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Player Features and Ideas Discussion

 
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[Rubicon 1.1] Omnidirectional Tracking Links

First post First post First post
Author
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#21 - 2014-01-16 15:54:51 UTC
Approved. Please remove drone assist and make faction non-officer DDAs.
Kat Ayclism
Republic Military School
Minmatar Republic
#22 - 2014-01-16 16:00:42 UTC
Completely fair changes. You guys were cautioned on how ridiculous these were compared to their turret equivalents, glad you finally caught up with your user feedback... long after implementing them.
Warde Guildencrantz
Caldari Provisions
Caldari State
#23 - 2014-01-16 16:01:47 UTC
as long as my ishtar can volley with bouncers from 150k still, okay

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Gilbaron
The Scope
Gallente Federation
#24 - 2014-01-16 16:02:16 UTC
Weaselior wrote:
Gilbaron wrote:
exact values plz :)

He said them: exactly the same as the same meta tracking computer.


cap use is missing ;)
Sephira Galamore
Inner Beard Society
Kvitravn.
#25 - 2014-01-16 16:04:42 UTC
Weaselior wrote:
Gilbaron wrote:
exact values plz :)

He said them: exactly the same as the same meta tracking computer.

So..
- 25% optimal, 25% tracking
turns to either
- 7.5% optimal, 15% falloff, 15% tracking
- 15% optimal, 30% falloff
- 30% tracking

Correct?

So the range difference depends on the optimal vs. falloff now. On first glance It looks like a buff for Bouncers and okay for the rest.
Ofc you can overheat now, so there's that.
MeBiatch
GRR GOONS
#26 - 2014-01-16 16:11:20 UTC
So we can ecpect a low slot addition too right? If omni are now on par with tc we need a te eq

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Tiberu Stundrif
Nifty Idustries
Pandemic Horde
#27 - 2014-01-16 16:13:47 UTC
I was worried that you guys would nerf them too hard, but I am quite please with these changes.
CCP Fozzie
C C P
C C P Alliance
#28 - 2014-01-16 16:14:58 UTC
Gilbaron wrote:
Weaselior wrote:
Gilbaron wrote:
exact values plz :)

He said them: exactly the same as the same meta tracking computer.


cap use is missing ;)


Good point. It's 4 cap per activation (10s activation)
I updated the OP with it.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

CCP Fozzie
C C P
C C P Alliance
#29 - 2014-01-16 16:16:00 UTC
Sephira Galamore wrote:
Weaselior wrote:
Gilbaron wrote:
exact values plz :)

He said them: exactly the same as the same meta tracking computer.

So..
- 25% optimal, 25% tracking
turns to either
- 7.5% optimal, 15% falloff, 15% tracking
- 15% optimal, 30% falloff
- 30% tracking

Correct?

So the range difference depends on the optimal vs. falloff now. On first glance It looks like a buff for Bouncers and okay for the rest.
Ofc you can overheat now, so there's that.


This is correct for Tech 2.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Diivil
Magellanic Itg
Goonswarm Federation
#30 - 2014-01-16 16:17:38 UTC
Sephira Galamore wrote:
Weaselior wrote:
Gilbaron wrote:
exact values plz :)

He said them: exactly the same as the same meta tracking computer.

So..
- 25% optimal, 25% tracking
turns to either
- 7.5% optimal, 15% falloff, 15% tracking
- 15% optimal, 30% falloff
- 30% tracking

Correct?

So the range difference depends on the optimal vs. falloff now. On first glance It looks like a buff for Bouncers and okay for the rest.
Ofc you can overheat now, so there's that.


Should be a nerf to drone sniping and pretty much a buff to close range fighting from what I can understand.
Kagura Nikon
Native Freshfood
Minmatar Republic
#31 - 2014-01-16 16:18:44 UTC
Warde Guildencrantz wrote:
as long as my ishtar can volley with bouncers from 150k still, okay



with bouncers.. yes but less effectively (more within falloff). With curators you wont snipe that far anymore.

