These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Rubicon] Warp Speed and Acceleration

First post First post
Author
BadAssMcKill
Aliastra
#501 - 2013-11-05 15:13:05 UTC
Nice to see you admit you were wrong :3
Sabine Vynneve
Paisti
#502 - 2013-11-05 15:14:04 UTC
Based Fozzie
xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#503 - 2013-11-05 15:14:08 UTC
CCP Fozzie wrote:

We are also tweaking the warp speed rigs (Hyperspatial Velocity Optimizers) to give them a penalty to ship CPU output (same penalty as drone rigs) instead of their current penalty to armor amount, to even the playing field for different types of tanking.


Doesn't this just move the penalty to shield tanking instead?

edit: why not a sig radius penalty instead?
Sala Cameron
Free-Space-Ranger
#504 - 2013-11-05 15:14:11 UTC
OSEVEN NO MORE MAGIC DICTORS
Jack bubu
Caldari Provisions
Caldari State
#505 - 2013-11-05 15:16:23 UTC
why do you hate fun fozzie
Harvey James
The Sengoku Legacy
#506 - 2013-11-05 15:18:14 UTC
nice changes having seen the fanfest video im not surprised people thought it was insane and needed nerfing down a bit..

on rigs ... as if frigs aren't already short on cpu .. how about making all astronautic rigs penalty be cargobay instead ... more engine power would take up more space surely so less cargo makes sense and also overdrive injectors already do this ....

also is it only the warp rigs you are changing here?

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Lucia Denniard
Hard Knocks Inc.
Hard Knocks Citizens
#507 - 2013-11-05 15:20:22 UTC  |  Edited by: Lucia Denniard
CCP Fozzie wrote:
It also significantly reduces the benefits of skilled play (alignment, vigilance) and severely weakens one of the planned natural counters to the new interceptors (smartbombing tactics).


Can you clarify this? Are you saying that it's an expected counter to smartbomb interceptors/interdictors during the deceleration phase? That's a rather obscure mechanic which doesn't seem like a good choice for a natural counter.
Dirk Action
Caldari Provisions
Caldari State
#508 - 2013-11-05 15:26:35 UTC
BadAssMcKill wrote:
Nice to see you admit you were wrong :3

Warde Guildencrantz
Caldari Provisions
Caldari State
#509 - 2013-11-05 15:27:28 UTC  |  Edited by: Warde Guildencrantz
question Fozzie, if a ship has less than 8AU warp accel and you increase its warp speed via rigs (or proposed new modules), will that also increase the decel speed? Hope so.

Also, if you make modules that reduce warp time, say in a low slot, they should also reduce decel time even if above 8AU, since the tradeoff for having the module would be that your ship is less effective at its normal role (sub warp speed decrease, damage decrease, etc.)

Lucia Denniard wrote:
CCP Fozzie wrote:
It also significantly reduces the benefits of skilled play (alignment, vigilance) and severely weakens one of the planned natural counters to the new interceptors (smartbombing tactics).


Can you clarify this? Are you saying that it's an expected counter to smartbomb interceptors/interdictors during the deceleration phase? That's a rather obscure mechanic which doesn't seem like a good choice for a natural counter.


can't pipe bomb a frig if it appears on the gate before you see it

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Zloco Crendraven
BALKAN EXPRESS
Shadow Cartel
#510 - 2013-11-05 15:27:37 UTC
Good changes...i think numbers are just fine atm.

BALEX, bringing piracy on a whole new level.

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#511 - 2013-11-05 15:30:36 UTC
CCP Fozzie wrote:
I've got a few updates to bring to you all today.

We've been making some tweaks to the numbers, moderating the changes to the far ends of the spectrum and adjusting the stats of the warp speed rigs and the warp speed T3 subsystems.

Firstly, we have done another pass on the warp speeds by class. The default advantage for T2 ships is being reduced slightly from 12.5% to 10%. We're also increasing the speeds of a few of the slower classes (freighters, titans, battlecruisers and command ships) a tad and reducing the speed advantage of the faster ships a bit as well (bringing the top end to 8au/s instead of the previous 10au/s). It's important to note that even with this extra reduction, all interceptors will see gigantic improvements to their warp speeds for virtually all warp distances after Rubicon.

Finally, we are also putting a cap on the deceleration speed that can be obtained for now. This cap is currently set to 2au/s (the declaration speed that a 6au/s warper hits by default, and twice the current hardcoded deceleration speed). This means that as ships start to travel faster than 6au/s they will start to hit diminishing returns.

