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Thread Statistics | Show CCP posts - 2 post(s) |
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CCP Larrikin
C C P C C P Alliance
680
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Posted - 2017.02.23 09:48:53 -
[1] - Quote
Hi m8s,
In March, we're releasing a number of balance tweaks and we would love your feedback.
FIGHTERS We'd like to increase the potential counter-play options vs fighters. We're going to do this by increasing their signature radius which makes them a little easier to hit. They are currently around the small-medium drone range. This will put them in the same size category as heavy drones. Additionally, we're giving Shadow fighters a balance pass.
Changes:
- Light Fighters (Space Superiority) - Signature Radius: 80 (+43)
- Light Fighters (Attack) - Signature Radius: 100 (+59)
- Support Fighters - Signature Radius: 120 (+80)
- Heavy Fighters (Attack) - Signature Radius: 110 (+60)
- Heavy Fighters (Long Range) - Signature Radius: 120 (+60)
- Shadows - Signature Radius: 100 (+55)
- Shadows - EM Damage: 200 (+40)
- Shadows - Thermal Damage: 200 (+40)
These changes bring Fighters closer in-line with the signature of Heavy Drones. Lastly, there was a bug when our AI evaluated the threat of fighters. NPCs didn't consider fighters as threatening as they should have. This bug has now been fixed, and NPCs will more often shoot at fighters. You may also want to check out this thread about brand new fighter hotkeys (thanks Five-0!)
SUPERCARRIERS After our discussions with the CSM, they brought up the state of the Wyvern fighter hangar bay (and shield supers in general). While we'll re-asses the state of shield supers after the release of Shield Slaves, we think their points about fighter hangar bays had some merit.
Changes:
- Wyvern Fighter Hangar Bay): 90,000 (+10,000) m3
- Hel Fighter Hangar Bay: 110,000 (+10,000) m3
BURST PROJECTORS We're going to increase the effect duration of burst projectors. The difficulty in using them doesn't really justify their existing small effect time.
Changes:
- ECM Jammer Burst Projector Effect Duration: 40 (+10) seconds
- Sensor Dampening Burst Projector Effect Duration: 60 (+30) seconds
- Weapon Disruption Burst Projector Effect Duration: 60 (+30) seconds
- Target Illumination Burst Projector Effect Duration: 60 (+30) seconds
- Warp Disruption Burst Projector Effect Duration: 40 (+20) seconds
- Stasis Webification Burst Projector Effect Duration: 40 (+20) seconds
Game Designer | Team Phenomenon | https://twitter.com/CCP_Larrikin
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CCP Larrikin
C C P C C P Alliance
680
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Posted - 2017.02.23 15:29:56 -
[2] - Quote
Reserved for Questions & Answers
Game Designer | Team Phenomenon | https://twitter.com/CCP_Larrikin
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lanyaie
Nocturnal Romance The Initiative.
1170
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Posted - 2017.02.23 21:02:47 -
[3] - Quote
g
Spaceprincess
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clipper shore
Deep Core Mining Inc. Caldari State
7
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Posted - 2017.02.23 21:02:53 -
[4] - Quote
first
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Favonius85
House Aratus Goonswarm Federation
33
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Posted - 2017.02.23 21:06:38 -
[5] - Quote
CCP Larrikin wrote: NPCs will more often shoot at fighters.
Haha, really? |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
425
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Posted - 2017.02.23 21:13:27 -
[6] - Quote
Burst Projectors
That time should be quadrupled at least.
40 sec warp bubble - LOL - no thanks
The rest are just as laughable and they will get used no more than they do now, which is probably about zero |
Cade Windstalker
882
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Posted - 2017.02.23 21:15:09 -
[7] - Quote
Any sort of vague ETA on Shield Slaves? They've been mentioned like they're just around the corner since roughly the Shadows of the Serpent event like 8 months ago.
Also won't the increased sig radius and the threat changes compound on one another? I know a lot of NPCs pick targets at least partly based on sig radius so I would think there would be a least some multiplicative effect here. |
Ncc 1709
Fusion Enterprises Ltd Badfellas Inc.
341
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Posted - 2017.02.23 21:15:14 -
[8] - Quote
Way to buff goons more :( |
Querns
GoonWaffe Goonswarm Federation
2670
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Posted - 2017.02.23 21:18:32 -
[9] - Quote
Glad to see the poor Wyvern shown some love. Thanks!
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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Jay Amazingness
GoonWaffe Goonswarm Federation
68
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Posted - 2017.02.23 21:19:28 -
[10] - Quote
Nice, this makes the wyverns fighter bay a little more usable. Any word on adding more types of faction fibos with different abilities?
CEO of serious space alliance I too am gay, a member of the Memeperium
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Miyamoto Uroki
TURN LEFT
6
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Posted - 2017.02.23 21:21:36 -
[11] - Quote
Excellent change for the signature changes for fighters. Now if you could make them a little opressive in terms of applying dps to mwding cruisers? that would bring them back into balance imho |
Tara Read
Sniggerdly Pandemic Legion
880
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Posted - 2017.02.23 21:25:18 -
[12] - Quote
"Lastly, there was a bug when our AI evaluated the threat of fighters. NPCs didn't consider fighters as threatening as they should have. This bug has now been fixed, and NPCs will more often shoot at fighters."
