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Dev Blog: Back to the balancing future!

First post First post
Author
Foolish Bob
E-MORage
#541 - 2012-11-07 18:38:15 UTC
AMirrorDarkly wrote:
Foolish Bob wrote:


3% is still better than 0% so there's clearly an encouragement to use the ships. Survivability on grid might be a factor, but I remember in my youth long before tech 3 and wormholes command ships with the ehp of carriers roamed with fleets mocking the paltry damage that dared to think they could alpha them to oblivion. As long as care is taken there's no reason why this can't be again.



With respect 0.1% is better than 0%

My statement is to in regards to encourage use over and above what is in place currently, which given the fact they are used so in frequently shows the balance of risk reward is not correct.

I don't think I've ever seen a Damnation (and by extension any) command ship with an EHP greater than 500k EHP and doing so compromises the ship in a large number of ways. The Alpha of today is far easier and greater with fleet sizes and Tier 3 BC's than of a few years ago also.



right, but 3% is hardly to be sniffed at, and this is eve; if there's an edge to be sought, then for sure people will do it. As long as your CS keeps up and stays alive for as long as possible then what more do you need from it? It also means that if you're in a fleet that can realistically project enough dps to alpha a fully tanked CS then you should start thinking about bait / backup cs to take over boosting as ships pop. Plus, if you've got enough dps to alpha a command ship (with the cs links up) then why as an FC do you care about them? There isn't a ship on the field that can stand your alpha, so you're far better off stripping off their ECM / dps / tacklers as fast as you can call the targets, in which case the CS are left till last (if it comes to that). All in all I think that they'll last a lot longer than you give them credit for.

Finally, to an extent your argument could be used to claim that the fact that you get large fleets with big alpha means that no-one will bring logi to a fight unless they can be allowed to operate off grid. After all, the loss of those ships from the fleet is arguably even more critical than the loss of the links, but logi wings function quite well on grid and in the face of having a lot less buffer than a tanked CS.

In conclusion there are clearly options for command ships on the field in large engagements (necessarily speaking only generally in the absence of detail of how this might manifest), and it'll just be up to the players to seek out the proper optimization strategy. I think that declaring the whole concept useless is rather premature.
Irregessa
Obfuscation and Reflections
#542 - 2012-11-07 18:59:51 UTC
Terik Deatharbingr wrote:
Pinky Denmark wrote:


Giving rails and beams a better alpha does not remove artillery as the very best alpha weapon of choice - The difference atm is HUGE and I only see advantages from closing the gap. Currently rail and beam ships have NO place in alpha fleets, but their dps will be a good trade off if the alpha gap is closed... I dont want it to become the same - just make rails and beams more viable for sniping.


he's got a point....don't bring them entirely in line...just bring them a little closer. When no other ship has a place in alpha fleet other than projectiles, obviously something is wrong.


FYI, HBC does not have a doctrine using minmatar battleships at this time. It is either Rokhs with rails or Navy Apocs with pulse lasers (plus the rarely called for, oddball Dreamcats - Nightmares, so again lasers). So how exactly are arties dominating again? The largest nullsec coalition in the game does not use them anymore. If something is wrong, I could argue it is with projectiles, not the other way around.
Ziranda Hakuli
Brutor Tribe
Minmatar Republic
#543 - 2012-11-07 19:19:05 UTC
CCP Fozzie wrote:
Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year.

As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea.


i have been waiting pateintly for the Tech3 Booster to get nerfed. completely wrong when it came out and CCP did not listen. I now see why they did not listen at first. They used them for the propaganda to nerf the BOOSTERS all around. Yeah the command ships get a boost but they are nerfed if you have no idea why.

In what many folks see is that CCP is giving the GOONs and their pets what they wanted. The command ships on grid when they invade a system they do not own. This is wrong the Command ship should be able to boost off grid. here lets go with an interesting history lesson.

Remember World War I where the Germans tried to invade france? I imagine many do. France's Defense with a good commander managed to keep the invading Germans at bay due to the French Defensive work.

