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[February] Wreck Hitpoint Rebalance

First post First post
Author
CCP Fozzie
C C P
C C P Alliance
#1 - 2016-02-01 13:12:26 UTC  |  Edited by: CCP Fozzie
Hey folks. There's a small change that's currently planned for our February release and we'd like to get your feedback.

Up until now, wrecks (other than those belonging to Ship Maintenance Array and X-Large Ship Maintenance Array starbase structures) have all had a uniform 500 hull hitpoints. This makes them very easy to destroy, with no difference between destroying a shuttle wreck and a titan wreck.

We've seen a few requests here and there to tweak this mechanic from players, and recently Endie from the CSM has brought the issue up with us and championed it. We've got a set of changes ready for the February release that should help bring wreck hitpoints into a better state.


The current planned numbers are:

Frigate, Rookie Ship, Shuttle, Small NPC: 700 hp
Destroyer: 1000 hp
Cruiser, Mining Barge, Medium NPC, Generic NPC: 1500 hp
Battlecruiser, Industrial: 2500 hp
Battleship, Large NPC, Officer NPC: 3500 hp
Carrier, Dread, Rorqual, Orca, Freighter: 15000 hp
Supercarrier, NPC Supercarrier: 25000 hp
Titan: 30000 hp

The CSM feedback we've received so far has been positive, and we'd like to hear what you all think.
Thanks!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Akrasjel Lanate
Immemorial Coalescence Administration
Immemorial Coalescence
#2 - 2016-02-01 13:15:39 UTC
It's a good proposition

CEO of Lanate Industries

Citizen of Solitude

Konrad Kane
#3 - 2016-02-01 13:16:33 UTC
Endie, noble protector of wrecks .... well some of them at least.
MainDrain
Applied Anarchy
The Initiative.
#4 - 2016-02-01 13:16:52 UTC
I'm all for this. It makes sense that large wrecks are harder to destroy.

If we could get different wreck models for different classes of ships, that would be nice too
JonnyPew
Doomheim
#5 - 2016-02-01 13:17:36 UTC  |  Edited by: JonnyPew
Protect the wrecks! Lol

I like this change.

EVE Online video content creator

http://www.youtube.com/JonnyPew

BigSako
Aliastra
Gallente Federation
#6 - 2016-02-01 13:19:08 UTC
This means you can no longer one-shot titan/super carrier wrecks.

Not sure if this is a good or a bad thing.
Absolon Echerie
Roving Guns Inc.
Pandemic Legion
#7 - 2016-02-01 13:23:40 UTC
I take it this will be without any resists? Or will wrecks even get an inherited resist profile from their former ship?

Without resists this seems about right, considering the dps generally required to take down a ship of that size.
it should still take a second or 2-3 to destroy the wreck, and have the benefit of countering accidental wreck (and loot) destruction.

And looking at the amount of wrecks a stealth bomber could still one-shot the changes would not be that bad :)
CCP Fozzie
C C P
C C P Alliance
#8 - 2016-02-01 13:25:27 UTC
Absolon Echerie wrote:
I take it this will be without any resists? Or will wrecks even get an inherited resist profile from their former ship?


Currently wrecks have no resists and their hitpoints are entirely hull. This proposal doesn't change either of those things.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Bjurn Akely
The Scope
Gallente Federation
#9 - 2016-02-01 13:28:24 UTC
Scratching my head to understand what problem this change will fix. Or is it merely 'cosmetic'?
Kaarous Aldurald
Black Hydra Consortium.
#10 - 2016-02-01 13:36:34 UTC
Wow. Let the tears flow.

Good change.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Stitch Kaneland
The Tuskers
The Tuskers Co.
#11 - 2016-02-01 13:36:49 UTC
Bjurn Akely wrote:
Scratching my head to understand what problem this change will fix. Or is it merely 'cosmetic'?


Will probably help save wrecks from smartbombs in large fleets. Or pipe bombing. Like if you pipe bomb a fleet of ABC's, you won't immediately nuke your loot when you forget to cycle a couple SB. Maybe, least thats kind of how i view it.
Nam Dnilb
Universal Frog
#12 - 2016-02-01 13:38:58 UTC
Bjurn Akely wrote:
Scratching my head to understand what problem this change will fix. Or is it merely 'cosmetic'?


People try to deny enemy players the loot from the wrecks by blowing them up.
Scotsman Howard
S0utherN Comfort
#13 - 2016-02-01 13:57:01 UTC
Stitch Kaneland wrote:
Bjurn Akely wrote:
Scratching my head to understand what problem this change will fix. Or is it merely 'cosmetic'?


Will probably help save wrecks from smartbombs in large fleets. Or pipe bombing. Like if you pipe bomb a fleet of ABC's, you won't immediately nuke your loot when you forget to cycle a couple SB. Maybe, least thats kind of how i view it.


Smartbombs do not kill wrecks now, so unless they change that mechanic first, this will not affect that area. If you watch the videos of R&K smartbombing, the wrecks were not destroyed and formed a nice little ball.
l0rd carlos
the king asked me to guard the mountain
#14 - 2016-02-01 14:05:25 UTC
Bjurn Akely wrote:
Scratching my head to understand what problem this change will fix. Or is it merely 'cosmetic'?


In skirmish battles you often kill the wreck in order to deny the enemy a warpin.

Here is an example fight where we do this: https://www.youtube.com/watch?v=tyzkZhkXkJk

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

baltec1
Bat Country
Pandemic Horde
#15 - 2016-02-01 14:05:58 UTC
Well this is nice.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#16 - 2016-02-01 14:06:43 UTC
Totally logical change.
Rhamnousia Nosferatu
Brutor Tribe
Minmatar Republic
#17 - 2016-02-01 14:11:10 UTC  |  Edited by: Rhamnousia Nosferatu
Hehe, wreck popping was one of the few effective ways of interrupting work of large freighter ganker groups in hisec (primarily goons and thier code alts), so it is nice to see that CSM is working for the null block interests as per usual.

Now, I have nothing against this proposal but there is a major caveat - if you're gonna do this please fix the ability to loot other people's cargo while avoiding getting suspect flagged for it.

What I'm referring to is the fact that one can get next to a yellow wreck with a ship with fleet hanger (e.g. Deep space transport or an Orca) and a character in a noob ship, use the character in the noob ship to transfer cargo to DST and only the noob ship guy will get suspect flagged while DST will merrily warp away with stolen goods.

Please fix this so that Fleet hanger ship can't receive such (illegal) loot or can do it but gets flagged in the process (obviously, make it so that it is not prone to abuse). Do that, and I don't think many will care about EHP of the wrecks.
Sarah Flynt
Red Cross Mercenaries
Silent Infinity
#18 - 2016-02-01 14:12:28 UTC
CCP Fozzie wrote:
Carrier, Dread, Rorqual, Orca, Freighter: 15000 hp
You do realize that this is a massive buff to freighter ganking?

When can we expect a fix for risk free looting in highsec via a fleet hangar/freight container/can and a laundering alt in return?

Sick of High-Sec gankers? Join the public channel Anti-ganking and the dedicated intel channel Gank-Intel !

Cpt Patrick Archer
I HAVE THE POWER OF GOD AND ANIME ON MY SIDE
Blue Eyes and Exodia Toon Duelist Kingdom Duelers
#19 - 2016-02-01 14:20:05 UTC  |  Edited by: Cpt Patrick Archer
I approve of this!

Could be a little bit higher imo.
Sharps
Caldari Provisions
Caldari State
#20 - 2016-02-01 14:22:08 UTC
What about MTUs?

Also, can we probe down wrecks now please?
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