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Sometimes I wonder about CCP

First post
Author
Dave Stark
#21 - 2013-08-10 14:35:29 UTC
Solstice Project wrote:
What would Chribba do ?


mine veldspar, in a captial.
Death Reign
Asset Liberators
#22 - 2013-08-10 14:45:21 UTC
Dave Stark wrote:
ElQuirko wrote:
...surely the second is better, meaning specialisation and focused training in roles are encouraged to a greater degree?


perhaps but it makes a bit less sense. if command ships are designed to hand out bonuses, why should you have 100% effective bonuses at skill level I?

I'm glad they reverted it because when it was originally announced I felt that i'd have sooner spent the 30ish days that i spent training CS V on other skills, and hence couldn't help feeling a tad cheated. if it makes any difference i finished CS V less than a month before the announcement.


Because every other ship that gives bonus's do it on a per level basis. Whats the point of training beyond Lvl 1 if its a flat 15% it almost invalidates further training in the skill. Even the mining command ships bonuses increase at a per level basis. And that requires like 5 different skills. Though I assume for proper Combat boosting there are multiple skills involved.
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#23 - 2013-08-10 14:51:35 UTC
Quote:
In another "my favourite ship is getting a rebalance and I don't like it thread"


And who wouldn't want their favorite ship rebalanced? 2 nerfs and 2 buffs later the Dominix is almost as good as the Machariel. And mean why shouldn't a tier one battleship be as good as pirate faction ship. The list goes on, but anyone with a clue already knew.

Hey, at least they gave miners a shield buff so now they dont get ganked. Right? Right? Awwwwwwwww ****.

internet spaceships

are serious business sir.

and don't forget it

Dave Stark
#24 - 2013-08-10 14:52:30 UTC
Death Reign wrote:
Dave Stark wrote:
ElQuirko wrote:
...surely the second is better, meaning specialisation and focused training in roles are encouraged to a greater degree?


perhaps but it makes a bit less sense. if command ships are designed to hand out bonuses, why should you have 100% effective bonuses at skill level I?

I'm glad they reverted it because when it was originally announced I felt that i'd have sooner spent the 30ish days that i spent training CS V on other skills, and hence couldn't help feeling a tad cheated. if it makes any difference i finished CS V less than a month before the announcement.


Because every other ship that gives bonus's do it on a per level basis. Whats the point of training beyond Lvl 1 if its a flat 15% it almost invalidates further training in the skill. Even the mining command ships bonuses increase at a per level basis. And that requires like 5 different skills. Though I assume for proper Combat boosting there are multiple skills involved.


glad you agree.
Tippia
Sunshine and Lollipops
#25 - 2013-08-10 14:57:36 UTC  |  Edited by: Tippia
Death Reign wrote:
Because every other ship that gives bonus's do it on a per level basis. Whats the point of training beyond Lvl 1 if its a flat 15% it almost invalidates further training in the skill. Even the mining command ships bonuses increase at a per level basis. And that requires like 5 different skills. Though I assume for proper Combat boosting there are multiple skills involved.
*cough* “Role Bonus: -50% CPU need for Shield Transporters and -50% power need for Energy Transfer Arrays”, just off the top of my head.

They wanted to make it a role bonus for CSes rather than a skill bonus at first, and the point of training it beyond lvl I would be that it gave higher non-role bonuses (mainly in the area of making things dead).
Dave Stark
#26 - 2013-08-10 15:07:04 UTC
Tippia wrote:
Death Reign wrote:
Because every other ship that gives bonus's do it on a per level basis. Whats the point of training beyond Lvl 1 if its a flat 15% it almost invalidates further training in the skill. Even the mining command ships bonuses increase at a per level basis. And that requires like 5 different skills. Though I assume for proper Combat boosting there are multiple skills involved.
*cough* “Role Bonus: -50% CPU need for Shield Transporters and -50% power need for Energy Transfer Arrays”, just off the top of my head.

They wanted to make it a role bonus for CSes rather than a skill bonus at first, and the point of training it beyond lvl I would be that it gave higher non-role bonuses (mainly in the area of making things dead).


that's because logis are cruiser sized ships designed to use "large" modules which are intended for battleships. it was either a role bonus like that so ships could fit the relevant modules, or change the modules which would open the door for large ships to have the modules at a greatly reduced fitting requirement.

i'll wager the same would have been done for command ships with regards to links, but when boosting ships are the only ones that can fit links anyway... they just did the sensible thing and adjusted the modules.

look at intercepters like the stilleto, sure they have the role bonus of reduced capacitor cost on prop jamming mods, but they don't instantly get longer points at skill level I.

when a ship is designed to do a job generally makes it easier to do the job, not to max it's effectiveness without having to train it past level I.
baltec1
Bat Country
Pandemic Horde
#27 - 2013-08-10 15:46:12 UTC
Roime wrote:
Tippia wrote:
I loved the CS buffs until they decided to turn the link bonus back to +3%/level rather than a flat +15%. Cry


Is it somehow different? 15% or 15%.

