These forums have been archived and are now read-only.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

[Kronos] Freighters and Jump Freighters Rebalance [Updated]

First post First post First post
Author
Tippia
Sunshine and Lollipops
#1521 - 2014-05-20 15:11:41 UTC
Aureus Ahishatsu wrote:
Touche I thought you were arguing at first that it was not a nerf which i quickly changed but not before you quoted it.
Fair enough, I saw the edit. I'm still dubious of the claim though. The most I've seen is people saying that, no, you can indeed boost your abilities beyond what you had before, but that this ability comes at a predictable cost. It may not be a net buff, but nor is it a total nerf either since you can get those higher values.

Quote:
They removed the possibility of tanking them any way other than shield by removing the majority of all other hp. but then removed mid slots which are necessary to try and fit resists. I'll relinking but the forum gods may crap on this link as well.
https://forums.eveonline.com/default.aspx?g=posts&m=3263705

The mammoth for example was capable of getting nearly 15k ehp completely passive. Now you are lucky if you can even get 7k. Not that 15k was much but 7 k is a completely joke. They also REMOVED base cargo from this ship as well and added a low which is near worthless for shield tanking when you already had 4. Anyhow that is for another forum and i will return back to the freighter talk now.

Tip for linking: either make sure it is completely separate from other words around it, or use the in-line {url} mark-up. Aaaaanyway.

My point is that what they did was to give you some additional capital (cargo space and lowslots) that you can trade for increased abilities elsewhere, or perhaps more accurately, not spend modules on improving. If they give the ship a 30% cargo increase, then that's one expander you don't have to fit. It's much the same as how range bonuses for guns can be turned into damage bonuses: you can now use shorter-ranged ammo to exchange that range for more damage in situations where you'd normally be stuck with some mediocre mid-range/snore-damage ammo.

That's kind of the beauty of the attribute and fitting system in the game — with some fiddling, almost anything can be traded against anything. Ok, so the Mammoth was able to get 15k EHP passively. It can still get it actively, and more. Moreover, the Mammoth was changed to be a fast transport, and they certainly did that. Not being around is the best tank there is. Blink

Agility is once again something you can trade against other stats. Slap some additional bulk on that thing and laugh as your align times end up the same as they always were.
Mar Drakar
LDK
#1522 - 2014-05-20 15:21:47 UTC
Axe Coldon wrote:
Mar Drakar wrote:


back in the day isotopes weren't used as sugar too...
back in the day you couldn't traverse the whole of eve in 15 minutes

I agree that some things went for the better (t2 invention, pos towers not used for sov anymore, carriers not allowing indys with stuff in ship bay...), but you cannot deny that eve is now SMALL, and this is THE major problem currently, and seems like CCP acknowledges this but does so by going in circles.

And before you tell me about moongoo moving, our corp had 20 large towers farm back when IRON was alive, and somehow we could survive without JF's, moon goo is no reason to have JF's in place, and moving big bulky resources across the eden SHOULD be more prohibiting task than it is now.


so my point stands MAKE EVE LARGE again.


Make Eve large by expanding the universe not by nerfing ships. Let us go places no one has gone before. Discover new galaxies..idk how they implement it. But more systems not harder to travel in the ones we have.


Who needs more useless space that is reachable from anywhere in 15+2 minutes?, oh 15+5? that's bonus 3 regions into every direction, ~quadrupling the space that may be accessed.

More systems would only have diminishing return for expansion currently, they would be either in reach from everywhere, or in reach from certain places... for vast majority of entities that would make them effectively irrelevant.

There should be no means of traversing galaxy on a whim, plain and simple.
Logistics should require effort as it used to

so yet again CCP

MAKE EVE BIG AGAIN
Daichi Yamato
Jabbersnarks and Wonderglass
#1523 - 2014-05-20 15:22:11 UTC
Dave Stark wrote:
Carniflex wrote:
Dave Stark wrote:
Carniflex wrote:

The same warm feeling a JF pilot is getting from fitting these nice T2 rigs for getting back where it was. Like the fuel consumption increase would not have been enough to poke the smaller entities in the eye.


you haven't answered the question.

if you're going to nerf guns by 40%, what is being given to players?