Are you freaking serious? Do you know how many times in missions fighters eat s#$& because of the horrible buggy way fighters interact with NPC's already? Try going from an entire squadron of fighters to having them completely alpha'd off field without hardly any way to have them MWD back to you. This includes mission ewar effects on complet squadrons as you watch an entire squadron die to web effects through an MWD cycle. Ever try running a Fortress without an entire squadron dying? Try it.
I remember when the new fighter mechanics were first introduced and dozens of people who used carriers for PvE were shocked at just how badly fighters were eliminated off grid without any sort of way to have them return through npc aggression. Maybe you guys need to actually play this game instead of doing rediculous changes when the UI for fighters and fighter control are so buggy and messed up already. We've petitioned submitted bug reports and just lived with these horrible UI issues ever since the changes were released. Players have been patient and NOW you are going to ramp up NPC aggression on a UI layout and mechanic that is heavily bugged and complained about?
I mean I know you guys want to eventually eliminate how PvE is done in this game entirely and we've all known about the nerf coming to running missions and sites in capitals was coming but this isn't the way to do it by just having squadrons wiped off and agressed by rats as soon as you land on grid and launch them. |
Eris Tsasa
Serenity Cartel The Bastion
6
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Posted - 2017.02.23 21:28:36 -
[13] - Quote
I just have to ask. Really? Fighters are already incredibly easy to web and melt. They're so squishy, at least give them an ehp buff, a single web when they're out of scoop range of your carrier means if they manage to return, you'll have lost half. A single npc frigate can easily chew through them.
Also, burst projectors. Please, reduce cycle time. Already at max skills it's 6 minutes of cycle, the entire time with a weapons timer, then another minute for timer to cycle away. During that time can't refit, de-agress, ect. Also the 10s warmup beacon telling people where it'll land and tiny sphere of influence make them pretty useless. Please, make a few more changes. |
OverLord V1C70RY
Absolute Massive Destruction Test Alliance Please Ignore
4
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Posted - 2017.02.23 21:32:40 -
[14] - Quote
**counter-play options vs fighters**
i dont like this because it will affect ratting as well. fighters get enough agro as it is |
Swoop McFly
Pandemic Horde Inc. Pandemic Horde
61
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Posted - 2017.02.23 21:33:01 -
[15] - Quote
CCP Larrikin wrote:This bug has now been fixed, and NPCs will more often shoot at fighters.
I think you made a typo here. Should say less often. They already aggro my fighters all the time when ratting. |
Lucy Callagan
TURN LEFT
221
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Posted - 2017.02.23 21:34:23 -
[16] - Quote
https://media.giphy.com/media/1Z02vuppxP1Pa/giphy.gif
plz ccp looks like you're on a dank good change spree, can you buff medium projectile next ? |
Blood Animus
Plundering Penguins Solyaris Chtonium
2
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Posted - 2017.02.23 21:35:47 -
[17] - Quote
Not sure why all the fighters were nerfed so hard when they're already easy to counter, and support fighters are especially screwed. Could've at least given them a slight tracking/application bonus to compensate for having to pull them every 4 seconds against anything with a web. |
Bobmon
Habitual Euthanasia Pandemic Legion
206
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Posted - 2017.02.23 21:48:58 -
[18] - Quote
Yeeey Finally :) now time to watch the communitty responds :)
@BobmonEVE - BOBMON FOR CSM 12
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Douevenliftbro
Heretic Army Escalating Entropy
2
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Posted - 2017.02.23 22:04:23 -
[19] - Quote
It isn't April fools yet. Stop ccp.
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iscariot sister
Caldari Provisions Caldari State
0
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Posted - 2017.02.23 22:05:19 -
[20] - Quote
Does anyone att CCP even play eve? have you seen the air superiority kill light fighters? its murder,and now you make their sig bigger? Also for ratting throwing away fighters is basicly you nerfing it to the ground,meanwhile the FAXs carriers are a joke where you have to active tank them and cant spidertank so you need full faction or officer fit to even make it mediocre on the field and it will still just go splat,but instead you nerf fighters...play the game! |
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Kagi Anzomi
CK-0FF Spaceship Samurai
3
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Posted - 2017.02.23 22:08:52 -
[21] - Quote
CCP Larrikin wrote:Changes: [list] Support Fighters - Signature Radius: 120 (+80) ... Lastly, there was a bug when our AI evaluated the threat of fighters. NPCs didn't consider fighters as threatening as they should have. This bug has now been fixed, and NPCs will more often shoot at fighters. I don't understand the support fighters getting such a large increase compared to light fighters. They're slow and except for Sirens not really used. I've never seen sirens that didn't die quite quickly when they needed to be dead, so tripling the sig radius seems like overkill.