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

Tarmo theGreat
KarmaFleet
Goonswarm Federation
#32 - 2014-01-16 16:32:25 UTC
wtb new ccp workers, whose work would not nerf old stuff every month, but making new stuff.and more fun.
Dominionix
Ministry of War
Amarr Empire
#33 - 2014-01-16 16:35:24 UTC  |  Edited by: Dominionix
These values would be fine if sentry drone range / tracking was more in-line with turrets and a single person wasn't able to pull the trigger for an entire fleet of ships at exactly the same time (in turn achieving perfect alpha) every four seconds or so... Unfortunately, they can, so all you've done is increase the close-range tracking of an already disgustingly broken mechanic with a slight decrease in damage at extreme ranges. Now not even the interceptors will escape. Thanks Fozzie.

Edit: But on the plus-side PvP is much more interesting now that we don't even have to click buttons or watch three grey bars turn red, someone else can do it for us, so at least there's that...

Oh wait.
Kadesh Priestess
Descendance.
GoonSwarm.
#34 - 2014-01-16 16:40:53 UTC
Will ship bonus to sentry range apply to falloff as well?
CCP Fozzie
C C P
C C P Alliance
#35 - 2014-01-16 16:42:28 UTC
Kadesh Priestess wrote:
Will ship bonus to sentry range apply to falloff as well?


No, although there will always be the option of adding drone falloff bonuses to ships/rigs/other modules in the future.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Scuzzy Logic
Space Spuds
#36 - 2014-01-16 16:44:40 UTC
mynnna wrote:
Kagura Nikon wrote:
I jsu think it will make the current problem WORSE> because now with trackign scripts the thing will track even BETTER.

I think the range and track bonus should be inverted inrelation to the track comptuer ones.


But they have to pick range or tracking, not both. Granted, range will be the no-brainer nine times out of ten because sentries already track better than guns at almost any given range, but that's a separate issue.


A separate issue that really needs to be adressed. Buff my turrets!
Alx Warlord
The Scope
Gallente Federation
#37 - 2014-01-16 16:45:43 UTC
The big question: Can we still use these to increase the tracking speed of our heavy drones to chew up small ships? Now more then EVER?
Omnathious Deninard
University of Caille
Gallente Federation
#38 - 2014-01-16 16:47:00 UTC  |  Edited by: Omnathious Deninard
CCP Fozzie, are there considerations on implementing rogue drone faction mods as well as federation navy and imperial navy drone mods?

Rogue drone mods for drone complexes and sites.

Edit: thoughts on effects
Fed navy mods increased stats, T2 fitting
Imperial navy t2 stats, reduced fittings
Rogue drone increased stats, reduced fittings

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

TruExXx
Center for Advanced Studies
Gallente Federation
#39 - 2014-01-16 16:49:50 UTC
I think that this will be an overall good change. It will create a new piloting and fitting meta for drone boats. Thanks Fozzie :)
Dinsdale Pirannha
Pirannha Corp
#40 - 2014-01-16 16:54:37 UTC
CCP Fozzie wrote:
Sephira Galamore wrote:
Weaselior wrote:
Gilbaron wrote:
exact values plz :)

He said them: exactly the same as the same meta tracking computer.

So..
- 25% optimal, 25% tracking
turns to either
- 7.5% optimal, 15% falloff, 15% tracking
- 15% optimal, 30% falloff
- 30% tracking

Correct?

So the range difference depends on the optimal vs. falloff now. On first glance It looks like a buff for Bouncers and okay for the rest.
Ofc you can overheat now, so there's that.


This is correct for Tech 2.


So what you are saying is that my Garde II's are now getting killed on optimal in my mission boats, plus I now have to deal with cap issues.
Man, do you ever hate high sec mission runners, and love the goon whiners.

Your allegiances could not be more transparent.