That was the answer. The "warm feeling". The same thing the JF pilots are getting :)

no, JF pilots get rigs.

so again; what do i get if guns get a 40% nerf?


he doesnt get it. hes just blinded by nerd rage.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Dave Stark
#1524 - 2014-05-20 15:23:46 UTC
Daichi Yamato wrote:
Dave Stark wrote:
Carniflex wrote:
Dave Stark wrote:
Carniflex wrote:

The same warm feeling a JF pilot is getting from fitting these nice T2 rigs for getting back where it was. Like the fuel consumption increase would not have been enough to poke the smaller entities in the eye.


you haven't answered the question.

if you're going to nerf guns by 40%, what is being given to players?



That was the answer. The "warm feeling". The same thing the JF pilots are getting :)

no, JF pilots get rigs.

so again; what do i get if guns get a 40% nerf?


he doesnt get it. hes just blinded by nerd rage.


i get it, but you can't give me rigs if i already have them. so he simply didn't answer the question of; what do i get?

but the fact that you couldn't see it, does dictate that you're blinded by nerd rage.
Tippia
Sunshine and Lollipops
#1525 - 2014-05-20 15:26:57 UTC
Dave Stark wrote:
Daichi Yamato wrote:
he doesnt get it. hes just blinded by nerd rage.


i get it, but you can't give me rigs if i already have them. so he simply didn't answer the question of; what do i get?

but the fact that you couldn't see it, does dictate that you're blinded by nerd rage.

He's talking about Carniflex. Blink
Dxella
African Atomic.
#1526 - 2014-05-20 15:27:43 UTC
I Think you are nerfing them to hard Fozzie, tho that to be said less HP and longer align time for better cargo is kinda logical,

They are not designed for taking damage nor being quick,
they are designed to make big hauls and thats how it should be,

Freigthers

Decrease HP and make them align slower ( as the stats u posted now fozzie ) ,
but make them need to fit atleast 1 Tech 1 cargo rig for getting the current cargo hold space,
and the other 2 rig slots as a option for the player to make how he wants to use it,
( someone else mentioned this earlier regarding having atleast 1 rig )


For the JF's

Same deal there when it comes to HP and Align time, use the stats u posted,
same goes for the cargo, atleast 1 Tech 1 cargo rig for same cargo stats as now,
after all they are costing quite a abit for that Jump drive and smaller cargo hold,
and i Think the fuel change will keep things intressting as it is.


Having less hp and longer align time makes sense to gain extra cargo hold, after all, Less armor plates on the ship,
the more room u get inside for storage. and they are big ships so why would they align quickly?

ofcourse you will need to adjust Capital's repackaged m3 so you cant bring them into HS.



Dave Stark
#1527 - 2014-05-20 15:28:37 UTC
Tippia wrote:
Dave Stark wrote:
Daichi Yamato wrote:
he doesnt get it. hes just blinded by nerd rage.


i get it, but you can't give me rigs if i already have them. so he simply didn't answer the question of; what do i get?

but the fact that you couldn't see it, does dictate that you're blinded by nerd rage.

He's talking about Carniflex. Blink


sigh, then there was absolutely no need for him to quote my post.
Alexis Nightwish
#1528 - 2014-05-20 15:29:51 UTC
Allison A'vani wrote:
Alexis Nightwish wrote:
Jump freighters are OP. They are OP because of jump/cyno mechanics, not because of tank, agility, cargo, or whatever other attribute you want to haphazardly whack around with the nerf bat.

You want to make it more appealing to do industry in null, and within smaller areas? This isn't the way to do it. Instead, make jumps cost fuel relative to the distance jumped (possibly going up exponentially with distance?), and don't allow cynos to be lit within 1AU of any celestials. Suddenly JFs aren't invulnerable, and we get a nice power projection nerf at the same time. Win-win.

The T1 freighter nerfs are way too harsh. It's basically like this:

CCP: We're all about "player choice", so we're going to take a slightly UP ship class that has no alternatives to its use and nerf the **** out of it. But to make it okay we'll make sure you can get approximately the pre-nerf value in ONE area by using incredibly expensive rigs.

Freighter Pilot: So what you're saying is that you're going to kick me in the balls, and tell me it's okay because now I can buy Aspirin?

CCP: You got it! ^^

FP: So basically a nerf is totally justified so long as one nerfed aspect can be restored with all your rig slots? What a load of bull****!

Carrier Pilot: Something something Nyx...


You obviously are not part of any decently sized alliance and do not play the same game as anyone else if you really think any of that. That is possibly the stupidest post so far in this entire thread. Every major alliance in the game would no longer have any logistical back bone if that were the case.

As I said, win-win.

