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Author |
Thread Statistics | Show CCP posts - 12 post(s) |
Frooth
Unleet Industries LLC Lunar Industries Partnership
1
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Posted - 2012.04.13 21:26:00 -
[61] - Quote
7:15 On a OTA is a 100% increase in time what a normal ''shiny'' fleet would be running atm. would not call this great. i recall a dev post saying VG would take a bit longer but this is double the time.
what i would like to know what the thinking process of the devs are that change these incursions, did you even fly them your self since the ships that are added in the VG atm make no sence they do not add to the isk/risk factor these ships are just a waste of ammo adding nothing to a site but extra tim
Auga's on last spawn of NMC dont add anything to the site they die in less then 10 seconds and dont even get in range before they can do damage why are these added
adding niarja's at the start of a OTA that die instantly does not matter much. why add these when there is nothing in range to shoot back at you ?
alto the i think random spawning niarja during the OTA was nice but they still die kinda fast. Also there where cases when Niarja's spawned when all Tama's where killed wich is a big part of the DPS . but then the niarja's are useless even if they get 1 jamm off on a logi there is not enough sansha dps to cause trouble
Why are Mara's triggers ? High resistance ship that orbits to far away to be webbed, why cant we deside if we wanna deal with the extra repair on the sansha or not ?
200KM spawn on a frigging NCO ? why ? no body can shoot and if they get in range they die so fast to BS fire since you need almost no tracking for that
with the cruiser spawns on the NCO and the increase of the cruiser spawn on the NMC legion fleets would not really be able to compete for these sites any more versus a pure BS fleet. so they might disappear wich is sad becouse legion fleets where a nice piece of incursion meta gaming.
things like DDD blitzing where quite fun. since you could do sites faster with a bit more risk. atm its boring as **** since you have to kill every thing anyway.
better bring the way old OTA worked with a little twist by adding more ships exponentialy each time you kill a trigger, but you would be still to be able to kill the trigger and get rewarded for it
or make it a dps race when you kill a certain trigger that ships will keep spawning until you kill the trigger that would finish the site
this prolly would never happen but if you would atleast do more then add a random blob of ships every spawn that do not make the site harder. |
DarthNefarius
Minmatar Heavy Industries
147
|
Posted - 2012.04.13 22:11:00 -
[62] - Quote
Ashra Tesh wrote:RE: Incursion balancing
I love that incursions are getting looked at, and have no real qualms with how VGs are looking on sisi right now. I would agree that assaults did take a step in the wrong direction though. Somewhat randomized spawns are great, but they are not really dangerous as-is. (Well, they never really were but now is the time to change that!) My suggestions are:
Specialized waves : Waves should have a chance to have specialized squads of ships, as in 3-4 of a certain kind. For example, an ewar wave with 4 Arnon Epithalimus, or 3-4 Outuni Mesen, in addition to the other 'normal' parts of the wave.
?[/b]
That already happens in NCNs... last night I was FCing the cruiser side and twice ran into triple to quad Arnon spawns the Battle ship side regularly gets triple Outuni spawns. These are the reason that NCNs stack & no one does them. From the peeps feed back I predict OTA's are going to be stacking in Vanguards like NCNs stack currently in assaults An' then [email protected], he come scramblin outta the Terminal room screaming "The system's crashing! The system's-á crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'-á |
Ticarus Hellbrandt
Science and Trade Institute Caldari State
9
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Posted - 2012.04.13 22:18:00 -
[63] - Quote
As a trader i find that adding all the faction and officer modules to market makes the traditional search option a messy joke
What was wrong wtih contracts? and why was it deemed that contracts were not good enough for them to be sold on?
People expencive stuff on contract so that the whole of eve can see it.
Also: Name changes
Does ccp really think that the new players they hope to attract to play this game are intelectually inferior to the current players, I struggle to see any reason in these fruitless degredations of immersive gameplay.