How do NPCs shoot something more than 100% of the time? I don't think I've spent a second ratting with fighters out where they weren't shooting the fighters.
Except for those two things the changes look decent enough. Making fighters even more vulnerable when they're already the weakness of carriers doesn't seem like a wise move, but oh well. |
Xanuth
Absolute Massive Destruction Test Alliance Please Ignore
2
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Posted - 2017.02.23 22:15:34 -
[22] - Quote
Do any of you Devs even play, or understand how fighters currently operate in both PvE and PvP?
I mean seriously, wtf are you thinking with these changes? Do you want everyone to stop using carriers totally? Fighters are already easily countered by ECM/Webs and destroyer/frigates/SS and your plan is to make them even worse vs. cruisers/BCs and Rats?
Is your intent to revert them back to pre-carrier changes where no one even undocks them and we either go sub-cap or super blob? I am literally lost as to what went through your minds when proposing the aggro and sig radius changes... |
Locko DeLavida
Hogyoku Goonswarm Federation
1
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Posted - 2017.02.23 22:16:50 -
[23] - Quote
Can you please, for 1 time just stop with capitals shenanigans and focus with assault frigs and ships like stabber and some 2 mid-slotted ships? They are actually aweful, there is no point in flying them. PLEASE |
Gazzz
Fweddit The Initiative.
12
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Posted - 2017.02.23 22:20:17 -
[24] - Quote
Increasing sig radius to improve the counter play options against fighters does have some merit but inceasing the sig radius by so much essentially is nerfing them to much IMO.
Look at the current fighters, Superiority squadrons chew right through and fighters (Heavy, Support, or LIght) with the added webs and target painters often provided in fights your fighters never make it back. I am speaking from experience on this as both the Receiver of the damage and the guy doing the defanging.
Also by giving fighters an increased sig radius you have also now given a Buff to the Thanatos and the Nyx which in turn is going to vastly favor these two hulls with their bonus FIghter HP while nerfing not only Fighters themselves but also all other Carriers, and Supercarriers. In addition to add to this, the +10k M3 to the Wyvern and the Hel would not make a difference in making them more viable to be used compared to the Nyx.
I honestly felt fighters were in a good spot with the exception of the Webification and ECM Support Fighters as they provide no additional value or reason to use them in a fight due to the majority of the time Long range webs and ECM is already on grid with the Fleet.
And finally the Burst projectors, while off to a good start with the added duration still, Does not give a good enough reason to still fit them to a super. Speaking from personnel experience using my Hel, whenever a animation of a burst projector being used is shown in space, a Hostile fleet simply burns away from the area that would be affected by any Projector. This is especially troublesome when using the Warp Disruption Burst Projector trying to keep tackle. In order to promote more use of the various Burst Projectors I would ask you if it would be worthwhile to look into either A) Getting rid of the Burst Projector Animation that is shown while the projector is being activated. OR B) Reducing the Activation time of a Burst Projector to give an enemy fleet less time to react to whatever Projector is being used.
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Koenig Yazria
Adversity. Pandemic Legion
24
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Posted - 2017.02.23 22:27:14 -
[25] - Quote
Confirmed that you didn't test it at all before or after change. I'm also pretty sure you haven't played/tested this game in a long while if you consider fighter aggro to be too easy. |
Anya Aivora
Sister Margaret's School for Wayward Clones
4
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Posted - 2017.02.23 22:28:02 -
[26] - Quote
THIS is what you're spending your time balancing? THIS? Did you accidentally forget about locking down a carrier/super via easy mode ecm? This isn't even an issue. |
Demolishar
United Aggression Corpse Collectors Group
1232
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Posted - 2017.02.23 22:30:14 -
[27] - Quote
Please increase the Revenant drone bay too. No reason Hel should get a buff from 100 to 110, but Revenant should be stuck with 100. |
Hudders
Frozen Corpse Industries The-Culture
34
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Posted - 2017.02.23 22:36:17 -
[28] - Quote
So, if we are going to nerf the crap out of already fairly weak fighters can we at least remove the ability to make a 3b carrier worthless or 30b super worthless with 2-3 5m griffins?
Like why is ECM even a thing on that. You can't ECM a dread or defang one either. I had a corp mate permajam 3 fighter squads on a carrier we caught with 1 griffin. I really don't understand the balance logic at play here. |
Jibrish
GoonWaffe Goonswarm Federation
0
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Posted - 2017.02.23 22:37:58 -
[29] - Quote
Fighters never had an issue with NPC agro. They get shot at constantly and require constant attention and micromanagement - much more so than nearly any other ship in the game.
Not to mention it's incredibly easy to counter fighters in a PvP setting. This makes absolutely no sense. |
commander aze
241
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Posted - 2017.02.23 22:38:30 -
[30] - Quote
Can we not increase the rate at which nocs switch to fighters.... its hard enough keeping the bastards alive (harder even with larger sigs) thoughts?
Commander Aze For CSM XII
https://forums.eveonline.com/default.aspx?g=posts&t=506400
Support the Community #Broadcast4Reps
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