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Ammzi
Dreddit
Test Alliance Please Ignore
#1529 - 2014-05-20 15:40:03 UTC
Alexis Nightwish wrote:
Allison A'vani wrote:
Every major alliance in the game would no longer have any logistical back bone if that were the case.

As I said, win-win.


GrrrNullsec
Axe Coldon
#1530 - 2014-05-20 15:44:48 UTC
Mar Drakar wrote:
Axe Coldon wrote:
Mar Drakar wrote:


back in the day isotopes weren't used as sugar too...
back in the day you couldn't traverse the whole of eve in 15 minutes

I agree that some things went for the better (t2 invention, pos towers not used for sov anymore, carriers not allowing indys with stuff in ship bay...), but you cannot deny that eve is now SMALL, and this is THE major problem currently, and seems like CCP acknowledges this but does so by going in circles.

And before you tell me about moongoo moving, our corp had 20 large towers farm back when IRON was alive, and somehow we could survive without JF's, moon goo is no reason to have JF's in place, and moving big bulky resources across the eden SHOULD be more prohibiting task than it is now.


so my point stands MAKE EVE LARGE again.


Make Eve large by expanding the universe not by nerfing ships. Let us go places no one has gone before. Discover new galaxies..idk how they implement it. But more systems not harder to travel in the ones we have.


Who needs more useless space that is reachable from anywhere in 15+2 minutes?, oh 15+5? that's bonus 3 regions into every direction, ~quadrupling the space that may be accessed.

More systems would only have diminishing return for expansion currently, they would be either in reach from everywhere, or in reach from certain places... for vast majority of entities that would make them effectively irrelevant.

There should be no means of traversing galaxy on a whim, plain and simple.
Logistics should require effort as it used to

so yet again CCP

MAKE EVE BIG AGAIN


I disagree. If space was sufficiently larger..you would get game play elsewhere. My idea would be far away..maybe 8-10 cyno jumps another low/high sec region. Surrounded by its own null. You could go from here to there..but be so far to trade anything of size would be too expensive. IT would develop its own alliances and power brokers..which eventually would invade Old Eve. It would be cool.

Make the connections between the 2 areas NPC space so it can't be controlled by any one alliance. (except manned gate camps and such. Put no stations between so no safe docking for caps. And it the connections are npc can be no user stations either.

And of course high slots for jf's so they can cloak. Want more fun make it so titans' can't traverse the distance. this is accomplished simply by having an area where the gate to gate range is beyond the jump range of the titan..the ship with the shortest jump distance. Would also mean no bridging between areas. Which would further its isolation.

The wild west of eve. Have the concord response there be slower by 100%. could do lots of stuff to make it more dangerous. and some upsides to make it worthwhile. You want get people in the game, I guarantee it will get them in in droves. A new beginning.

Could eve make the sov rules there different. the sky is the limit.

No trees were killed in the sending of this message. However, a large number of electrons were terribly inconvenienced.

Daichi Yamato
Jabbersnarks and Wonderglass
#1531 - 2014-05-20 15:51:56 UTC
Dave Stark wrote:
Tippia wrote:
Dave Stark wrote:
Daichi Yamato wrote:
he doesnt get it. hes just blinded by nerd rage.


i get it, but you can't give me rigs if i already have them. so he simply didn't answer the question of; what do i get?

but the fact that you couldn't see it, does dictate that you're blinded by nerd rage.

He's talking about Carniflex. Blink


sigh, then there was absolutely no need for him to quote my post.


Big smileBig smileBig smileBig smileBig smileBig smileBig smileBig smile

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Dave Stark
#1532 - 2014-05-20 16:00:44 UTC
Daichi Yamato wrote:
Big smileBig smileBig smileBig smileBig smileBig smileBig smileBig smile

it's hard to dislike smiley faces.
Lvzbel Ixtab
State War Academy
Caldari State
#1533 - 2014-05-20 16:08:16 UTC
He actually knows why this changes are bad, everyone else that comes here and start blabbing about carebear tears is really close minded becasue huge alliances and small gang/solo pvpers like myself own freighters to move their assets around.

So if you think this changes only affect carebears you have no idea of whats going on this will affect EVERYONE freighter pilots or not.

Dareth Astrar wrote:
It concerns me that to address a few points, you have made such massive structural changes to the hauling backbone that keeps this game running.

I was concerned with the coming industrial changes, but willing to see them in practice on SiSi for a while before making final comments.

