:37 -
[23] - Quote
Leokokim wrote:Will the +30% hitpoint bonus replace a bonus that is currently given by a active command burst (20%) or will it be added on top?
Also will activating the Generator give you a weapons timer? Unable to jump while cycling? Unable to warp? Added on top, and just a weapons timer.
Kuhn Arashi wrote:How do the effects interact when there are competing types of titans on the field? Does one effect take the advantage over another? The last one activated? The one with the highest skills? Do they stack O.o? If multiple types of Phenomena are running they'll both apply normally. Multiple copies of the same type of Phenomena don't stack, they'll just refresh the duration of the effect.
xttz wrote: Why not make these two mirror each other like the Gallente/Caldari ones do? i.e. the Amarr one could penalise missiles & projectiles or the Minmatar one could penalise capacitor.
In general we would actually prefer less mirroring rather than more, as that would lead to more interesting decisions and less overlap if multiple Phenomena are running at once. However if the speed penalty on the Amarr one doesn't end up being interesting enough we're keeping the projectile/missile range option open as a fallback.
Coelomate wrote:Will any or all of these bonuses be stacking penalized, and if so, against what other modules/attributes/rigs/command bonuses?
Generally this looks like a really cool idea that could generate interesting conflict and content, and I'm excited to see how it turns out! Whenever these bonuses apply to a stacking penalized attribute (such as resists) they are stacking penalized like a normal module. The resist ones are stacking penalized with hardeners/command bursts and stuff like that, rather than with DCUs and RAHs.
MuraSaki Siki wrote:are the resist bonus and nerf affect shield/armor/hull all three? Yup, all three.
utec asmo wrote:How are cloaked ships affected by the generators? Cloaked ships do not receive the effect. Neither do ships that are invulnerable from jumping/undocking, tethering or similar states.
Quick clarification on the goals of these modules. We know that quite a few people will not be interested in using them and that's completely fine and expected. These modules are primarily intended for the kinds of people who enjoy experimenting with fleet tactics as a form of creative expression, who see something like this and start having fun thinking about the buildaround possibilities. These are not intended to be modules that get used in every fight. For people familiar with the MTG personas, these are Johnny modules rather than Spike modules.
Game Designer | Team Five-0
Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie
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drunklies
Nocturnal Romance The Initiative.
32
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Posted - 2016.10.26 15:42:23 -
[24] - Quote
Just a few thoughts:
1. How will these boosts effect the grid. Will they ignore teathering, will they stack with other command bursts. How precisely are the bonuses applied?
2. There is a weird disconnect from the racial themes we are used to. Amarr counters caldari, not minmitar. But minmitar does counter amarr. I guess the root of that problem is the kinetic lock.
4. The rag hurts lots of shield ships which have hybrids/lasers as their main weapon system. Lots of these are less used anyway, I dont think they need any further pain.
5. Is remote rep effectiveness the raw hp repaired, the falloff, or some other metric.
6. Are you trying to use the modules to balance out the titan class? The levi and the erebus bonues are vastly more powerful then the others (especially now in the era of faxes), where as the avatar, and to some extent the rag (it can't be kited by an unproped capital) are more capable combat titans. |
Altrue
Exploration Frontier inc Tactical-Retreat
2092
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Posted - 2016.10.26 15:47:10 -
[25] - Quote
Quote:"Spatial Phenomena Generation". This rank 10 skill
The Face When the Titan AOE Buffs skill is only almost half the time of the Fleet Command 5% range per level CHARISMA skill.
Signature Tanking Best Tanking
[Ex-F] CEO - Eve-guides.fr
Ultimate Citadel Guide - 2016 EVE Career Chart
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Mostlyharmlesss
GoonWaffe Goonswarm Federation
242
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Posted - 2016.10.26 15:47:31 -
[26] - Quote
This is part of your plan to incentivize more capital fights?
I shudder to think what's in store for us down the road.
Follow me on Twitter for the latest regarding GoonSwarm Federation and our recruitment drives!
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Sentient Blade
Crisis Atmosphere Coalition of the Unfortunate
1741
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Posted - 2016.10.26 16:01:42 -
[27] - Quote
Seems like a bit of weak sauce for what could be a really fun system. Where are the real game changers?
I rarely get to fight alongside Titans, but I can imagine some much more interesting things than silly resistance debuffs.
Having rings run around you by kiting fleets? Launch a phenomenon which increases MWD cap usage.
Need to keep evading? Launch a phenomenon to massively reduce MJD cycle.
Too much alpha on field? Launch a phenomenon to increase all weapon ROF and reduce damage. |
drunklies
Nocturnal Romance The Initiative.
32
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Posted - 2016.10.26 16:10:04 -
[28] - Quote
CCP Fozzie wrote:Quick clarification on the goals of these modules. We know that quite a few people will not be interested in using them and that's completely fine and expected. These modules are primarily intended for the kinds of people who enjoy experimenting with fleet tactics as a form of creative expression, who see something like this and start having fun thinking about the buildaround possibilities. These are not intended to be modules that get used in every fight. For people familiar with the MTG personas, these are Johnny modules rather than Spike modules.
Why bother then?
Its a lot of effort, for very little in terms of reward.
Also, if you wanted to have these options available to make things 'interesting' why are you making them faction specific. Let it be a boost module you whack a charge in and can slap on any titan. Don't need to think about if I've got the right 110 billion isk ship, any of them would do.
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Skia Aumer
Sebiestor Tribe Minmatar Republic
387
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Posted - 2016.10.26 16:21:14 -
[29] - Quote
CCP Fozzie wrote:For people familiar with the MTG personas, these are Johnny modules rather than Spike modules. I used to play this type of game, but I quit when they started adding cards at a pace beyond my ability to digest them. Is there a consensus in CCP how fast you should add new features? Cause it looks like you too are running faster then I can cope. |
Cyrus Doul
Burning Napalm Northern Coalition.
21
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Posted - 2016.10.26 16:55:53 -
[30] - Quote
The Avatar one looks fun. I assume that firing this thing does apply to the ship that fires it too. Does it also apply to ships in warp in the 20000km range?
Might require 2 titans if you cant pull this off with the capacitor of one, but set up HAW + have your bubbler for BFGing a passing fleet. They start to land on field into the velocity debuff and the EM nerf, the titan BFG's either killing them outright and having 10% more time to do so as they flee, giving them possibly another couple of ticks. Then the titan opens up with the HAW and is benefited by them either taking more time to get to the gate or lower transversal. The debuff and the primary damage happen while they are still in warp tunnel, so theres no escaping it. |
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