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Possible Winter 2011 changes (Exact stats)

First post First post
Author
Morganta
The Greater Goon
#101 - 2011-10-25 17:58:04 UTC
CCP Guard wrote:
Data from early test builds is always very likely to change. But that's no reason not to discuss possibilities.

At some point soon we'll publish a dev blog to tell you what we're thinking and to get feedback from you.

Eventually some version of these stats will also make its way to SiSi for you to test and play around with.


this lack of confirmation is indeed very confirming and very good news!

welcome back CCP, we missed you
Shadowsword
The Scope
Gallente Federation
#102 - 2011-10-25 17:58:39 UTC
I like the new BC stats. They look like usefull ships, while not making tier2 BC obsoletes. Because with their low HP, a Tornado isn't going to kill a Hurricane 1v1. Quite the contrary.

But with their stats, maybe "heavy cruiser" is more accurate than "battlecruiser" as a class name.
Ingvar Angst
Nasty Pope Holding Corp
#103 - 2011-10-25 18:00:00 UTC  |  Edited by: Ingvar Angst
CCP Guard wrote:
Data from early test builds is always very likely to change. But that's no reason not to discuss possibilities.

At some point soon we'll publish a dev blog to tell you what we're thinking and to get feedback from you.

Eventually some version of these stats will also make its way to SiSi for you to test and play around with.


Do you have any clue, any idea, how encouraging it is simply to see these things being tossed about, preliminary or not? Seriously, do you have any idea? It's like Christmas for the imagination.

Thanks, greatly. Lol

By the way, what does setting the isCapitalSize flag do in game if I may ask?

Six months in the hole... it changes a man.

De'Veldrin
Republic University
Minmatar Republic
#104 - 2011-10-25 18:02:05 UTC
White Tree wrote:
Welp.


What do small dragons and/or Orlando Bloom have to do with any of this?

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Sarmatiko
#105 - 2011-10-25 18:04:41 UTC  |  Edited by: Sarmatiko
Shadowsword wrote:
But with their stats, maybe "heavy cruiser" is more accurate than "battlecruiser" as a class name.

It's more like "Heavy Destroyer" Cool

Also you cant call this as "leak" because some people monitoring changes on Chaos and other servers for years, but most of the time changes is not worth any meaning or special thread.
Now it's time when big changes can't be ignored.
We should discuss this stuff before this hits devblogs and TQ Roll
Raid'En
#106 - 2011-10-25 18:05:38 UTC
CCP Guard wrote:
Data from early test builds is always very likely to change. But that's no reason not to discuss possibilities.

At some point soon we'll publish a dev blog to tell you what we're thinking and to get feedback from you.

Eventually some version of these stats will also make its way to SiSi for you to test and play around with.

well at least from what i read on different forums, most people like what they saw in the leak and are optimistic
Florestan Bronstein
Ministry of War
Amarr Empire
#107 - 2011-10-25 18:07:29 UTC  |  Edited by: Florestan Bronstein
Quote:
[+] TEST Damage Mod - 5 Players
[+] TEST Damage Mod - 10 Players
[+] TEST Damage Mod - 20 Players
[+] TEST Damage Mod - 40 Players

that's what you get for having a CFC-dominated CSM.
Koronakesh
Seekers of a Silent Paradise
#108 - 2011-10-25 18:08:19 UTC  |  Edited by: Koronakesh
Ingvar Angst wrote:
By the way, what does setting the isCapitalSize flag do in game if I may ask?
Since DD modules will only be able to shoot capital ships after the expansion, I assume the isCapitalSize is a check allowing or disallowing the use of the DD against a ship

SASPR Amir al-Mu'minin

Zagam
Caldari Provisions
Caldari State
#109 - 2011-10-25 18:09:09 UTC
Shadowsword wrote:
I like the new BC stats. They look like usefull ships, while not making tier2 BC obsoletes. Because with their low HP, a Tornado isn't going to kill a Hurricane 1v1. Quite the contrary.

But with their stats, maybe "heavy cruiser" is more accurate than "battlecruiser" as a class name.

I think it would be too quick to say if a Tornado could kill a Hurricane or not. The cane has a better tank, but the Tornado will have a much better dps. Its basically going to boil down to the fit, and the dynamics of the fight itself.
Denidil
Cascades Mountain Operatives
#110 - 2011-10-25 18:10:38 UTC
CCP Guard wrote:
Data from early test builds is always very likely to change. But that's no reason not to discuss possibilities.

At some point soon we'll publish a dev blog to tell you what we're thinking and to get feedback from you.

Eventually some version of these stats will also make its way to SiSi for you to test and play around with.


thanks for confirming.


hey - this just means you guys have more time to process feedback from us.

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Denidil
Cascades Mountain Operatives
#111 - 2011-10-25 18:13:00 UTC
Zagam wrote:
Shadowsword wrote:
I like the new BC stats. They look like usefull ships, while not making tier2 BC obsoletes. Because with their low HP, a Tornado isn't going to kill a Hurricane 1v1. Quite the contrary.

