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Player Features and Ideas Discussion

 
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[Rubicon 1.1] Omnidirectional Tracking Links

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Author
Kaarous Aldurald
Black Hydra Consortium.
#41 - 2014-01-16 16:56:02 UTC
What is their reload speed?

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Omnathious Deninard
University of Caille
Gallente Federation
#42 - 2014-01-16 16:58:57 UTC  |  Edited by: Omnathious Deninard
Your garde IIs will be murder machines even more so than before.
You lose about 3km optimal, but will still be able to hit to 60km easily.
Then switch to a tracking script and obliterate close things also.
Edit that's with one omni

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

Dinsdale Pirannha
Pirannha Corp
#43 - 2014-01-16 17:18:43 UTC
Omnathious Deninard wrote:
Your garde IIs will be murder machines even more so than before.
You lose about 3km optimal, but will still be able to hit to 60km easily.
Then switch to a tracking script and obliterate close things also.
Edit that's with one omni


I fit 2 Fed Navy Omni's to my Proteus for low sec exploration work.
My Garde II's currently have a range of 49 km optimal + 12 km falloff.

With these changes, my effective DPS at ships orbiting me at 50 km (many NPC BS's) is hugely screwed.
Plus I now have much larger cap issues. I could not run a cap stable ship before, but it was good for 7-8 minutes.
Now, that time is hugely hammered.

Of course, the T3 is on this guy's chopping block anyway, so I might as well sell it off now.

Can't wait until this guy starts wrecking my Ishtar again.
Weaselior
GoonWaffe
Goonswarm Federation
#44 - 2014-01-16 17:25:24 UTC
"every time I use an overpowered flavor of the month ship it gets nerfed"
"this must be a conspiracy against me, not that overpowered flavor of the months always get nerfed eventually"

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Janeway84
Insane's Asylum
#45 - 2014-01-16 17:27:10 UTC
Hey Fozzie!

Nice ideas with new drone features / rebalancing, but is there a chance that you guys could add some deadspace drone mods too? Smile

And like i said in the main post prob would be sweet if you could overheat your drone dmg mods to squieeze more dps out of your drones? So a drone boat could increase it dps the same like a turret ship could Pirate
Diivil
Magellanic Itg
Goonswarm Federation
#46 - 2014-01-16 17:29:30 UTC
Weaselior wrote:
"every time I use an overpowered flavor of the month ship it gets nerfed"
"this must be a conspiracy against me, not that overpowered flavor of the months always get nerfed eventually"


If it only were so but unfortunately only certain overpowered flavor of months get nerfed and some stay overpowered for years (cough cough bombers cough)..
Chron X
Ixion Defence Systems
#47 - 2014-01-16 17:33:12 UTC
Jesus, this is utterly stupid. Why would you make it a scripted active module? Just nerf the percentages a notch or two, or give drone users a low slot inactive module like a TE. Let's nerf all the things in ways that don't really affect anyone but high sec players.

Rubicon 1.1. It's like walking in stations, but affects gameplay, and doesn't fix any of the underlying issues: drone assign is just a dumb mechanic, tidi makes the game unplayable in most fights, and node crashes.
Sephira Galamore
Inner Beard Society
#48 - 2014-01-16 17:44:35 UTC  |  Edited by: Sephira Galamore
Hmm, since falloff will be more relevant now, can we get a skill that increases drone falloff?

//Edit:
Did some math that tells me Dinsdale looses about 15% DPS in his special scenario(2 Faction OTL, Garde II, 50km range), -10% DPS if he overheats.
Blackfin Arbosa
Blackstone Holdings
#49 - 2014-01-16 17:57:58 UTC
Between this and the sentry nerf might as well sell that Domi I just bought
Von Brawn
Brutor Tribe
Minmatar Republic
#50 - 2014-01-16 18:10:30 UTC
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.


This seems like a good change to me. Now instead of blapping interdictors 5km away from you AND a battleship fleet 120km off you have to make a choice between tracking or range. Good stuff.
Von Brawn
Brutor Tribe
Minmatar Republic
#51 - 2014-01-16 18:16:22 UTC
Omnathious Deninard wrote:
Your garde IIs will be murder machines even more so than before.
You lose about 3km optimal, but will still be able to hit to 60km easily.
Then switch to a tracking script and obliterate close things also.
Edit that's with one omni


But in heavy tidi swapping scripts and activating/deactivating modules take ages and sometimes bug out completely where you have to drag another module on top of another to get it to quit cycling red. Most if not all weapon systems come in a tracking/high Dmg or long range/lesser damage flavor and sentries should be no different.
Dinsdale Pirannha
Pirannha Corp
#52 - 2014-01-16 18:24:57 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.


While you geniuses in the "kill high-sec" dept are high-fiving each and giggling about your latest attack, can you at least not forget to alter the Fed Navy modules? Or are they going to undergo a total obliteration as you "forget" to alter the stats and they are the same as a T2 module?

Does the Fed Navy module go to 18% optimal, 36% falloff (Fed Navies are 20% better than T2 Omni's)
or: (and this is the one I am betting on, given how much fozzie hates high sec), it gets the Shadow Serp TC bonus of 16 / 32%?

Either way, it is part of a QUADRUPLE nerf to them.
They now have:

a. reduced optimal
b. never before cap issues
c. stacking issues
d. a huge nerf in base stat effectiveness if the Serp/Fed Navy tracking computer stats are applied.
e. huge huge loss in tracking if in range mode

Assuming the worst (which is always safe when dealing with this dev), using Garde II's:

One Module Now:
39 km optimal + 12 km falloff

One Module, post fozzie mayhem:
34.8 km optimal + 15.84 km falloff

Shooting anything beyond 40 km just took on a huge nerf in effective damage.
I don't even want to get involved in calculating 2 modules, but the effective nerf is much much worse.

I wonder if fozzie flies the PL flag at his cubicle, or if it is just at home and on his T-shirts?
Grarr Dexx
Cassowaries
#53 - 2014-01-16 18:27:20 UTC  |  Edited by: Grarr Dexx
So hey, while we're talking about sentries, is there a reason why drone assist doesn't work in lowsec against neutrals? Are we pirates not allowed to play all of EVE or what? I like these starting nerfs to sentries though.
Dinsdale Pirannha
Pirannha Corp
#54 - 2014-01-16 18:27:32 UTC
Sephira Galamore wrote:
Hmm, since falloff will be more relevant now, can we get a skill that increases drone falloff?

//Edit:
Did some math that tells me Dinsdale looses about 15% DPS in his special scenario(2 Faction OTL, Garde II, 50km range), -10% DPS if he overheats.


It is not so special actually.
The same losses apply in L4 missions.
Dinsdale Pirannha
Pirannha Corp
#55 - 2014-01-16 18:36:37 UTC
Weaselior wrote:
"every time I use an overpowered flavor of the month ship it gets nerfed"
"this must be a conspiracy against me, not that overpowered flavor of the months always get nerfed eventually"


Love how you guys are completely losing your **** over a 5% nerf (which I am on record as saying is completely stupid and unfair), but I am complaining about something that is OP.

Not too much hypocrisy there.
Stinky WizzleteatsJr
East Coast Grass Growers Association
#56 - 2014-01-16 18:56:04 UTC
I do find it rather stupid that you making the omnis scripts for range to "bring them in line with turrets" without making a drone tracking enhancer to "bring them in line with turrets". Rather hypocritical don't you think?
Destoya
Habitual Euthanasia
Pandemic Legion
#57 - 2014-01-16 18:57:11 UTC
Good change to address some of the range issues with sentries, though i'm pretty concerned about the tracking on gardes/faction drones with overheated, scripted TC's on 37.5% bonused ships
MukkBarovian
School of Applied Knowledge
Caldari State
#58 - 2014-01-16 19:04:58 UTC
Are you going to do something about the Ishtar and Domi 37.5% bonus to optimal range and tracking? Because no amount of these new nerfed Omnidirectionals are able to replicate that.
Tiberizzle
Your Mom Heavy Industries
#59 - 2014-01-16 19:05:11 UTC  |  Edited by: Tiberizzle
Can you guys think of some way to do this that doesn't cement another bias against shield caps into the game?

Almost nobody uses shield caps because you guys clearly fukken hate them. There are no viable shield tacklers, 2-3 of the 4 carriers can't really do a fleet-viable buffer in shield.

Now shield fits will have to turn off the omnis to refit on hardeners -- 10 seconds is too long, you're already dead to the dread volley that initiated your refitting event.

Armor has no compromise between tank and passive DDAs/CPRs/???, and no time-sensitive / survival-dependent midslot refittings that make the timer a difficult compromise for them.

Please target your nerfs specifically at the mechanics that actually need to be nerfed and minimize collateral damage to long-beleaguered shield cap doctrines What?
Sephira Galamore
Inner Beard Society
#60 - 2014-01-16 19:34:01 UTC  |  Edited by: Sephira Galamore
Dinsdale Pirannha wrote:
Sephira Galamore wrote:
Hmm, since falloff will be more relevant now, can we get a skill that increases drone falloff?

//Edit:
Did some math that tells me Dinsdale looses about 15% DPS in his special scenario(2 Faction OTL, Garde II, 50km range), -10% DPS if he overheats.

It is not so special actually.
The same losses apply in L4 missions.
I'm sure it applies to L4s in NPC nullsec, too. And some nullsec anoms. It certainly applies to me, too. In fact I can't wait for the EFT data files on this so I can see how exactly I can handle ranged sleepers now. So far it felt pretty OP actually, dealing full damage at range and still blapping MWDing frigs at <20km.