This cap is being put in place for a few reasons, mainly related to the appearance of ships as they arrive. Having ships appear to blink into place as they exit warp is not ideal as it breaks immersion and prevents players on the destination grid from seeing where the new ship came from. It also significantly reduces the benefits of skilled play (alignment, vigilance) and severely weakens one of the planned natural counters to the new interceptors (smartbombing tactics). At the max deceleration ships will still appear very quickly on grid, but it will always be visible which direction they came from and there will always be one second between their arrival on grid and the completion of the warp.

The new post-Rubicon warp chart can be seen here, including the base warp speed changes and the deceleration cap.

We are also tweaking the warp speed rigs (Hyperspatial Velocity Optimizers) to give them a penalty to ship CPU output (same penalty as drone rigs) instead of their current penalty to armor amount, to even the playing field for different types of tanking.

And finally we are making a slight adjustment to the Gravitational Capacitor subsystems on the Tengu and Proteus. We are reducing their bonus to ship warp speed from 15% to 12.5%. This places a fully skilled Gravitation Capacitor T3 at 4.875au/s, or between the new warp speeds of Destroyers and Frigates. This may prove to be a bit too powerful, so we'll be watching it carefully after release and re-evaluating.

Thanks for the feedback and testing so far everyone!


Have you thought about warp speeds for different ship roles within classes? Attack frigates and faction frigates, for example, warp slower than assault frigates, even though assault frigates are as slow as cruisers, while attack frigates go interceptor speed, and faction frigates (I'm talking about the good ones here - navy/fleet + DD + dram) are mostly less than that.
If you're so concerned all of a sudden about rigs being really really bad for armour tanking, you might want to have a look at armour rigs while you're messing with HVOs, because seriously.
Pirmasis Sparagas
Bullet Cluster
#512 - 2013-11-05 15:31:47 UTC
What about Shuttles? I think they should be the fastest transport metod.
Sugar Kyle
Middle Ground
#513 - 2013-11-05 15:50:56 UTC
My freighter logistics soul thanks you for decreasing the crush.

Member of CSM9 and CSM10.

Lady Naween
Ministry of War
Amarr Empire
#514 - 2013-11-05 15:53:44 UTC
yay for no more instantly appearing and pointing crap anymore. It was just silly on the test server, glad to see you admitting you where wrong.. for once. *grumbles about command ships and lack of brick tanks*
Montami
Dreddit
Test Alliance Please Ignore
#515 - 2013-11-05 15:53:55 UTC
I am really upset and sad about this modification.
CCP Fozzie
C C P
C C P Alliance
#516 - 2013-11-05 16:06:27 UTC  |  Edited by: CCP Fozzie
BadAssMcKill wrote:
Nice to see you admit you were wrong :3


My first post on this matter included:
CCP Fozzie wrote:
We'll be keeping a close eye on this both before launch and after.

It's not my fault if you thought I was lying. Lol

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

l0rd carlos
the king asked me to guard the mountain
#517 - 2013-11-05 16:21:01 UTC
Super!

Those are some good changes. The 2 seconds login trap was a bit too strong.

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

Daneel Trevize
Give my 11percent back
#518 - 2013-11-05 16:32:38 UTC
Appreciate the latest update, but still feel it's all another kick in the teeth for those that try roaming gate to gate though lowsec. 50-100jumps a night are really not sounding tempting in a BS/BC now.
Marlona Sky
State War Academy
Caldari State
#519 - 2013-11-05 16:44:19 UTC
CCP Fozzie wrote:
And finally we are making a slight adjustment to the Gravitational Capacitor subsystems on the Tengu and Proteus. We are reducing their bonus to ship warp speed from 15% to 12.5%. This places a fully skilled Gravitation Capacitor T3 at 4.875au/s, or between the new warp speeds of Destroyers and Frigates. This may prove to be a bit too powerful, so we'll be watching it carefully after release and re-evaluating.


People actually use those things?
CCP Fozzie
C C P
C C P Alliance
#520 - 2013-11-05 16:49:40 UTC
Marlona Sky wrote:
CCP Fozzie wrote:
And finally we are making a slight adjustment to the Gravitational Capacitor subsystems on the Tengu and Proteus. We are reducing their bonus to ship warp speed from 15% to 12.5%. This places a fully skilled Gravitation Capacitor T3 at 4.875au/s, or between the new warp speeds of Destroyers and Frigates. This may prove to be a bit too powerful, so we'll be watching it carefully after release and re-evaluating.


People actually use those things?


Not yet. But that has the potential to change for reasons that should be obvious considering the thread we're posting in. Smile

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie