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[Odyssey] Module Rebalancing Part One: RSBs and TEs

First post First post First post
Author
Fyrhmn
Imperial Academy
Amarr Empire
#1001 - 2013-05-02 16:31:31 UTC  |  Edited by: Fyrhmn
this is stupid we dont need a TE nerf!!!

gonna miss my talos
Gargantoi
Deep Core Mining Inc.
Caldari State
#1002 - 2013-05-02 21:14:46 UTC
Fyrhmn wrote:
this is stupid we dont need a TE nerf!!!

gonna miss my talos


don`t worry bro im sure fozzie will read this and give 0 fucks like allways and he will do as he intends ..as in kill the tracking enhanters..and in the next patch they will bring them back cuz people will either unsubscribe or just complain about it ..and we will somehow get a "boost" cuz thats how ccp doese it ..nerfs something then in the following new patch "boosts" it but is worse then the first time ..look at marauders..nerfed webs from -90 to -60% introduced marauders with web bonus ..nerfed exp velocity to missiles gave golem that bonus so thats how ccp works ..they nerf something and 1-2 patches later they bring it back under a new form and the newbs go like : wow nice patch great job but theyre blind as **** cant see that they've been cheated
Candy Clark
The Scope
Gallente Federation
#1003 - 2013-05-07 01:20:04 UTC
I am a pve girl 90% of the time. This TE nerf is really going to affect my play style in a negative way. (sniper Mega)
I can understand WHY the TE's need adjusting because of the short range weapons thing.
Proposal : why not introduce weapon specific TE's ?(IE versions for Blasters/Rails, Arty/Auto, etc)
That way only the specific use cases can be balanced appropriately, instead of blanket screw you to everyone.
Jrazor Hawke
Sebiestor Tribe
Minmatar Republic
#1004 - 2013-05-07 02:30:23 UTC
This does really hurt minmatar any plans to try and make it less pain for people who fly minmatar?
Bigg Gun
T.I.E. Inc.
#1005 - 2013-05-07 02:59:59 UTC  |  Edited by: Bigg Gun
fuсk you devs for nerfing mah TE's, at least make range enhancers without the tracking benefit and tracking enhancer with the proposed change
Gosti Kahanid
Red Sky Morning
The Amarr Militia.
#1006 - 2013-05-08 12:02:51 UTC  |  Edited by: Gosti Kahanid
After compairing the TE with the TC I must admit, I understand this change and support it.

But there is one thing I think you should consider: A unscripted TC II has a tracking speed bonus of 15% (with script 30%), while the TE II has only has 9,5%. To bring TE in line with TC where it should be better than a unscripted TC, you should raise the tracking speed bonus to 20%, or at least at 15% (which would be the same as the unscripted TC)
Gosti Kahanid
Red Sky Morning
The Amarr Militia.
#1007 - 2013-05-08 12:05:29 UTC
pls delete
Naomi Knight
Ministry of War
Amarr Empire
#1008 - 2013-05-08 12:06:28 UTC
Jrazor Hawke wrote:
This does really hurt minmatar any plans to try and make it less pain for people who fly minmatar?

why would it hurt matar more than fe gallente blaster boat or anything that uses TE like most ships atm^^?
Altimo
Kitchen Sink Kapitals
#1009 - 2013-05-08 12:19:12 UTC
I think its silly to ruin the potential of all ships using turrets based on what only a few ships can do with them. Minmatar will suffer the least, amarr and gallente.. have fun.
Madbuster73
State War Academy
Caldari State
#1010 - 2013-05-08 17:43:59 UTC
You are all getting it wrong....


This isnt a nerf to Turrets, this is a buff for Launchers!!!

they nerfed the Launcher range a bit ago, so now they nerf the Turrets range again. making the missile OP again....

Gargantoi
Deep Core Mining Inc.
Caldari State
#1011 - 2013-05-09 01:41:04 UTC  |  Edited by: Gargantoi
Madbuster73 wrote:
You are all getting it wrong....


This isnt a nerf to Turrets, this is a buff for Launchers!!!

they nerfed the Launcher range a bit ago, so now they nerf the Turrets range again. making the missile OP again....



u might be right ...another way for ccp to cover up there fuckups aparently ...they want all fights to be at 10km ranges to make sure u DIE and farm few hours after to make isk or buy gtc's to get a new ship ..good business for ccp but yeah this game needs a riot tbh like goons did in jita few time ago this nerf on te is srsly making me go bananas so far i didnt care to much about the nerfs i was like ok **** it we will find another way ..but with this nerf ..minmatar is dead ...from start ...tier 3 bc's dead from start also and every other ship that used te's and no fozzie this wont make people use tracking computers.they arent used for a reason people in pvp use web / scram even in fleet fights people use rokhs now so still no need for that pice of **** tracking computer but yeah ..is pointless to keep replying here they arent following the treaths anymore they just replyed to them prob cuz fanfast was coming
Vaju Enki
Secular Wisdom
#1012 - 2013-05-09 08:17:50 UTC
Keep up the good work CCP. The nano facerollers tears are an indication that you are doing a good job, they simply can't see the big picture.