You get the idea. French commander hanging back (command ship) dong what he thought was right. no where to be seen on front lines. his sub commanders doing the job he directed them. The German commander is in berlin no where to offer extra direction. So hopefully with that grey matter between the ears you will be able to figure it out. Or you can do some digging in the world of history and discover what happens to invading forces.

Now i do kinda agree that the Off Grid boosting needs to change. Its a pain when you cannot get to said booster. so I offer several suggestions for this
1> When inside a POS shield the command links shut down. and also increase the sig radius for each command module the ship is using. something like 10% per command link and 5% per command module
OR
2> New high slot toy along with a new SKILL. Call it something like "System Communication Array" Category Leadership. Prereq skills; electronics 5, Electronic Warfare 4,
Now I feel there should be a few more skills in there for this little item. It should be an active module that does not function within the POS shield. Now you have somethign sending out lots of communication to many pilots; therefore, it should have a sig radius large enough to see a star or just about. so it gives the command ship the sig radius increase of 400% each level in System Communication Array would decrease that down to 300% sig increase. if a Tech 2 version is down sig radius increase somewhere about 250%

DEVs use abuse the idea maybe you can get it to do something that sa
I personally feel that suggestion #2 will satisfy many folks on both sides of the line. There are many people who Skill a command ship pilot solely for the reason for what he does. And many of the nullbears cry when they find a OGB boosting folks and discover its a titan hiding in a POS or some other type of booster. This would bring Warfare out in 0.0 to a diffrent level. keeping the OGB with a huge sig radius, forcing invading parties to incorporate scouts (probe ships) to locate these boosters. After all, Eve is about Team work in a sandbox.

Ranger 1
Ranger Corp
Vae. Victis.
#544 - 2012-11-07 19:20:12 UTC
Archdaimon wrote:
I dislike that the same hull-type has different weapon systems depending on tech level.

Logic would dictate that hull indicated default weapon system.

Not really. It is a time honored military tradition to take a basic hull and mount a variety of weapon/utility systems to it. Just look at the many variations applied to the same tank hulls the military uses... mounting everything from artilliary, to AA guns, to flame throwers, to bulldozers, to mine clearers, etc.

A hull is a hull, and variations of what is mounted on that hull is entirely within the realm of possibliity.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#545 - 2012-11-07 19:25:27 UTC
Speak Silence wrote:
Dracko Malus wrote:
Speak Silence wrote:
I meet all the requirements for flying field command ships but never trained for the fleet command ships (missing information link specialist). After the change will I still be able to fly my sleipnir/absolution or are you going to require the terrible fleet command skills for all CS?

"Let us repeat again: if you could fly it before, you will be able to do so after the change. "

Quote from the devblog.


Remember who it is we are talking about. Since this was not addressed specifically I have no confidence that I will be able to board my favorite field command ship following the change.

So what will happen with the social based fleet command skills? Will warfare link specialist be required for all t2 command ships? Will command ships skill requirements stay the same even though they all have the same command link capability (numbers wise at least)? Will the skill be removed from as command ships tertiary requirements? Will existing CS pilots be granted this skill in the spirit of "if you could fly it before, you will be able to do so after the change"?


If you already have the ability to fly a given ship that will not be taken away regardless of how prerequisites may change. This has been specifically addressed many times.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Terik Deatharbingr
Ministry of War
Amarr Empire
#546 - 2012-11-07 19:26:11 UTC
Irregessa wrote:
Terik Deatharbingr wrote:
Pinky Denmark wrote:


Giving rails and beams a better alpha does not remove artillery as the very best alpha weapon of choice - The difference atm is HUGE and I only see advantages from closing the gap. Currently rail and beam ships have NO place in alpha fleets, but their dps will be a good trade off if the alpha gap is closed... I dont want it to become the same - just make rails and beams more viable for sniping.


he's got a point....don't bring them entirely in line...just bring them a little closer. When no other ship has a place in alpha fleet other than projectiles, obviously something is wrong.


FYI, HBC does not have a doctrine using minmatar battleships at this time. It is either Rokhs with rails or Navy Apocs with pulse lasers (plus the rarely called for, oddball Dreamcats - Nightmares, so again lasers). So how exactly are arties dominating again? The largest nullsec coalition in the game does not use them anymore. If something is wrong, I could argue it is with projectiles, not the other way around.


So, awesome for HBC. But the bottom line is if you say the word alpha, 99% of eve automatically thinks of arty's...if you say you don't, you're lying or delusional. Yes, you can argue cycle time for fleet doctrines...but if you are looking for a fleet to alpha, ie take something out in one volley and you're not using projectiles....the only 2 logical reasons would be your fleet is so massive it doesn't matter or the entire fleet is already trained something else and you don't care. If your reason don't fall into one of these two, then it's sheer stubborness.
ctx2007
Republic Military School
Minmatar Republic
#547 - 2012-11-07 19:31:12 UTC
Cool blog but not as cool as a bacon breakfast.

You only realise you life has been a waste of time, when you wake up dead.

Terik Deatharbingr
Ministry of War
Amarr Empire
#548 - 2012-11-07 19:32:44 UTC
Ziranda Hakuli wrote:
CCP Fozzie wrote:
Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year.

As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea.


i have been waiting pateintly for the Tech3 Booster to get nerfed. completely wrong when it came out and CCP did not listen. I now see why they did not listen at first. They used them for the propaganda to nerf the BOOSTERS all around. Yeah the command ships get a boost but they are nerfed if you have no idea why.

In what many folks see is that CCP is giving the GOONs and their pets what they wanted. The command ships on grid when they invade a system they do not own. This is wrong the Command ship should be able to boost off grid. here lets go with an interesting history lesson.

Remember World War I where the Germans tried to invade france? I imagine many do. France's Defense with a good commander managed to keep the invading Germans at bay due to the French Defensive work.

You get the idea. French commander hanging back (command ship) dong what he thought was right. no where to be seen on front lines. his sub commanders doing the job he directed them. The German commander is in berlin no where to offer extra direction. So hopefully with that grey matter between the ears you will be able to figure it out. Or you can do some digging in the world of history and discover what happens to invading forces.

Now i do kinda agree that the Off Grid boosting needs to change. Its a pain when you cannot get to said booster. so I offer several suggestions for this
1> When inside a POS shield the command links shut down. and also increase the sig radius for each command module the ship is using. something like 10% per command link and 5% per command module
OR
2> New high slot toy along with a new SKILL. Call it something like "System Communication Array" Category Leadership. Prereq skills; electronics 5, Electronic Warfare 4,
Now I feel there should be a few more skills in there for this little item. It should be an active module that does not function within the POS shield. Now you have somethign sending out lots of communication to many pilots; therefore, it should have a sig radius large enough to see a star or just about. so it gives the command ship the sig radius increase of 400% each level in System Communication Array would decrease that down to 300% sig increase. if a Tech 2 version is down sig radius increase somewhere about 250%

DEVs use abuse the idea maybe you can get it to do something that sa
I personally feel that suggestion #2 will satisfy many folks on both sides of the line. There are many people who Skill a command ship pilot solely for the reason for what he does. And many of the nullbears cry when they find a OGB boosting folks and discover its a titan hiding in a POS or some other type of booster. This would bring Warfare out in 0.0 to a diffrent level. keeping the OGB with a huge sig radius, forcing invading parties to incorporate scouts (probe ships) to locate these boosters. After all, Eve is about Team work in a sandbox.



You honestly believe CCP really cares what goons does on the whole? REALLY? Especially after the nerf techtanium and rebalance the mining barges?

Secondly...while I agree they should shut down boosting while inside a pos...the issue becomes the rorqual. if you force that ship to be on-grid....you will force that ship out of the game. No one is going to risk a 2+ billion isk ship that is stuck in place for a while and can't defend itself for an operation *mining* that isn't that profitable.
Ranger 1
Ranger Corp
Vae. Victis.
#549 - 2012-11-07 19:59:49 UTC
Ziranda Hakuli wrote:
CCP Fozzie wrote:
Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year.

As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea.


i have been waiting pateintly for the Tech3 Booster to get nerfed. completely wrong when it came out and CCP did not listen. I now see why they did not listen at first. They used them for the propaganda to nerf the BOOSTERS all around. Yeah the command ships get a boost but they are nerfed if you have no idea why.

In what many folks see is that CCP is giving the GOONs and their pets what they wanted. The command ships on grid when they invade a system they do not own. This is wrong the Command ship should be able to boost off grid. here lets go with an interesting history lesson.

Remember World War I where the Germans tried to invade france? I imagine many do. France's Defense with a good commander managed to keep the invading Germans at bay due to the French Defensive work.

You get the idea. French commander hanging back (command ship) dong what he thought was right. no where to be seen on front lines. his sub commanders doing the job he directed them. The German commander is in berlin no where to offer extra direction. So hopefully with that grey matter between the ears you will be able to figure it out. Or you can do some digging in the world of history and discover what happens to invading forces.

Now i do kinda agree that the Off Grid boosting needs to change. Its a pain when you cannot get to said booster. so I offer several suggestions for this
1> When inside a POS shield the command links shut down. and also increase the sig radius for each command module the ship is using. something like 10% per command link and 5% per command module
OR
2> New high slot toy along with a new SKILL. Call it something like "System Communication Array" Category Leadership. Prereq skills; electronics 5, Electronic Warfare 4,
Now I feel there should be a few more skills in there for this little item. It should be an active module that does not function within the POS shield. Now you have somethign sending out lots of communication to many pilots; therefore, it should have a sig radius large enough to see a star or just about. so it gives the command ship the sig radius increase of 400% each level in System Communication Array would decrease that down to 300% sig increase. if a Tech 2 version is down sig radius increase somewhere about 250%

DEVs use abuse the idea maybe you can get it to do something that sa
I personally feel that suggestion #2 will satisfy many folks on both sides of the line. There are many people who Skill a command ship pilot solely for the reason for what he does. And many of the nullbears cry when they find a OGB boosting folks and discover its a titan hiding in a POS or some other type of booster. This would bring Warfare out in 0.0 to a diffrent level. keeping the OGB with a huge sig radius, forcing invading parties to incorporate scouts (probe ships) to locate these boosters. After all, Eve is about Team work in a sandbox.



In modern combat the attacking and defending forces are commanded from very near the front of a battle, usually in a modified APC. Yes, there are generals well behind the line (if even in the same country) calling the shots on strategy and objectives... but that is not commanding the troops so as to utilize them most effectively in an active battle.

Naval engagements (and ariel engagements for that matter) are handled in exactly the same way.

This has been covered many times in this thread and others.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#550 - 2012-11-07 20:08:48 UTC  |  Edited by: Ranger 1
Terik Deatharbingr wrote:
Ziranda Hakuli wrote:
CCP Fozzie wrote:
Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year.

As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea.


i have been waiting pateintly for the Tech3 Booster to get nerfed. completely wrong when it came out and CCP did not listen. I now see why they did not listen at first. They used them for the propaganda to nerf the BOOSTERS all around. Yeah the command ships get a boost but they are nerfed if you have no idea why.

In what many folks see is that CCP is giving the GOONs and their pets what they wanted. The command ships on grid when they invade a system they do not own. This is wrong the Command ship should be able to boost off grid. here lets go with an interesting history lesson.

Remember World War I where the Germans tried to invade france? I imagine many do. France's Defense with a good commander managed to keep the invading Germans at bay due to the French Defensive work.

You get the idea. French commander hanging back (command ship) dong what he thought was right. no where to be seen on front lines. his sub commanders doing the job he directed them. The German commander is in berlin no where to offer extra direction. So hopefully with that grey matter between the ears you will be able to figure it out. Or you can do some digging in the world of history and discover what happens to invading forces.

Now i do kinda agree that the Off Grid boosting needs to change. Its a pain when you cannot get to said booster. so I offer several suggestions for this
1> When inside a POS shield the command links shut down. and also increase the sig radius for each command module the ship is using. something like 10% per command link and 5% per command module
OR
2> New high slot toy along with a new SKILL. Call it something like "System Communication Array" Category Leadership. Prereq skills; electronics 5, Electronic Warfare 4,
Now I feel there should be a few more skills in there for this little item. It should be an active module that does not function within the POS shield. Now you have somethign sending out lots of communication to many pilots; therefore, it should have a sig radius large enough to see a star or just about. so it gives the command ship the sig radius increase of 400% each level in System Communication Array would decrease that down to 300% sig increase. if a Tech 2 version is down sig radius increase somewhere about 250%

DEVs use abuse the idea maybe you can get it to do something that sa
I personally feel that suggestion #2 will satisfy many folks on both sides of the line. There are many people who Skill a command ship pilot solely for the reason for what he does. And many of the nullbears cry when they find a OGB boosting folks and discover its a titan hiding in a POS or some other type of booster. This would bring Warfare out in 0.0 to a diffrent level. keeping the OGB with a huge sig radius, forcing invading parties to incorporate scouts (probe ships) to locate these boosters. After all, Eve is about Team work in a sandbox.



You honestly believe CCP really cares what goons does on the whole? REALLY? Especially after the nerf techtanium and rebalance the mining barges?

Secondly...while I agree they should shut down boosting while inside a pos...the issue becomes the rorqual. if you force that ship to be on-grid....you will force that ship out of the game. No one is going to risk a 2+ billion isk ship that is stuck in place for a while and can't defend itself for an operation *mining* that isn't that profitable.



You are quite correct on your observations. However, if there "is" a problem with putting a Roqual at risk it will have to be addressed for other reasons as well.

The bubble (shield) around POS's will be going away when POS's are redone, so tactics that rely on sitting inside the bubble will not work any longer. You will either be outside in space, or docked inside the POS.

Roquals are best used when you know you have system control for a few jumps in all directions, or have overwhelming force (or excellent logistics available) in the same system the Roqual is deployed in. They really aren't intended for Larry, Larry, and my other brother Larry's 3 man mining corp to use.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Destriouth Hollow
Star-Destroying-Warlords
#551 - 2012-11-07 20:09:12 UTC  |  Edited by: Destriouth Hollow
http://community.eveonline.com/devblog.asp?a=blog&nbid=73530

Quote:
Breaking Destroyers and Battlecruisers skills into four racial versions with an identical training multiplier (thus making it four times harder to get all races trained)

Let us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill.

With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now.


I play EVE for arround 3 Months now. My plan was to skill for a Thanatos and Manufacturing to have a steady ISK-Income. After that i wanted to skill Battlecruisers to PvP with that ISK and live a fine life full of destroyed ships.
Now this......
If Batttlecruiser 5 really multiplies my skillpoints in Battlecruisers by 4 (giving me 4 Skills on Level 5 where each one has the same multiplier) thats almost 3 months of skill-time i loose by not skilling battlecruisers right now. But I don't want to skill Battlecruisers yet....... That means i can decide between:
1. I Loose 3 months of skilltime
2. Loose over a month of higher income due less manufacturing slots and a weaker ratting-ship and no usefull progress.
Is that really how it will be?
Pest or cholera?

Will Battlecruiser 5 along with the minor Cruiser-skills really save me 3 months of skilling? Or will everybody only receive those Battlecruiser-Skills on 3 and decide on one to put up to 5?

Please tell me as it will decide how I play Eve in the coming 1,5 months......

And i need to know it fast. If i start training it now and don't make it.... god.....
I'm thinking about remaping into Spaceship command and use my spare remap to go back afterwards.....

regards
Destriouth Hollow
AgileDark Jakle
The Forgotten Foundation
#552 - 2012-11-07 20:19:11 UTC
just sayin i want pirate BCs they are one of the few that dont have faction ships =/
Tippia
Sunshine and Lollipops
#553 - 2012-11-07 20:26:47 UTC  |  Edited by: Tippia
Destriouth Hollow wrote:
That means i can decide between:
1. I Loose 3 months of skilltime
2. Loose over a month of higher income due less manufacturing slots and a weaker ratting-ship and no usefull progress.
Is that really how it will be?
Pest or cholera?
Not really, no. I mean, yes, that's what you're choosing between, but it's no different from any other skilling decision you make in EVE: what do you want more? Immediate access to one thing at the cost of another, or immediate access to the other thing at the cost of the one? If you absolutely have to have those additional slots sand better ratting ship, then giving up progress in the BC are is the cost you pay. If you want to progress in BCs now, then those slots and other ship bonuses will have to wait.

Also, between now and then, there's every chance that you'll be able to get both. Oh, and you want to learn how to fly something along the lines of a BC looooong before you step into a Thanatos, so if the latter is delayed, it will only be a good thing.
Ranger 1
Ranger Corp
Vae. Victis.
#554 - 2012-11-07 20:34:58 UTC  |  Edited by: Ranger 1
Destriouth Hollow wrote:
http://community.eveonline.com/devblog.asp?a=blog&nbid=73530

Quote:
Breaking Destroyers and Battlecruisers skills into four racial versions with an identical training multiplier (thus making it four times harder to get all races trained)

Let us repeat again: if you could fly it before, you will be able to do so after the change. Technically it means if you are able to fly an Oracle by having Amarr Cruisers 3 and Battlecruisers 3, we will remove the Battlecruisers skill from your character and give you Amarr Battlecruisers at 3. If you had Battlecruisers at 3 and Caldari Cruisers 3 instead, you would not receive Amarr Battlecruisers but the Caldari Battlecruisers skill at 3 instead. The same principle work with the Destroyers skill.

With this in mind, it becomes quite obvious to focus on training the Destroyers and Battlecruisers skills before the change to get the maximum return effect. We highly recommend you start doing so now.


I play EVE for arround 3 Months now. My plan was to skill for a Thanatos and Manufacturing to have a steady ISK-Income. After that i wanted to skill Battlecruisers to PvP with that ISK and live a fine life full of destroyed ships.
Now this......
If Batttlecruiser 5 really multiplies my skillpoints in Battlecruisers by 4 (giving me 4 Skills on Level 5 where each one has the same multiplier) thats almost 3 months of skill-time i loose by not skilling battlecruisers right now. But I don't want to skill Battlecruisers yet....... That means i can decide between:
1. I Loose 3 months of skilltime
2. Loose over a month of higher income due less manufacturing slots and a weaker ratting-ship and no usefull progress.
Is that really how it will be?
Pest or cholera?

Will Battlecruiser 5 along with the minor Cruiser-skills really save me 3 months of skilling? Or will everybody only receive those Battlecruiser-Skills on 3 and decide on one to put up to 5?

Please tell me as it will decide how I play Eve in the coming 1,5 months......

And i need to know it fast. If i start training it now and don't make it.... god.....
I'm thinking about remaping into Spaceship command and use my spare remap to go back afterwards.....

regards
Destriouth Hollow

If you do the little bit of extra training in the near future to get to the point where you can fly all BC's, you will be able to fly them all after the patch... although how being able to fly one of each races BCs figures into your plans is murky at best.

If you can't figure out how to plan for this change sometime in the next 4 months to a year from now, I really don't know what to tell you. Smile

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

MinefieldS
1 Sick Duck Standss on something
#555 - 2012-11-07 20:35:13 UTC  |  Edited by: MinefieldS
Can somebody explain to me why would anyone fit 2 different kinds of warfare links on 1 command ship if you can only have 1 mindlink? As opposed to 2 command ships with 1 kind of links each and a corresponding mindlink in each pilot's brain.

Also, how much must I drink to make this question seem irrelevant to me?
Destriouth Hollow
Star-Destroying-Warlords
#556 - 2012-11-07 20:38:05 UTC  |  Edited by: Destriouth Hollow
But usually when u decide between 2 ways of skilling it doesn't matter which to take first.
You will have both after the same amount of time.
SP = Time

Here in contrary its: Don't skill Battlecuiser now and you are an idiot!
It costs you 3 months of skilling!
If you were only going to need it in arround half a year: screw you!
Don't to it and u will spend most of that time skilling!

Thats not really a fair tradeoff.

Quote:
If you can't figure out how to plan for this change sometime in the next 4 months to a year from now, I really don't know what to tell you. :)

If I would have 4 months there wouldn't even be a problem. But its set close after December 4.
Thats hardly a month and really forcing it.
1,5 months of training Battlecruiser/Destroyer is half of my current time in EVE.....
Grath Telkin
Amok.
Goonswarm Federation
#557 - 2012-11-07 20:40:34 UTC
@CCP Fozzie:

Have you considered a drastic change to the mindlinks with this since we'll be likely running multiple links or is this an attempt to force a choice and an intended consequence that you pick one particular set of leadership mods to boost while the others remain unboosted by the mindlink.

I know that we have many people who can and do fly multiple command ships and a gripe about the mindlinks has always been having to rip out an implant and plug in a new one (none too cheap fyi) everytime you shift ships.

A weaker universal mindlink, or even replacing the mindlink entirely with a new skill would probably be prefferable to having either A) unboosted leadership links or B) ripping out implants near constantly because if the goal is to get some of the other command ships in use Im curious if this change will exactly get it done, especially if the idea is to have Commands and t3 boosters to run multiple link types, it'll still be more efficient to simply focus on a single type of boosting than to spread the link types out and end up with 2-3 really weak links.

I mean, ask yourself, would you like a Damanation fully boosting armor and barely boosting skirmish becuase of the lack of a mindlink affecting the skirmish, or would you rather have a Damnation and a Claymore fully boosting each and which do you think is more likely to happen (you're a smart guy I know you know).

I mean if this is an inteded consequence thats fine but I think that you know how things will likely end up.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Ranger 1
Ranger Corp
Vae. Victis.
#558 - 2012-11-07 20:40:42 UTC
MinefieldS wrote:
Can somebody explain to me why would anyone fit 2 different kinds of warfare links on 1 command ship if you can only have 1 mindlink? As opposed to 2 command ships with 1 kind of links each and a corresponding mindlink in each pilot's brain.

Also, how much must I drink to make this question seem irrelevant to me?

I don't think anyone is telling you that you have to use two different kinds of warfare links at the same time, although there are certainly instances where a lesser bonus might be far preferable to a 3rd warfare link that might not be appropriate to the fleet composition you are flying with at the time.

The point is that same hull has the versatility to pick with set of warfare links are appropriate to the fleet. You can then feel free to pilot it with a clone that has the approprate mind link in place.

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Ranger 1
Ranger Corp
Vae. Victis.
#559 - 2012-11-07 20:42:51 UTC
Destriouth Hollow wrote:
But usually when u decide between 2 ways of skilling it doesn't matter which to take first.
You will have both after the same amount of time.
SP = Time

Here in contrary its: Don't skill Battlecuiser now and you are an idiot!
It costs you 3 months of skilling!
If you were only going to need it in arround half a year: screw you!
Don't to it and u will spend most of that time skilling!

Thats not really a fair tradeoff.

Quote:
If you can't figure out how to plan for this change sometime in the next 4 months to a year from now, I really don't know what to tell you. :)

If I would have 4 months there wouldn't even be a problem. But its set close after December 4.
Thats hardly a month and really forcing it.

What part of your plan makes it critical for you to be able to fly all 4 races BC's?

Or are you simply worried that you are missing out on something you never plan to use....

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Harvey James
The Sengoku Legacy
#560 - 2012-11-07 20:45:29 UTC
Grath Telkin wrote:
@CCP Fozzie:

Have you considered a drastic change to the mindlinks with this since we'll be likely running multiple links or is this an attempt to force a choice and an intended consequence that you pick one particular set of leadership mods to boost while the others remain unboosted by the mindlink.

I know that we have many people who can and do fly multiple command ships and a gripe about the mindlinks has always been having to rip out an implant and plug in a new one (none too cheap fyi) everytime you shift ships.

A weaker universal mindlink, or even replacing the mindlink entirely with a new skill would probably be prefferable to having either A) unboosted leadership links or B) ripping out implants near constantly because if the goal is to get some of the other command ships in use Im curious if this change will exactly get it done, especially if the idea is to have Commands and t3 boosters to run multiple link types, it'll still be more efficient to simply focus on a single type of boosting than to spread the link types out and end up with 2-3 really weak links.

I mean, ask yourself, would you like a Damanation fully boosting armor and barely boosting skirmish becuase of the lack of a mindlink affecting the skirmish, or would you rather have a Damnation and a Claymore fully boosting each and which do you think is more likely to happen (you're a smart guy I know you know).

I mean if this is an inteded consequence thats fine but I think that you know how things will likely end up.


Multiple jump clones spring to mind mm...

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