These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Odyssey 1.1] Local Armor and Shield repair module changes

First post
Author
Bloodpetal
Tir Capital Management Group
#61 - 2013-08-01 15:20:26 UTC
Sounds great, lets see what happens. Pirate

Where I am.

Haradgrim
Caldari Provisions
Caldari State
#62 - 2013-08-01 15:21:22 UTC
As much as I am in favour of this change, lord knows active tanking in PVP could use a helping hand. I'm a bit concerned that this is a massive buff to PVE ships and will lower the barrier to entry on things like incursions, high-end deadspace plexes, etc possibly to the point of causing inflation.
CCP Fozzie
C C P
C C P Alliance
#63 - 2013-08-01 15:25:55 UTC
blarggg wrote:
Caleb Ayrania wrote:
Will this apply to repair drones also? (Would be nice with maybe a bit more than 15% on drones imho)

Is it going to be on all meta levels, and could some minor gradient balance be considered?




I didn't see any responses to this guys drone question so i figured i quote to make it get noticed.

Will drones get +15% repair amount? (or +22.137% based on arbitrary math)


Not as part of this change no.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Michael Harari
Genos Occidere
HYDRA RELOADED
#64 - 2013-08-01 15:28:26 UTC
With links affecting capital repair modules, will crystals work on capital shield boosters?
Omnathious Deninard
University of Caille
Gallente Federation
#65 - 2013-08-01 15:30:01 UTC
CCP Fozzie wrote:
blarggg wrote:
Caleb Ayrania wrote:
Will this apply to repair drones also? (Would be nice with maybe a bit more than 15% on drones imho)

Is it going to be on all meta levels, and could some minor gradient balance be considered?




I didn't see any responses to this guys drone question so i figured i quote to make it get noticed.

Will drones get +15% repair amount? (or +22.137% based on arbitrary math)


Not as part of this change no.

I take it, it will be part of drone balance.
*starts playing some where over the rainbow*

If you don't follow the rules, neither will I.

Kern Blackash
Viziam
Amarr Empire
#66 - 2013-08-01 15:34:05 UTC
Does "deadspace" reppers include faction reppers?
Aeril Malkyre
Knights of the Ouroboros
#67 - 2013-08-01 15:39:16 UTC
+1, would rep again.

Thanks Fozzie, this sounds great!
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#68 - 2013-08-01 15:42:38 UTC
Will ASBs ever be nerfed again? They're still broken as ****.
EMU EVIL
Scythe Corporation
#69 - 2013-08-01 15:47:01 UTC
Haradgrim wrote:
As much as I am in favour of this change, lord knows active tanking in PVP could use a helping hand. I'm a bit concerned that this is a massive buff to PVE ships and will lower the barrier to entry on things like incursions, high-end deadspace plexes, etc possibly to the point of causing inflation.


Any high level incursion site uses Logistics (remote repair) and thus the local repair bonus would not receive a buff. But, a nerf to OGB armor and shield boost links would nerf incursion communities. As for repair drones, I believe that would not fall under the catagory of Local repair and would not receive a buff.

I feel that capacitor rate needs to be kept the same on current boosters because people purchase boosters for PVE based on stable ship fits. I think that changing repair amount is the correct choice, but a flat change is not the way to do it, instead look at each individual booster or repper and individually scale them how they should be so we don't see huge changes in price. If we apply 15% bonus to certain reps but not others, then we'll see huge market shifts. Why not keep the order of efficiency of boosters the same as they compare to each other, but just tweak the repair amount numbers however necessary?
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#70 - 2013-08-01 16:04:49 UTC
CCP Fozzie wrote:
You are correct, that's a detail that I had missed and since the rep bonus increase from T2 to DG boosters is twice as much as the rep bonus increase from T2 to DB armor reps it probably means the DG/CN boosters need to get excluded from this change. Gonna do some more thinking and get back to you.

Only Large and XL DG boosters have this problem, medium and small are fine, so there is no need to exclude whole group.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Jerick Ludhowe
Internet Tuff Guys
#71 - 2013-08-01 16:12:47 UTC
Very good job here guys. I can tell the obvious idea is to keep Total tankability with ganglinks similar post change as it is on live however more of that tank will be made up in the form of the local reps/boosters rather than the links.

Combined with the new command ship changes this will do well for sure.
JetCord
Science and Trade Institute
Caldari State
#72 - 2013-08-01 16:13:02 UTC
CCP Fozzie wrote:



We will be boosting the rep amount of most local repair modules, such that someone with gang links after the patch will still rep less, but someone without gang links will rep more than they do now.


did i read that right?
with gang link - the rep will be less - we are talking about capacitor usage right - not rep amount?
if yes then that sentence will make sense.


why penalizing mission boat that are not fleeted or using ganglink ? unless that 2nd part of the sentence refer to to rep amount?

care to clarify

thanks
maCH'EttE
Perkone
Caldari State
#73 - 2013-08-01 16:17:13 UTC
CCP Fozzie wrote:
This is one of a few threads discussing issues surrounding our changes to Command Ships, warfare links, and local repair modules for Odyssey 1.1 and beyond.