In addition to that, it is a pain in the ass to have to look through every item to determine the difference between upgraded, limited and experimental,(all extremely boring and unasuming)
I just wanted to buy a radioscopic hardener for the low cpu !!! |
DarthNefarius
Minmatar Heavy Industries
147
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Posted - 2012.04.13 22:19:00 -
[64] - Quote
Elindreal wrote:I like the Vanguard changes. OTAs are back in line with how they used to be, as opposed to triple deltole blitzes.
Assaults still have to be tweeked a bit more imo, otherwise CCP has basically switched ridiculously easy VGs for ridiculously easy Assaults.
On SISI we were able to complete assault sites in a 15 person fleet with 3 logis (same as required in vanguard sites) at 100% Sansha influence without much difficulty. We even had faction navy spawns aggressing us and were able to tank those too!
I do highly appreciate the NCN gate tweeking though :)
Overall I think there's a little bit more work involved for FC's now, which is a good thing.
How the hell can you do a NCN split fleet with 3 logi?!?!?! An' then [email protected], he come scramblin outta the Terminal room screaming "The system's crashing! The system's-á crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'-á |
DarthNefarius
Minmatar Heavy Industries
147
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Posted - 2012.04.13 22:21:00 -
[65] - Quote
Ashra Tesh wrote:RE: Incursion balancing
I love that incursions are getting looked at, and have no real qualms with how VGs are looking on sisi right now. I would agree that assaults did take a step in the wrong direction though. Somewhat randomized spawns are great, but they are not really dangerous as-is. (Well, they never really were but now is the time to change that!) My suggestions are:
Specialized waves : Waves should have a chance to have specialized squads of ships, as in 3-4 of a certain kind. For example, an ewar wave with 4 Arnon Epithalimus, or 3-4 Outuni Mesen, in addition to the other 'normal' parts of the wave.
Bigger waves
If a wave has less than 12 ships or so, it's far too easy. It doesn't really matter what they are, There needs to be a good number of sansha on the field after a new spawn or sites will just be extremely faced paced and easy. Edit: I guess it does kind of matter what they are. Ideally in assaults I'd like to see a minimum of 4-5 battleships, 4-7 cruisers, and 2-6 frigs. Obviously certain combinations in those numbers will be incredibly deadly, and I think that is awesome.
[/b]
From your comments I see you've never FC'd an Incursion assault fleet have you been in any?
An' then [email protected], he come scramblin outta the Terminal room screaming "The system's crashing! The system's-á crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'-á |
corestwo
Goonfleet Investment Banking
170
|
Posted - 2012.04.13 22:39:00 -
[66] - Quote
Ticarus Hellbrandt wrote:As a trader i find that adding all the faction and officer modules to market makes the traditional search option a messy joke
What was wrong wtih contracts? and why was it deemed that contracts were not good enough for them to be sold on?
People expencive stuff on contract so that the whole of eve can see it.
Also: Name changes
Does ccp really think that the new players they hope to attract to play this game are intelectually inferior to the current players, I struggle to see any reason in these fruitless degredations of immersive gameplay.
In addition to that, it is a pain in the ass to have to look through every item to determine the difference between upgraded, limited and experimental,(all extremely boring and unasuming)
I just wanted to buy a radioscopic hardener for the low cpu !!!
Try using your quickbar.
You're welcome.
e: That said you've got a point regarding getting dozens of hits while doing a search. Perhaps CCP should add normal/officer/faction filters or something to the market search. |
Avila Cracko
323
|
Posted - 2012.04.14 00:16:00 -
[67] - Quote
About "fixed" Incursions:
CCP, don't **** up things again. Assaults are ridiculously easy now.
Don't fix one problem by creating the same problem on other place. truth, the whole truth and nothing but the truth. |
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CCP Explorer
C C P C C P Alliance
238
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Posted - 2012.04.14 00:18:00 -
[68] - Quote
CCP Explorer wrote:CCP karkur wrote:Hmmm... no, the option is not there. It was checked in very recently and was integrated later You should see it soon :P Confirmed, it's in a later build. And now a different, more polished version, is pending for yet another build. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Elindreal
Planetary Interactors
84
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Posted - 2012.04.14 06:21:00 -
[69] - Quote
DarthNefarius wrote:
How the hell can you do a NCN split fleet with 3 logi?!?!?!