The Tears Must Flow

Gargantoi
Deep Core Mining Inc.
Caldari State
#1013 - 2013-05-09 14:00:45 UTC
Vaju Enki wrote:
Keep up the good work CCP. The nano facerollers tears are an indication that you are doing a good job, they simply can't see the big picture.


nano face rollers ? really ? are u that dumb they are killing 1 race with this nerf no one will want to fly minmatar second off all hurrets will get affected by this its not that the ship has to be nano or not cuz now except fitting a te for some range / tracking u will fit something else cuz wont prob worth it anymore
Fyrhmn
Imperial Academy
Amarr Empire
#1014 - 2013-05-10 15:12:27 UTC  |  Edited by: Fyrhmn
Vaju Enki wrote:
Keep up the good work CCP. The nano facerollers tears are an indication that you are doing a good job, they simply can't see the big picture.


whats the bigger picture? all turret ships are losing range.

if Minmatar is the reason why they're nerfing TE's then they're going at it the wrong way. nerf the falloff on minnie ships. not the module that affects ships of other races as well.
CCP Fozzie
C C P
C C P Alliance
#1015 - 2013-05-12 13:38:53 UTC
Hey everyone, I'm all caught up on this thread now. Wanted to remind you guys that the TE and RSB changes in their current iteration are on SISI for testing now. Please give your favorite fits a try on SISI with the new module stats and let us know how it feels.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Pattern Clarc
Citeregis
#1016 - 2013-05-12 13:49:49 UTC
CCP Fozzie wrote:
Hey everyone, I'm all caught up on this thread now. Wanted to remind you guys that the TE and RSB changes in their current iteration are on SISI for testing now. Please give your favorite fits a try on SISI with the new module stats and let us know how it feels.

I don't think the TE changes very good. In fact, I don't think the situation with TE's vs TC's have been good since the introduction of scripts. Scripts should have been a fix for sensor boosters and RSD's. Instead, they broke the balance between TC's and TE's whilst becoming a user experience nightmare. Ever since, TE's have been steadily nefered into the ground because of it, steadily increasing imbalances over the value of mids vs lows that haven't really fixed anything. Worse, the weapon systems that it nerfs really didn't need it.

Also, could you give Rise a poke to send some love to the BS threads please?

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

CCP Fozzie
C C P
C C P Alliance
#1017 - 2013-05-12 14:09:46 UTC
Pattern Clarc wrote:
CCP Fozzie wrote:
Hey everyone, I'm all caught up on this thread now. Wanted to remind you guys that the TE and RSB changes in their current iteration are on SISI for testing now. Please give your favorite fits a try on SISI with the new module stats and let us know how it feels.

I don't think the TE changes very good. In fact, I don't think the situation with TE's vs TC's have been good since the introduction of scripts. Scripts should have been a fix for sensor boosters and RSD's. Instead, they broke the balance between TC's and TE's whilst becoming a user experience nightmare. Ever since, TE's have been steadily nefered into the ground because of it, steadily increasing imbalances over the value of mids vs lows that haven't really fixed anything. Worse, the weapon systems that it nerfs really didn't need it.

Also, could you give Rise a poke to send some love to the BS threads please?


I completely agree that scripts as a mechanic have pretty terrible user experience. Someday I'd really like to replace them with multi-mode modules that don't require the item. However I disagree that the balance between midlots and lowslots is currently in favour of midlosts (except at the frigate level).

Rise has definitely been watching the battleship threads, just hasn't been posting as much recently. But I expect he'll have more time after he makes his next announcement.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1018 - 2013-05-12 14:13:11 UTC
CCP Fozzie wrote:
Pattern Clarc wrote:
CCP Fozzie wrote:
Hey everyone, I'm all caught up on this thread now. Wanted to remind you guys that the TE and RSB changes in their current iteration are on SISI for testing now. Please give your favorite fits a try on SISI with the new module stats and let us know how it feels.

I don't think the TE changes very good. In fact, I don't think the situation with TE's vs TC's have been good since the introduction of scripts. Scripts should have been a fix for sensor boosters and RSD's. Instead, they broke the balance between TC's and TE's whilst becoming a user experience nightmare. Ever since, TE's have been steadily nefered into the ground because of it, steadily increasing imbalances over the value of mids vs lows that haven't really fixed anything. Worse, the weapon systems that it nerfs really didn't need it.

Also, could you give Rise a poke to send some love to the BS threads please?


I completely agree that scripts as a mechanic have pretty terrible user experience. Someday I'd really like to replace them with multi-mode modules that don't require the item. However I disagree that the balance between midlots and lowslots is currently in favour of midlosts (except at the frigate level).

Rise has definitely been watching the battleship threads, just hasn't been posting as much recently. But I expect he'll have more time after he makes his next announcement.


faction battleships????
so part 2 of mods soon ?? be TD's missiles....??

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1019 - 2013-05-12 15:15:16 UTC
Pattern Clarc wrote:
Ever since, TE's have been steadily nefered into the ground because of it



Never happened. TEs are just as broken OP now as when CCP did that unnecessary projectile buff.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1020 - 2013-05-12 15:16:14 UTC
Will there be module rebalancing part two?