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[Rubicon 1.1] Capital Turret Tracking Changes in Conjunction with Heat Iteration

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C C P Alliance
#1 - 2014-01-16 15:11:10 UTC  |  Edited by: CCP Fozzie
Hello again! This thread will cover the changes to the base tracking stats of all capital turrets alongside the expansion of heat to Tracking Computer modules.

I advise reading the Heat Iterations post before this one.

When expanding the ability to overheat to Tracking Computers, we investigated the effects that the change would have on different levels of turrets and the doctrines that use them. With the help of the CSM we have identified that the effects on Capital Turret tracking would be (slightly) negative so we're making a small tweak to them at the same time as the heat expansion.

In Rubicon 1.1 the tracking speed of all Capital Turrets will decrease by 5%.

This means tracking will be 5% down vs current TQ values when not overheating any TCs, about 2% down when overheating one T2 TC, and about 1.5% up when overheating two T2 TCs. Using higher meta TCs makes the crossover faster.

These changes will be on SISI very soon for you to try out for yourself, and as always we look forward to hearing your feedback.

Thanks!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Amarr Empire
#2 - 2014-01-16 15:18:29 UTC
First!
Pandemic Legion
#3 - 2014-01-16 15:22:41 UTC  |  Edited by: MissBolyai
WTB Erebus. 60b.
Mercenary Coalition
#4 - 2014-01-16 15:22:54 UTC
Oh joy making my titan even more ****. will i even be able to track a station now ?
Caldari State
#5 - 2014-01-16 15:29:39 UTC
On initial viewing it seems like this is a buff to armor-tanking your dread instead of shield-tanking it. Also an indirect nerf to double cap booster dreads since it means you can't carry as many spare mid slot mods running your TCs on perma-overheat. Seems like single cap booster Nag comes out ahead here.
Minmatar Republic
#6 - 2014-01-16 15:30:13 UTC
So mayby just restrict dreads to be able to target subcaps? This solution would be much less messy.

James Arget for CSM 8! http://csm.fcftw.org 

Mordus Angels
#7 - 2014-01-16 15:30:30 UTC
Bracing for Sleeper farming nerf in high class wormholes.

[b][center]WSpace; Dead space.[/center] [center]Lady Spank for forum mod[/center][/b]

#8 - 2014-01-16 15:31:59 UTC
Dred nerf Roll

CEO of Lanate Industries

Citizen of Solitude

Gallente Federation
#9 - 2014-01-16 15:34:27 UTC
Fail

Making dreads even more useless
Caldari State
#10 - 2014-01-16 15:35:29 UTC
Nerfing capital escalations...
Test Alliance Please Ignore
#11 - 2014-01-16 15:35:52 UTC
No, just no.
#12 - 2014-01-16 15:36:04 UTC
so why did dreads need the tracking nerf in first place. how much better would the tracking post heat change have been? anything ground breaking would have happened?

again just trying to understand the justification. (which is missing, mentioning the CSM identified something and then leaving out the reason is not a justification.)
Tactical-Retreat
#13 - 2014-01-16 15:36:14 UTC
CCP Fozzie wrote:

In Rubicon 1.1 the tracking speed of all Capital Turrets will decrease by 5%.


Sounds legit.

Now since we are talking about damage application, about my Phoenix...

No I'm just kidding ! I sold my Phoenix long ago Lol

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

#14 - 2014-01-16 15:36:52 UTC  |  Edited by: mr passie
one important bit of info I'm missing here... WHY?


Also, "the effect would be slightly negative" so we'll nerf them further?
Goonswarm Federation
#15 - 2014-01-16 15:36:58 UTC
Well I have took yet another CCP to the knee...
Goonswarm Federation
#16 - 2014-01-16 15:37:27 UTC  |  Edited by: Diivil
.
The Initiative.
#17 - 2014-01-16 15:38:03 UTC
So you're nerfing capital turrets so that we have to Overload a module to be able to hit anything.

Yeah, I can see the logic there............

Basically, this is an awful idea, titans can't hit anything at the moment anyway, my suggestion:

Tracking Penalty when Siege Module activated.
Fin.
#18 - 2014-01-16 15:40:43 UTC
Diivil wrote:
What about giving a small buff to the worst tracking ammo to compensate though? I mean tremor from an artillery Nag doesn't currently even track an Archon perfectly if they are moving in the right direction and I can't see that being intended. Or just rather fix all of the ammo that have insane tracking penalties to be at least worth considering.



wtb nag gun that fires tremor
Pandemic Legion
#19 - 2014-01-16 15:41:14 UTC
Why?

Seriously- this is the question we need answered first and foremost.
Pandemic Legion
#20 - 2014-01-16 15:42:16 UTC
Seriously... In theese few weeks I have seen nothing but BAD content coming out of CCP. Iam not happy with this...
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