Also, whtf cares about blobs.



Id say anyone that comes up against us.
Grog Barrel
Federal Navy Academy
Gallente Federation
#28 - 2013-08-10 20:05:58 UTC
War Kitten wrote:
PSST!

Read the other threads... click on all the blue dev tags.

They're buffing active tanking and they've got a fix in the works for wing command bonuses.


in fact, active tanking is the new FotD (flavor of the decade, since it takes so long to make changes in EvE).
ISD Tyrozan
ISD Community Communications Liaisons
ISD Alliance
#29 - 2013-08-10 21:02:14 UTC
Thread has been moved to Features & Ideas Discussion.

ISD Tyrozan

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

@ISDTyrozan | @ISD_CCL

Rowells
Pator Tech School
Minmatar Republic
#30 - 2013-08-10 23:41:59 UTC
Everybody wants their CS to be like the damnation
Large Collidable Object
morons.
#31 - 2013-08-11 03:06:54 UTC  |  Edited by: Large Collidable Object
[
Tippia wrote:
They wanted to make it a role bonus for CSes rather than a skill bonus at first, and the point of training it beyond lvl I would be that it gave higher non-role bonuses (mainly in the area of making things dead).


Seriously - is there anyone left in this game undocking his ship without all V?

I have CS V on 2 characters - wont bother using them because they're not worth it after the patch (didn't bother in years because they never were).

The entire idea of gang-boosting needs to be reworked:

- OGB needs to die first, then CCP can start working - will take care of T3 related malfunctions.
- Carriers and SCs need the same bonus CS have in regards to link effectivity (they're already sporting the fitting bonus) to help boosters on grid in blobs.
- Triple-linkable command AFs (or interceptors) should be introduced for small gangs, offering the same bonus a CS does whilst maintaining the same prereqs of a CS considering links.
- Boosts should be strictly Squad Commander based only and give dminishing returns with increasing numbers - one on-grid booster gives 100% boost to his buddy, when he's boosting ten, it will reduce to 10% each.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Rowells
Pator Tech School
Minmatar Republic
#32 - 2013-08-11 08:55:13 UTC
Large Collidable Object wrote:
[
Tippia wrote:
They wanted to make it a role bonus for CSes rather than a skill bonus at first, and the point of training it beyond lvl I would be that it gave higher non-role bonuses (mainly in the area of making things dead).


Seriously - is there anyone left in this game undocking his ship without all V?

I have CS V on 2 characters - wont bother using them because they're not worth it after the patch (didn't bother in years because they never were).

The entire idea of gang-boosting needs to be reworked:

- OGB needs to die first, then CCP can start working - will take care of T3 related malfunctions.
- Carriers and SCs need the same bonus CS have in regards to link effectivity (they're already sporting the fitting bonus) to help boosters on grid in blobs.
- Triple-linkable command AFs (or interceptors) should be introduced for small gangs, offering the same bonus a CS does whilst maintaining the same prereqs of a CS considering links.
- Boosts should be strictly Squad Commander based only and give dminishing returns with increasing numbers - one on-grid booster gives 100% boost to his buddy, when he's boosting ten, it will reduce to 10% each.

Yes there are people who don't have all ship skills to lvl 5. A lot. And they do undock, and they do use the ships. That may be your play style but not everyone feels its necessary to spend 25+ days training for that last 5% unless they really want/need it.

On your suggestions:

1 - yes but in reverse order

2 - yes but not the full link bonus, maybe 10% compared to 15

3 - no. Fitting link yes, but full bonuses like CS: no

4 - hell no. This would require a minimum of 25 CS to fully boost a fleet. which would it would be a huge difficulty to try and kill the enemy's boosting ability. And 10% effectiveness to boost 10 buddies? Thats would reduce the overall usefulness of boosts even in small gangs. Combine that with the other nerf and you have just killed boosting entirely.
Rowells
Pator Tech School
Minmatar Republic
#33 - 2013-08-11 09:13:03 UTC
Tippia wrote:
Death Reign wrote:
Because every other ship that gives bonus's do it on a per level basis. Whats the point of training beyond Lvl 1 if its a flat 15% it almost invalidates further training in the skill. Even the mining command ships bonuses increase at a per level basis. And that requires like 5 different skills. Though I assume for proper Combat boosting there are multiple skills involved.
*cough* “Role Bonus: -50% CPU need for Shield Transporters and -50% power need for Energy Transfer Arrays”, just off the top of my head.

They wanted to make it a role bonus for CSes rather than a skill bonus at first, and the point of training it beyond lvl I would be that it gave higher non-role bonuses (mainly in the area of making things dead).

Role bonuses do exactly that, allow you to fill a role. Skill bonuses increase your overall effectiveness in that role. The role bonus for CS is being able to fit 3 gang links. The skill bonus allows you to more effectively use that bonus.
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