We may be a small corporation, but we had already adopted an approach of attempting to perform industry outside of a major hub. The problem has always been hauling the massive quantities of materials around to actually make it possible.

One of our regular builds used to comprise of the following:

Tritanium 1,464,196,468
Pyerite 291,120,685
Mexallon 81,465,340
Isogen 15,966,498
Nocxium 3,588,315
Zydrine 912,678
Megacyte 460,246

1,857,710,230 total units.
18,577,102.3 m3 volume.
Charon's Maxed Pilots (which we needed): 981,250 m3
Total Loads: 18.93, so 19 round trips to collect minerals

New Charon Max Load before rigs: 687,500 m3
Total Loads: 27.02, so 28 round trips. (47.37% increase in runs!!!!)

I disagree with those that say just rig it up and shut-up. Industry isn't as profitable as people seem to think, a point I may discuss greater later.

Realistically you have to make the profit to pay for the costs you are incurring. Nothing new, just the basics of any business, so realistically it's only 3xT1 Capital rigs that will be afforded regularly. So what is that impact:

New Charon Max Load with 3xT1 Capital rigs: 1,045,602 m3
Total Loads: 17.76, so 18 rounded up. Already much slower to move then 6 months ago with the warp speed and travel changes!

So with all these changes, with additional cost per ship used, we save 1 round trip. I'm sorry, but the practicality of the claimed benefit is being somewhat over claimed here, as everyone is only looking at the T2 rigged max end results only.


After many years of performing our building on a fortnightly basis, we long ago realized the time and effort, lack of fun and lacking of reliable profitability (by the time big items and build batches came out, market depreciation and peoples inability to do basic maths by consistently just undercut the lowest on market in Jita already, often negated the profit to barely average out to 1-5% after sales costs) actually had most people migrate to running Incursions or anything else to make a living AND try to get enjoyment from, what is after all a Game, and not to have it be like work which they were trying to escape!

It strikes me that there were a few things with these changes that CCP focused on, and really forgot the cause-effect of all others.

* EHP were high. Fine, so they obviously wanted to increase ganking of freighters in high sec. Not something I think is sensible given they are the backbone supporting the economy, but fine.
* Didn't want certain things to fit into freighters after the changes. Fine, the simple option is increase the volume of those things so that they don't.
* Give freighters an ability to customize a load-outs. This could have been done more easily with module slots, and at a far reduced cost to the pilots of those ships. The reason I think they did this with rigs is they realize they've created a massive array of Capital Rig BPO's that are never ever used! There are reasons for that, examine those before assuming this is a sensible option for customization.


So why did people keep asking for rigs?
I'm not going to lie, we would have liked to have seen bigger cargo holds, but with the profits being made it also has to factor in the additional costs of any change affecting the business.

Practical terms that were regular reasons:
* Size of ships packages were high. Some stupidly so, for example you could only fit 1 Orca in a charon, as they were 500k m3. Personally I would have preferred to have seen reductions in silly sizes before reductions in hauling sizes.
* CCP keep missing/ignoring the industrial points:
Ore compression is one thing, but actually what is needed is Mineral compression, so that much more can be moved in smaller number of trips. This is still lacking, and the means by which players did this with modules is now less viable, and post the industrial patch not at all viable considering the reprocessing of modules and items given the massive losses.
* Hauling is painfully slow now, and exceptionally boring for a game, nearly as boring as mining!


Sadly, all things considered it just strikes me that over the past year all the changes CCP keep making are to increase player time trying to make money, reduce the quantity they can make, and increase the cost of everything else so having fun in PvP is much greater end cost to the economy.



As in our own development at my place of work:

Always Stop, think first:
* Incentive/reason for the change (always requires a business benefit)
* What is the benefit to the customer paying
* Cost and time factors for us, are they reasonable for the desired feature requested. Is it a wise use of resources?
* Always keep it simple. If it's getting away, rethink.

Daichi Yamato
Jabbersnarks and Wonderglass
#1534 - 2014-05-20 16:20:53 UTC
Lvzbel Ixtab wrote:
He actually knows why this changes are bad, everyone else that comes here and start blabbing about carebear tears is really close minded becasue huge alliances and small gang/solo pvpers like myself own freighters to move their assets around.

So if you think this changes only affect carebears you have no idea of whats going on this will affect EVERYONE freighter pilots or not.


no we know.

what u might not know is that it doesnt affect everyone equally. Even freighter pilots arent equally affected by these changes because different freighter pilots fly differently to others.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Zerstorung Vorvote
Caldari Provisions
Caldari State
#1535 - 2014-05-20 16:21:37 UTC  |  Edited by: Zerstorung Vorvote
nm
Lara Divinity
Pidgeon Cartel
#1536 - 2014-05-20 16:22:35 UTC  |  Edited by: Lara Divinity
ccp ur makin this game go from bad to worse but thats probably the entire point of ur so caklled sand box if it should be a sandbox then stop forcing ppl to move to nullsec by changin the hell out off everything if ppl decide they want to live n do somthing their way but noo its all bout null nowthis game is goin to hell...in a sandbox ppl shouldnt be forced to move to other sectors...or have ppl training for somthing that that aint gonna get bcause you guys suddenly decide its time to change it bcos null doesnt have there industry localized its pure crap imo and a total waste of time training for somthing that i never use now anyays i could have had a ton of other skills on lvl 5 ..instead of all this crap ur putting the letting guy go thru...thumbs down n like i said before a huge dissapointmen did not subscribe to deal with this crap
Valterra Craven
#1537 - 2014-05-20 16:29:38 UTC
Tippia wrote:
No, I mean the one where you flat out said that I was trolling. I only asked if you were because you've already admitted that you're doing it once, and I only said you were spamming because you were spamming.


You mean the one where you asked me if I was trolling and I said I’d admit to trolling only if you admitted that your “I told you so” posts were trolling as well? Besides I never said that your whole argument was invalid just because you were and are trolling. I was simply saying you’re being a butt hole for the sake of it.

Tippia wrote:
Maybe you should pay more attention to what I'm actually writing and less to the confused mess that's going on inside your head. That's how all your fallacies are created.


Maybe you should write better instead of inviting confusion with posts like “Mu.”

Tippia wrote:

Bulkheads are hull upgrades.


Bulkheads are hull upgrades only because that’s how they were classified when the game first came out. How many market changes have been made recently to move things around to where they actually make since? Bulkheads ARE tanking modules because the only reason for adding more HP is if you want to ya know live longer…. I’ll get to their OPness later.

Just because no one fits that way doesn’t mean that the modules aren’t overpowered. So if you want to use real examples lets provide better context with the first example you provided, 1 dcu t2 and 3x invul t2. At level 5 skills this has an effective HP of 1.78mil hp. Now, I’m not saying the most people fit a PDU in that second low slot, but let’s say for the sake of the argument that most people do. In doing so you get a little bit better cap and your EHP jumps to 1.83mil. BUT, instead, lets’ put a t2 bulkhead there… your hp jumps from 1.78 to 1.934! AMAZING! You get 100k more EHP for that one slot than you do for using a PDU! Now the real question I would ask is why no fits a large t2 shield extender? Is it because the measly boost in EHP it gives for a cap ship isn’t worth the slot compared to just adding another invul or maybe another hardner?

Tippia wrote:
So you argument is a strawman fallacy. If no-one fits a capship that way, you think there might be a reason for it? Do you also think there might be a reason why they don't fit your supposedly “overpowered” bulkheads either?


No, it’s not. It was an example to illustrate my point of how your idea was bad. The question asked was why are BULKHEADS overpowered, not DCU’s, not invuls, and not any other module. So I tried to show you using the only comparable modules we have to them which are mods like extenders, and then you change your argument to add in other things like DCU’s and invuls.

[quote=Tippia ]
No, you didn't prove that because you didn't use comparable modules. By picking a capship, you disqualified any kind of raw buffer expansion from being part of the discussion, be it armour plates or shield extenders. If you want to compare against those, use a ship and fit that actually makes use of those modules like, say, a BC or a BS.

If you're going to use a capship as your testing bench, you'll notice that all modules on it are percentage based. You'll also quickly notice that bulkheads give pitiful percentages compared to the other modules. Finally, you'll notice that bulkheads have massively inflated fitting costs compared to many of those modules, especially once you factor in the percentage bonuses they give.


"Well look at that… lowest bonus, second highest fitting cost, significant penalties. Yes, that combination just screams overpowered. Roll

So: since every sensible option on a capship yields better tank for fitting space anyway (and fitting space is not something they lack so differences there are minute); since all other hull upgrades cost 0/0; since subcaps only ever fit bulkheads because they have a slot and some CPU left over; since subcaps also yield far better tank using other modules in their fewer lowslots; there is nothing that becomes imbalanced by removing the fitting costs for bulkheads as well."

I’m not disqualifying anything. I was simply showing an extreme edge case that is possible. The point of balance is not to look at things that are working. It’s to look at things that don’t. Now the reason I picked a cap ship is several fold. A. your idea was to give low slots to a freighter, not to a bc, not to a cruiser or anything else. A freighter is a cap ship. B. Cap ships have problems in terms of fitting buffer modules because of the current meta. Generally speaking, for all sub cap ship classes, buffer fits typically include both resists and raw hp boost mods aka 2-3 invuls and a couple extenders for shields. However for cap ships, there are no raw HP mods that offer usable boosts on cap ships BESIDES bulkheads. This includes extenders, and this includes plates. For example, if there was a mod that gave your ship a 25% percent straight boost to shield HP you’d see a vastly different fit on caldari cap ships than you do today. But there isn’t and the reason is because a boost like that on a cap ship would be over powered.

Now as far as I’m concerned your comparison to other modules that aren’t raw HP boosters is garbage. You know as well as I do that A. Hull starts out with no resist, and B that there are no other Hull resist mods besides the DCU. If hull tanking was properly coded to be comparable to other forms of tanking this comparison would be easier. Further, your comparison numbers are a bit skewed. T2 bulkheads give 25% to hull. If you want to argue that no one fits hull tanks because of how skewed the current meta is towards other mods that’s fine. But that doesn’t change the fact that bulkheads and hull tanking in general is broken. You know it and I know.
Mar Drakar
LDK
#1538 - 2014-05-20 16:35:41 UTC
Axe Coldon wrote:


I disagree. If space was sufficiently larger..you would get game play elsewhere. My idea would be far away..maybe 8-10 cyno jumps another low/high sec region. Surrounded by its own null. You could go from here to there..but be so far to trade anything of size would be too expensive. IT would develop its own alliances and power brokers..which eventually would invade Old Eve. It would be cool.

Developing paralel eve within eve? that would be meta, but with current rules it would be current eve eventually.

Axe Coldon wrote:
Want more fun make it so titans' can't traverse the distance. this is accomplished simply by having an area where the gate to gate range is beyond the jump range of the titan..the ship with the shortest jump distance. Would also mean no bridging between areas. Which would further its isolation.

The wild west of eve. Have the concord response there be slower by 100%. could do lots of stuff to make it more dangerous. and some upsides to make it worthwhile. You want get people in the game, I guarantee it will get them in in droves. A new beginning.

Could eve make the sov rules there different. the sky is the limit.


What you proposing is developing, seeding and inventing another eve, while frankly we have one sitting here with empty forgotten places, and the only reason for that is that EVE BECAME SMALL with each jump drive capable ship released and built in droves.

Your idea would at most double the space that's available, while I call for proper logarithmic scale increase in it's size, while not bringing too big of a price for it, therefore these two approaches are hardly a comparable things, then again one does not exclude the other.


Robert71
Finanzamt Hannover-Mitte
#1539 - 2014-05-20 16:36:51 UTC
What the hell is going on at Rekyavik....

Post #1 tells:
CCP Fozzie wrote:
...To compensate for the ability to use rigs, the base capacity of all Freighters and Jump Freighters is going down, by between 27 and 30%.
This means that Freighters can get significantly higher maximum capacity than before using rigs, and we're increasing the volume of packaged capital ships (to 1.3 million m3) and unpackaged station containers (to 2 million m3) to compensate....


Post #9 tells me:
CCP Fozzie wrote:
...T1 rigs are easily enough to bring normal freighters above their current cargo values.


So what is true? First post wrotes with T1 rigs less cargo than now. 9 posts later "T1 rigs are enough???"

So for me it's just the next nerf: I have to install T1 or T2 captial size rigs to get the same cargo. But with (massive?) dropped EHP. A single Capital Cargohold Optimization II starts with 700mil - so there is absolute no relation to put one ore two of them into a freighter.


3 Days 79 Pages and 1500 replies... that's really cazy... nothing more to comment about this nerf !


PS: An acceptable change would be: slightly less cargo (10%) wihtout and noticeable more (20%) cargo with rigs so I know what the 700mil are for!
Daichi Yamato
Jabbersnarks and Wonderglass
#1540 - 2014-05-20 16:41:54 UTC
Robert71 wrote:

So what is true? First post wrotes with T1 rigs less cargo than now. 9 posts later "T1 rigs are enough???"


base capacity is going down 30%.

but now u can fit 3 rigs, so max possible capacity is actually larger than current.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs