These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Test Server Feedback

 
  • Topic is locked indefinitely.
 

War Dec, Kill Reports and New Modules discussion

First post First post
Author
Cannibal Kane
Viziam
Amarr Empire
#161 - 2012-05-03 11:41:22 UTC
Awesome...

Any chance of maybe a reply on the costing with regards to the War dec fees.

Like "Why it's so high? At fanfest similar question were asked. i don't know if there were any changes made up to now since I don't have SiSi.. just want to know if I am wasting my time setting up a corp nobody is going to hire due to the high prices.

"Kane is the End Boss of Highsec." -Psychotic Monk

CCP SoniClover
C C P
C C P Alliance
#162 - 2012-05-03 11:46:12 UTC
Drone damage module - We were *very* conservative with the initial numbers and fully expected to up them from the 9/12% they currently are. So we will probably improve them in the near future (stats and/or CPU). But they will remain a low slot module.

War cost - remember that the changed version is NOT YET on Sisi, what is on Sisi right now is the original, old changes we implemented before Fanfest. Expect new version tomorrow.

CPU rigs - We'll take a look at the calibration cost, as there was a bit of debate on which way to go - we took the conservative approach, but might consider lowering it.
Sutha Moliko
Giza'Msafara
#163 - 2012-05-03 11:54:16 UTC
About the Extrinsic Damage Modifier

Low slot is fine. It is a Damage Modifier module like the others. Only Drones boat pilots will be concerned.

If it was a high slot, it would allow to keep his tank (shield or armor) intact, but with more DPS.
The same apply to mid slot except that only armor tanked ships would benefit this advantage.

However, the actual raw +12% bonus for T2 (on what?) seems low compare to other damage modifier modules.
As the Sentry Damage augmenter give 10% to damage, so a 15% seems a good iteration.

Let's see what a Sentry Ishtar/Dominix or a Ishkur will do.
Amarr drone boats will love this module Lol

Can wait to see the new modules seeded especially the mysterious Shifting Armor Hardener (increasing resist through time ?)
Caellach Marellus
Stormcrows
#164 - 2012-05-03 12:06:19 UTC
Still waiting for Sisi to update here.

So while I'm staring at a small yellow bar, a few questions on the Armour Adaptive Hardener:

1: Skill requirement? I'm presuming hull upgrades (and V for t2)
2: Affected by Armour Compensation skills?
3: Variations? (T1/Meta1-4/T2/Faction/DS.. Officer?)


Thanks folks.

When your gut instincts tell you something is wrong, trust them. When your heart tells you something is right, ignore it, check with your brain first. Accept nothing, challenge everything.

CydonianKnight
Arbiters of the Void
#165 - 2012-05-03 12:31:52 UTC
CCP SoniClover wrote:
Drone damage module - We were *very* conservative with the initial numbers and fully expected to up them from the 9/12% they currently are. So we will probably improve them in the near future (stats and/or CPU). But they will remain a low slot module.

War cost - remember that the changed version is NOT YET on Sisi, what is on Sisi right now is the original, old changes we implemented before Fanfest. Expect new version tomorrow.

CPU rigs - We'll take a look at the calibration cost, as there was a bit of debate on which way to go - we took the conservative approach, but might consider lowering it.


Excellent :)
July Oumis
Royal Amarr Institute
Amarr Empire
#166 - 2012-05-03 12:36:22 UTC
CCP SoniClover wrote:
Drone damage module - We were *very* conservative with the initial numbers and fully expected to up them from the 9/12% they currently are. So we will probably improve them in the near future (stats and/or CPU). But they will remain a low slot module.

War cost - remember that the changed version is NOT YET on Sisi, what is on Sisi right now is the original, old changes we implemented before Fanfest. Expect new version tomorrow.

CPU rigs - We'll take a look at the calibration cost, as there was a bit of debate on which way to go - we took the conservative approach, but might consider lowering it.



Any plans on changing the bonus on drone platforms, or will they keep their weapon damage bonus?
PhantomF HarlockIII
Mine 'N' Refine
Goonswarm Federation
#167 - 2012-05-03 12:36:52 UTC
Sorry for the stupid question... when we may "try" these new modules, considering that on SiSi they are not on the market? What you will do CCP? feed the market with items (i hope) or blueprints? and if yes... when?

im very courious to try new shield boosters :)

thanks
July Oumis
Royal Amarr Institute
Amarr Empire
#168 - 2012-05-03 12:39:59 UTC
CCP Punkturis wrote:
July Oumis wrote:
When will we be able to use the new mods, or in other words when will they be seeded?

Cry



we're working on it, I'll let you know when I know moreBig smile



I asked the same thing one page ago...
Cannibal Kane
Viziam
Amarr Empire
#169 - 2012-05-03 12:50:40 UTC
CCP SoniClover wrote:


War cost - remember that the changed version is NOT YET on Sisi, what is on Sisi right now is the original, old changes we implemented before Fanfest. Expect new version tomorrow.

.


Awesome,

Thank you.

"Kane is the End Boss of Highsec." -Psychotic Monk

CCP Punkturis
C C P
C C P Alliance
#170 - 2012-05-03 12:51:35 UTC
July Oumis wrote:
CCP Punkturis wrote:
July Oumis wrote:
When will we be able to use the new mods, or in other words when will they be seeded?

Cry



we're working on it, I'll let you know when I know moreBig smile



I asked the same thing one page ago...