The other threads are :
Warfare Links, Mindlinks, Gang Bonuses
Command Ship Balancing
Command Ship model changes


Since we are reducing the power level of defensive gang links in Odyssey 1.1, we are planning to take the opportunity to also tweak local repairing some more. We will be boosting the rep amount of most local repair modules, such that someone with gang links after the patch will still rep less, but someone without gang links will rep more than they do now.

This will be a fairly short OP but I wanted to keep the feedback thread separate.

  • Increase the rep amount for all armor repairers (including AARs) by 15%
  • Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 15%

  • Let us know what you think!

    armor reps should be 20 percent not 15, shield reps are so much OP compared to armor reps..
    Take a look at how many people fly with armor reps vs shield reps.
    A ship that is shield rep usually has the speed and agility to gtfo, while the armor rep ship needs to stay in and brawl.
    chatgris
    Quantum Cats Syndicate
    Of Essence
    #74 - 2013-08-01 16:21:22 UTC
    Baren wrote:
    CCP FOZZIE, If you dont incease ASB`s aswell wont that be considered another nerf to asb`s? it will the second nerf of ASB`s.
    you couldnt atleast give ASB`s a 5% increase... not everyship has bonuses like the new vaga and vargur


    ASB's are already OP. Give them some way to be vulnerable to cap warfare (say every 5th cycle injects a booster or something) and then I'll agree with you to give them some more repping power.
    Kagura Nikon
    Native Freshfood
    Minmatar Republic
    #75 - 2013-08-01 16:21:45 UTC
    Fozzie. you shoudl consider some modest reduction of capacitor usage on most of the local armor repairers. The main reason ASB are so much used, but not the armor ones, is the capacitor, not the final repair ammount.


    Currently is nearly impossible to fit a decent local tank on a cruiser sized ship, exaclty because you will nto have enough capacitor!

    To avoid issues, you could reduce the cap cost of all but the X Large modules, somethign like 15-20% would make wonders , specially for ships with less midslots that cannto affford a cap injector.

    "If brute force does not solve your problem....  then you are  surely not using enough!"

    PinkKnife
    The Cuddlefish
    Ethereal Dawn
    #76 - 2013-08-01 16:28:28 UTC
    I'm a bit confused by this statement:
    Quote:

    We will be boosting the rep amount of most local repair modules, such that someone with gang links after the patch will still rep less, but someone without gang links will rep more than they do now.


    Or, are you saying that the nerf to gang links > the boost to local reps? Thus a net decrease in tanking if you were using both?
    Phoenix Jones
    Small-Arms Fire
    #77 - 2013-08-01 16:29:38 UTC
    Maximus Andendare wrote:
    CCP Fozzie wrote:
    XXSketchxx wrote:
    Will these changes affect capital reps? I know you don't say they won't, just want to make sure we're on the same page.

    Cause this could have an interesting effect on combat triage.


    They will affect local capital reps, yes.
    Listen, Fozzie, I'm all for active tanking getting buffs, but don't you fear that Archons will just be *that* much more overpowered and overutilized than they are now? I mean, you're going to have both gang links AND this change buff local capital reps--I can't see any other reason to use anything other than an Archon (or Chimera) at this point. Unless you guys are planning on adding a local repair amount bonus or shield rep bonus to the Thanatos or Niddy, then, you've effectively just killed those two ships for any uses outside some poor-decision-making ratting or POS repair.


    The man makes a point,

    Yaay!!!!

    Tuxedo Catfish
    Aliastra
    Gallente Federation
    #78 - 2013-08-01 16:31:25 UTC
    It's a good start, and I'd definitely give it a month or two to see how it shakes out, but I think the real issue isn't the raw rep amount, but rather the inability for armor to fit upscaled modules the way shields can.

    Also, that the AAR is crippled in every conceivable way that the ASB isn't. Why does it use cap even when loaded? Why is it limited to one per ship?
    Soldarius
    Dreddit
    Test Alliance Please Ignore
    #79 - 2013-08-01 16:31:47 UTC
    My XL active shield tanked Raven thanks you!

    http://youtu.be/YVkUvmDQ3HY

    Bubanni
    Corus Aerospace
    #80 - 2013-08-01 16:33:28 UTC
    what about a complete rework of the faction/complex/officere repairs and boosters? by having each "line" be different in other ways than cap use and rep amount? like cycle time, overheating bonus? like with the complex armor repairs theres like 3 different kinds 1 kind could be faster cycles (still good rep amount and adjusted cap usage to match) 1 would be most rep amount but longer cycles, and 1 would be very low cap usages, slightly less repaired and unchanged cycle time

    Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934