Specifically, we were doing an NCO. We did begin the NCN though with 3 logi... had an RR T3 repping the 3rd logi on cruiser side.
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Jessie Davis
Les Enfants Terribles
0
|
Posted - 2012.04.14 06:29:00 -
[70] - Quote
Frooth wrote:7:15 On a OTA is a 100% increase in time what a normal ''shiny'' fleet would be running atm. would not call this great. i recall a dev post saying VG would take a bit longer but this is double the time.
what i would like to know what the thinking process of the devs are that change these incursions, did you even fly them your self since the ships that are added in the VG atm make no sence they do not add to the isk/risk factor these ships are just a waste of ammo adding nothing to a site but extra tim
Auga's on last spawn of NMC dont add anything to the site they die in less then 10 seconds and dont even get in range before they can do damage why are these added
adding niarja's at the start of a OTA that die instantly does not matter much. why add these when there is nothing in range to shoot back at you ?
alto the i think random spawning niarja during the OTA was nice but they still die kinda fast. Also there where cases when Niarja's spawned when all Tama's where killed wich is a big part of the DPS . but then the niarja's are useless even if they get 1 jamm off on a logi there is not enough sansha dps to cause trouble
Why are Mara's triggers ? High resistance ship that orbits to far away to be webbed, why cant we deside if we wanna deal with the extra repair on the sansha or not ?
200KM spawn on a frigging NCO ? why ? no body can shoot and if they get in range they die so fast to BS fire since you need almost no tracking for that
with the cruiser spawns on the NCO and the increase of the cruiser spawn on the NMC legion fleets would not really be able to compete for these sites any more versus a pure BS fleet. so they might disappear wich is sad becouse legion fleets where a nice piece of incursion meta gaming.
things like DDD blitzing where quite fun. since you could do sites faster with a bit more risk. atm its boring as **** since you have to kill every thing anyway.
better bring the way old OTA worked with a little twist by adding more ships exponentialy each time you kill a trigger, but you would be still to be able to kill the trigger and get rewarded for it
or make it a dps race when you kill a certain trigger that ships will keep spawning until you kill the trigger that would finish the site
this prolly would never happen but if you would atleast do more then add a random blob of ships every spawn that do not make the site harder.
1. CCP Goal is to double the time of Vanguards. Which has been met judging by what you said. 2. Don't current TQ Niarjas in NCO die almost immediately before they jam? 3. Maras aren't necessary the triggers. Triggers are usually the very last rat on the field. (except eysturs because you can ignore them in OTAs)
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Endeavour Starfleet
797
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Posted - 2012.04.14 09:07:00 -
[71] - Quote
#1 There goal was NOT likely to double the time. It was to raise the time somewhat The changes they made were likely based off some idiot nullsec "suggestion" in the idea topic that got virtually attention from the incursion community because they felt dragging and dropping their X into BTL and TDF were more important.
#2 No they don't. They routinely have the first person jammed down for a good amount of time. More isn't nice. |
Jessie Davis
Les Enfants Terribles
0
|
Posted - 2012.04.14 09:23:00 -
[72] - Quote
Endeavour Starfleet wrote:
#2 No they don't. They routinely have the first person jammed down for a good amount of time. More isn't nice.
more like jam till the fleet land and kills it. isn't it like 10-20s? aren't you just saying the same thing? lol o\
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Frooth
Unleet Industries LLC Lunar Industries Partnership
2
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Posted - 2012.04.14 09:24:00 -
[73] - Quote
Quote: 1. CCP Goal is to double the time of Vanguards. Which has been met judging by what you said 2. Don't current TQ Niarjas in NCO die almost immediately before they jam 3. Maras aren't necessary the triggers. Triggers are usually the very last rat on the field. (except eysturs because you can ignore them in OTAs
1: No
Quote:Incursion Iteration The rewards and challenges of Sansha invasion fleets in Incursion content have been revisited to better balance challenge and reward. Vanguard invasions will now take a bit longer, while the time to complete an Assault invasions will be reduced some. In addition, the ISK reward of Vanguard invasions has been changed to bring the reward in line with the difficulty/risk.
2. yes on a NMC they die in my fleets before they get any jamm off so they are quite useless in TQ aswel. on a NCO atleast they spawn closer so BS take a bit longer to track them but they die pretty fast any how but they get a jamm of sometimes.
still adding them at the start of a site at 70KM make them useless. since they do not aggress rite away so you can have them locked before you get red boxed
aswel as adding new ships and still using the OLD TQ spawn points is silly. EDIT: CCP did at a new spawn point: frigs at the start of a NCO 200KM away.
3. that makes mara's trigger..........since you need to kill them to get to the next spawn @ NMC / OTA i would love to see a legion fleet take a mara down |
Jessie Davis
Les Enfants Terribles
0
|
Posted - 2012.04.14 09:37:00 -
[74] - Quote
After speaking with CCP Affinity, I'm certain her goals were to extend the vanguard fleet times by at least x2
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Endeavour Starfleet
797
|
Posted - 2012.04.14 10:07:00 -
[75] - Quote
Jessie Davis wrote:After speaking with CCP Affinity, I'm certain her goals were to extend the vanguard fleet times by x2
Evidence, Show chat log with context.
If this dev seriously thought that. It was because all said dev was reading was a mountain of BS from nullsec wanting Incursions nerfed to crap. Thank all of the losers who were not bothering to post against the lies and the Incursion Bob idiots thinking only of their new shiny X for that. |
Serge SC
Squirrel Horde Habitat Against Humanity
24
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Posted - 2012.04.14 10:25:00 -
[76] - Quote
Endeavour Starfleet[b wrote:]#1 There goal was NOT likely to double the time. It was to raise the time somewhat[/b]. The changes they made were likely based off some idiot nullsec "suggestion" in the idea topic that got virtually no attention from the incursion community because they felt dragging and dropping their X into BTL and TDF were more important.
#2 No they don't. They routinely have the first person jammed down for a good amount of time. More isn't nice.
The goal actually was to double the time, or in other words, halve the total ISK per hour possible. Serge SC Le Frenchman Friendly FC |
Serge SC
Squirrel Horde Habitat Against Humanity
24
|
Posted - 2012.04.14 10:30:00 -
[77] - Quote
Frooth wrote:
aswel as adding new ships and still using the OLD TQ spawn points is silly. EDIT: CCP did at a new spawn point: frigs at the start of a NCO 200KM away.
3. that makes mara's trigger..........since you need to kill them to get to the next spawn @ NMC / OTA i would love to see a legion fleet take a mara down
I think the 200km frigs was a bug or a preloaded site, didn't seem to have the same behaviour afterwards.
We tried hacking in an OTA, managed to halve the time (from 15m to 7m), by killing the Mara first while using drones on chosen Tamas, not all. The site can be ran by avoiding killing some ships and shaving time off.
The trigger is normally the last ship on the wave to die, not from the reinforcement wave (tamas and niarjas). The site does take longer now though, and hacking is really needed to break the Mara's tank/reps. Serge SC Le Frenchman Friendly FC |
Jessie Davis
Les Enfants Terribles
0
|
Posted - 2012.04.14 10:31:00 -
[78] - Quote
Chat logs.. Wait till i get home. In any case serge can vouch my claims. And you also can request CCP Affinity to tell us her goals on this thread.
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Frooth
Unleet Industries LLC Lunar Industries Partnership
2
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Posted - 2012.04.14 10:49:00 -
[79] - Quote
Really 2 times longer.... only 1 thing to do then =D
NP we can all happy run Assaults and make the same isk/hour with no risk :D just more ppl getting payed each time :D |
Jessie Davis
Les Enfants Terribles
0
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Posted - 2012.04.14 10:53:00 -
[80] - Quote
Frooth wrote:Really 2 times longer.... only 1 thing to do then =D
NP we can all happy run Assaults and make the same isk/hour with no risk :D just more ppl getting payed each time :D
they are looking into *fixing* that too. |
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Serge SC
Squirrel Horde Habitat Against Humanity
24
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Posted - 2012.04.14 10:55:00 -
[81] - Quote
Frooth wrote:Really 2 times longer.... only 1 thing to do then =D
NP we can all happy run Assaults and make the same isk/hour with no risk :D just more ppl getting payed each time :D
Aye, this is the main problem. Assault sites have been watered down quite a bit, to the point 1 less logi-per-site compared to the number of logi-per-site currently required under TQ conditions. Serge SC Le Frenchman Friendly FC |
Frooth
Unleet Industries LLC Lunar Industries Partnership
2
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Posted - 2012.04.14 11:14:00 -
[82] - Quote
wel even the TQ assault sites give more isk / hour then the SiSi VG so i wonder how they are gonna fix that |
Jessie Davis
Les Enfants Terribles
0
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Posted - 2012.04.14 11:44:00 -
[83] - Quote
Frooth wrote:wel even the TQ assault sites give more isk / hour then the SiSi VG so i wonder how they are gonna fix that
Fleets currently in sisi are gunning sites @ 7-8mins. That's still faster than current assaults fleet right?
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Frooth
Unleet Industries LLC Lunar Industries Partnership
2
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Posted - 2012.04.14 12:05:00 -
[84] - Quote
Jessie Davis wrote:Frooth wrote:wel even the TQ assault sites give more isk / hour then the SiSi VG so i wonder how they are gonna fix that Fleets currently in sisi are gunning sites @ 7-8mins. That's still faster than current assaults fleet right?
ISK per Hour, yes
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Degren
Red Federation RvB - RED Federation
118
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Posted - 2012.04.14 12:27:00 -
[85] - Quote
A lot of great changes...some obviously large impact and will be appreciated by all (drone regions, which I've praised in other posts =P) ...but I just wanted to say those UI Little Things put out by Team Avatar...soooo excited |
Mystick
Miners Inventors and Applied Sciences
0
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Posted - 2012.04.14 14:17:00 -
[86] - Quote
Assaults have lost their "Pucker Effect". |
Kudo Khan
Academia de Batalla y Tactica
0
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Posted - 2012.04.14 14:22:00 -
[87] - Quote
New Assault sites are sooooooooooooo boring. 2 logis are enough. |
Fronkfurter McSheebleton
Squirrel Horde Habitat Against Humanity
81
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Posted - 2012.04.14 14:46:00 -
[88] - Quote
Assaults are way too easy. Serge took more damage from me than he did from the rats. >_>
I'm relatively sure that two logis with medium reppers could keep the fleet alive....I think at one point the entire spawn consisted of two antams and a schmaeel.
Like this, we'll see fleets of long range ships and short/long range ammo blitzing through the sites with ease. Assaults will be crowded as heck, since there's only 1-2 systems per incursion. |
Thror Ginkar
Flying Blacksmiths
0
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Posted - 2012.04.14 14:57:00 -
[89] - Quote
Kudo Khan wrote:New Assault sites are sooooooooooooo boring. 2 logis are enough.
Agreed.
The new assaults are even more boring than the former vanguards (which are a bit better now).
That was nice when there were sansha ships in NCS... now that there are only 4 sniper targets per wave, dps and logis have nothing, and just have to wait for the final wave to spawn, and enjoy a 30s firing on the commander. |
Kudo Khan
Academia de Batalla y Tactica
0
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Posted - 2012.04.14 15:16:00 -
[90] - Quote
I should add, that my scimitar speedtanked with no reps on it an entire site incoming dps. |
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