You'll get the same answerBig smile

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis

Spc One
The Chodak
Void Alliance
#171 - 2012-05-03 12:57:33 UTC  |  Edited by: Spc One
CCP SoniClover wrote:
Drone damage module - We were *very* conservative with the initial numbers and fully expected to up them from the 9/12% they currently are. So we will probably improve them in the near future (stats and/or CPU). But they will remain a low slot module.

I think it would be very interesting approach if you give t-2 module 10% to damage and 10.5% rof to drones.

Also since drone regions / npc drones were nerfed maybe you should consider puting more bpc's for 'augmented' drones into eve.
So that prices for 'augmented' ogre for example go down to a reasonable price, since this is "ammo" that you can loose.
July Oumis
Royal Amarr Institute
Amarr Empire
#172 - 2012-05-03 12:58:45 UTC
CCP Punkturis wrote:
July Oumis wrote:
CCP Punkturis wrote:
July Oumis wrote:
When will we be able to use the new mods, or in other words when will they be seeded?

Cry



we're working on it, I'll let you know when I know moreBig smile



I asked the same thing one page ago...


You'll get the same answerBig smile



That's what I wanted to say. Blink
Vessper
Deep Core Mining Inc.
Caldari State
#173 - 2012-05-03 13:03:00 UTC
Is there any information on how the resistance shifting armor hardener works?
CCP SoniClover
C C P
C C P Alliance
#174 - 2012-05-03 13:48:48 UTC
Vessper wrote:
Is there any information on how the resistance shifting armor hardener works?


It's an active module with a 10 sec cycle, every cycle it checks the damage received in the cycle and adjust the resistance bonus the module gives based on that. It takes the top two damage types and increases the resistance against them while reducing the other two by the same amount (if you have received only a single damage type, it adjust only that one). It's a zero-sum system, meaning for instance that if the resistance bonus for a damage type is at 0, it can't be reduced further and the one's to be increased don't increase as much.
Tsubutai
Perkone
Caldari State
#175 - 2012-05-03 13:54:32 UTC
CCP SoniClover wrote:
Vessper wrote:
Is there any information on how the resistance shifting armor hardener works?


It's an active module with a 10 sec cycle, every cycle it checks the damage received in the cycle and adjust the resistance bonus the module gives based on that. It takes the top two damage types and increases the resistance against them while reducing the other two by the same amount (if you have received only a single damage type, it adjust only that one). It's a zero-sum system, meaning for instance that if the resistance bonus for a damage type is at 0, it can't be reduced further and the one's to be increased don't increase as much.


Are there diminishing returns on the increase or do you get the 'full' 15% from each resist that you're not being hit on? Specifically, if I were being hit exclusively with pure kinetic damage, what kinetic resist would the module confer?
Cathrine Kenchov
Ice Cold Ellites
#176 - 2012-05-03 14:03:55 UTC
CCP SoniClover wrote:
Vessper wrote:
Is there any information on how the resistance shifting armor hardener works?


It's an active module with a 10 sec cycle, every cycle it checks the damage received in the cycle and adjust the resistance bonus the module gives based on that. It takes the top two damage types and increases the resistance against them while reducing the other two by the same amount (if you have received only a single damage type, it adjust only that one). It's a zero-sum system, meaning for instance that if the resistance bonus for a damage type is at 0, it can't be reduced further and the one's to be increased don't increase as much.


Shocked My god that's awesome
Caellach Marellus
Stormcrows
#177 - 2012-05-03 14:24:26 UTC
CCP SoniClover wrote:
Vessper wrote:
Is there any information on how the resistance shifting armor hardener works?


It's an active module with a 10 sec cycle, every cycle it checks the damage received in the cycle and adjust the resistance bonus the module gives based on that. It takes the top two damage types and increases the resistance against them while reducing the other two by the same amount (if you have received only a single damage type, it adjust only that one). It's a zero-sum system, meaning for instance that if the resistance bonus for a damage type is at 0, it can't be reduced further and the one's to be increased don't increase as much.


Does it flat out increase both resists by the same amount, or ratio to damage being taken.

EG you're taking 70% one damage type 30% another do the modules shift to reflect that or just go 50% to one and 50% to the other?

When your gut instincts tell you something is wrong, trust them. When your heart tells you something is right, ignore it, check with your brain first. Accept nothing, challenge everything.

Missile War
Caldari Provisions
Caldari State
#178 - 2012-05-03 14:24:34 UTC
Vessper wrote:
Is there any information on how the resistance shifting armor hardener works?


if i understood correctly its something like > you get hit for em alot your em is high, you get hit for therm begins low gets higher over time.
Andreus Ixiris
Duty.
SE7EN-SINS
#179 - 2012-05-03 14:31:28 UTC
Are you aware that your active ship no longer appears in the "Ships" window when you're in a station?

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.

Dwindlehop
Imperial Shipment
Amarr Empire
#180 - 2012-05-03 15:34:34 UTC
Could the war dec cost per target alliance member scale as a function of the ratio between the attacking alliance members and the target alliance members?

For instance, if a 1-man corp decs a 10,000 member alliance, the price per member of target alliance should be reduced by 1/10,000. If a 10,000 man alliance decs a 1 man corp, the alliance should pay 10,000x more than the base price for the privilege of stomping that poor guy.

In practice, I suspect most decs are made by entities which are slightly smaller than their targets.