But with their stats, maybe "heavy cruiser" is more accurate than "battlecruiser" as a class name.

I think it would be too quick to say if a Tornado could kill a Hurricane or not. The cane has a better tank, but the Tornado will have a much better dps. Its basically going to boil down to the fit, and the dynamics of the fight itself.


i'd say it depends on fitting and range.

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Aeril Malkyre
Knights of the Ouroboros
#112 - 2011-10-25 18:13:02 UTC
The important bits from the new Tornado entry:

Large Projectile Turret CPU Need bonus
Large Projectile Turret Power Need Bonus
8/5/4, 8 turrets/0 missiles

No drones
535 m3 cargo bay -> bigger than the other two
6 Targets, 60K range
170m sig radius -> Much smaller than either of the others, which is good

225 m/s -> Much faster than I thought they'd give it.

Armor: 2272
Shield: 2165
-> Much lower HP than I guessed, and sort of nonsensical having 5 mids but lower shields. But the difference isn't huge.

Overall, pretty badass.
stoicfaux
#113 - 2011-10-25 18:13:44 UTC
Ingvar Angst wrote:

By the way, what does setting the isCapitalSize flag do in game if I may ask?

Probably related to the proposed Titan Superweapon Nerf:
"To fix this, we are changing the superweapon so that it cannot fire upon sub-capital ships (capital ships being Freighters, Jump Freighters, Carriers, Dreadnoughts, Capital Industrial Ships, Supercarriers and Titans)."

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Ingvar Angst
Nasty Pope Holding Corp
#114 - 2011-10-25 18:13:44 UTC
Koronakesh wrote:
Ingvar Angst wrote:
By the way, what does setting the isCapitalSize flag do in game if I may ask?
Since DD modules will only be able to shoot capital ships after the expansion, I assume the isCapitalSize is a check allowing or disallowing the use of the DD against a ship


Ah crap! Completely forgot about that. Thanks much!

Six months in the hole... it changes a man.

Tippia
Sunshine and Lollipops
#115 - 2011-10-25 18:14:20 UTC  |  Edited by: Tippia
bleh
Karadion
Caldari Provisions
Caldari State
#116 - 2011-10-25 18:15:19 UTC
stoicfaux wrote:
Ingvar Angst wrote:

By the way, what does setting the isCapitalSize flag do in game if I may ask?

Probably related to the proposed Titan Superweapon Nerf:
"To fix this, we are changing the superweapon so that it cannot fire upon sub-capital ships (capital ships being Freighters, Jump Freighters, Carriers, Dreadnoughts, Capital Industrial Ships, Supercarriers and Titans)."


Correct. Any ship with that tag are at risk of being fired upon by a doomsday.
Denidil
Cascades Mountain Operatives
#117 - 2011-10-25 18:16:00 UTC
suiciding freighters just got cheaper.

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Calapine
Xeno Tech Corp
#118 - 2011-10-25 18:17:59 UTC  |  Edited by: Calapine
Quote:
125mm Railgun II

  • capacitorNeed: 2.15 => 1.505

  • cpu: 17.0 => 16.0

  • damageMultiplier: 2.4 => 2.64

  • That's a straight 10% damage increase to rail guns, but no such change to blaster damage.

    Hmpff, I am not sure a wee bit more tracking is enough to make me fall in love with blasters again. Ugh

    Pain is short, and joy is eternal.

    Billy Colorado
    Evasion Gaming
    #119 - 2011-10-25 18:20:05 UTC
    So... Tight...
    Perdition64
    Aliastra
    Gallente Federation
    #120 - 2011-10-25 18:23:44 UTC
    CCP Guard wrote:
    Data from early test builds is always very likely to change. But that's no reason not to discuss possibilities.

    At some point soon we'll publish a dev blog to tell you what we're thinking and to get feedback from you.

    Eventually some version of these stats will also make its way to SiSi for you to test and play around with.


    I think you guys have done well so far.

    Some thoughts:

    With regards to hybrids, it seems like its a good start. Few minor details I think:

    - Damage bonus on spike ammo I think, really create a competitive role for long range sniping. Not over the top, just a some damage over the top, I think an extra 10% bonus for spike ammo should do it.

    - Agility and velocity changes seem solid, allows blaster boats to get in easier. Could need a little more nudging forward, but I think for a "first pass", this seems good.

    Dramiel:

    - Smacked hard by the nerfbat, but not too hard, its now an alternative, rather than a superior I think.

    Tier 3 BC's:

    - Very nicely done I think. They're not better, they're different. Tier 2 tanks better, but deals a bit less, Battleships are slower, but tank better. CCP have created a glass cannon role that works well, yet has counters. I like it. Sniping BS's still have their place, as these things will get vaporised instantly.

    There are obviously areas to improve, but I'm impressed considering its a first go at things. I do think the damage buff to spike is needed though.

    T2 missiles:

    - Perhaps re-add the penalty for these, I don't think Drake needed any buffs.