These forums have been archived and are now read-only.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
Dave Stark
#1581 - 2014-05-20 19:22:17 UTC
Vincintius Agrippa wrote:
I dont see why this change was implemented in the first place. There arent many ways to fit a jf or freighter anyway. So there shouldn't have been a big surprise to how people fit them.

The goal of freighters is to move the maximum amount of cargo from point A to point B in the least amount of time with the most efficiency, without getting ganked.

Cargo or agility rigs on a freighter? Blasphemy. Agility mods? What madness! Low-grade NOOOOOOOOOOOOOMMMMMaaaaaaaaaaaaadddds? Sacrilege!


low grade nomads, now mid grade nomads. with even more sp/hour.
Tippia
Sunshine and Lollipops
#1582 - 2014-05-20 19:23:30 UTC  |  Edited by: Tippia
Retar Aveymone wrote:
HIGH GRADE PIRATE IMPLANTS

no longer will my titan character have to be gimped in his training because he uses slaves

no longer will my freighter character be as gimped in his training because he uses nomads

:happysun:

More accurately, regular implants become high-grade, with +1 to their attribute bonus; low-grade implants become mid-grade, also with +1 to their attribute bonus; and completely new low-grade implants are introduced that are only the same as the current ones in that they provide a total attribute bonus of +2.

So you're still gimped by 1 point. P

BEPOHNKA wrote:
Again JF JUMP to points not use star gates...

Again freighters use star gates ...

Only one class will be effected from this change, and why nerf hual of them makes no sense at all keep it the same with rigs for now.
Jump freighters use plenty of star gates too. It's kind of hard to get into one of the most common jump spots without using those gates, unless you treat JFs as a disposable commodity. Blink
Derath Ellecon
University of Caille
Gallente Federation
#1583 - 2014-05-20 19:23:37 UTC
Dave Stark wrote:
Derath Ellecon wrote:
with 3 T1 trimarks I can only get an obelisk slightly higher on EHP than before. The only reason I find this to be an issue is that it seems in many other areas of rebalance, ships have been balanced to account for some of the power creep in recent years, while one ship most susceptible (a freighter with no offensive capabilities) is seeing too much of a reduction.

try using hull rigs, since they provide more EHP.



They aren't on the market yet on SiSi it seems. Nor could I find the new jump fuel rigs.
Tippia
Sunshine and Lollipops
#1584 - 2014-05-20 19:26:30 UTC
Derath Ellecon wrote:
Dave Stark wrote:
Derath Ellecon wrote:
with 3 T1 trimarks I can only get an obelisk slightly higher on EHP than before. The only reason I find this to be an issue is that it seems in many other areas of rebalance, ships have been balanced to account for some of the power creep in recent years, while one ship most susceptible (a freighter with no offensive capabilities) is seeing too much of a reduction.

try using hull rigs, since they provide more EHP.

They aren't on the market yet on SiSi it seems. Nor could I find the new jump fuel rigs.

Are the BPOs in? It would be a round-about way, but still…
Vincintius Agrippa
Crimson Serpent Syndicate
#1585 - 2014-05-20 19:27:19 UTC
Dave Stark wrote:
sisi changes
http://pastebin.com/5NdjVCGU
source
there's mention of fuel rigs.

"his ship modification is designed to decrease the fuel requirements of jump drive travel at the expense of fuel bay capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."

enjoy.


Oh yeah, who scans down sites uncloaked lol? Hi-sec maybe? Low-sec, null, and wormhole space is suicide.

As for fuel rigs:
That like saying "This rig reduces the capacitor need need of entering warp, but decreases warp speed".
I'd understand some loss of cargo space with THIS rig, but does it not defeat the purpose with reduced fuel capacity?

New medium grade Pirate implants? Interesting.
Only YOU can prevent internet bullying!
Dave Stark
#1586 - 2014-05-20 19:27:46 UTC
Tippia wrote:
Derath Ellecon wrote:
Dave Stark wrote:
Derath Ellecon wrote:
with 3 T1 trimarks I can only get an obelisk slightly higher on EHP than before. The only reason I find this to be an issue is that it seems in many other areas of rebalance, ships have been balanced to account for some of the power creep in recent years, while one ship most susceptible (a freighter with no offensive capabilities) is seeing too much of a reduction.

try using hull rigs, since they provide more EHP.

They aren't on the market yet on SiSi it seems. Nor could I find the new jump fuel rigs.

Are the BPOs in? It would be a round-about way, but still…

nope.
only thing we know about them are what's in that pastebin link.
Dave Stark
#1587 - 2014-05-20 19:30:27 UTC
Vincintius Agrippa wrote:
As for fuel rigs:
That like saying "This rig reduces the capacitor need need of entering warp, but decreases warp speed".


it's not like saying that at all
Tippia
Sunshine and Lollipops
#1588 - 2014-05-20 19:34:27 UTC  |  Edited by: Tippia
Vincintius Agrippa wrote:
As for fuel rigs:
That like saying "This rig reduces the capacitor need need of entering warp, but decreases warp speed".
I'd understand some loss of cargo space with THIS rig, but does it not defeat the purpose with reduced fuel capacity?
Weeell… it means you have to have a better infrastructure along the way or that you can operate from farther away if you have a few-jump route. If you can fill up between jumps, you can get more distance from the fuel.

Also, it depends on what the fuel reduction is. The capacity penalty looks to be the same -10% (i.e. -5–6% after skills) as on most rigs. If the savings is larger than the capacity loss, you can travel farther on a single tank too.

Quote:
New medium grade Pirate implants? Interesting.
Again, the medium-grades aren't that interesting. They're the old low-grades renamed, but with a higher attribute bonus. The really new implants are the new low-grades.
Ranger 1
Ranger Corp
Vae. Victis.
#1589 - 2014-05-20 19:34:34 UTC  |  Edited by: Ranger 1
Vincintius Agrippa wrote:
Dave Stark wrote:
sisi changes
http://pastebin.com/5NdjVCGU
source
there's mention of fuel rigs.

"his ship modification is designed to decrease the fuel requirements of jump drive travel at the expense of fuel bay capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."

enjoy.


Oh yeah, who scans down sites uncloaked lol? Hi-sec maybe? Low-sec, null, and wormhole space is suicide.

As for fuel rigs:
That like saying "This rig reduces the capacitor need need of entering warp, but decreases warp speed".
I'd understand some loss of cargo space with THIS rig, but does it not defeat the purpose with reduced fuel capacity?

New medium grade Pirate implants? Interesting.

It's saying that you can make the trip require less fuel, but you will not be able to use it to increase your jump range... so the same trip will be less expensive.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Retar Aveymone
GoonWaffe
Goonswarm Federation
#1590 - 2014-05-20 19:40:38 UTC
Tippia wrote:

More accurately, regular implants become high-grade, with +1 to their attribute bonus; low-grade implants become mid-grade, also with +1 to their attribute bonus; and completely new low-grade implants are introduced that are only the same as the current ones in that they provide a total attribute bonus of +2.

So you're still gimped by 1 point. P

yes but the filthy rich flying around in pirate implants will no longer be third-class citizens when it comes to sp accumulation, merely second-class citizens

a magnificant improvement, now please make ultra-high grade tia
Tau Cabalander
Retirement Retreat
Working Stiffs
#1591 - 2014-05-20 19:41:07 UTC
Ranger 1 wrote:
It's saying that you can make the trip require less fuel, but you will not be able to use it to increase your jump range... so the same trip will be less expensive.

Of course you can put fuel in your cargohold too. The fuel bay doesn't limit a JF. Still there is a cost.
Valterra Craven
#1592 - 2014-05-20 19:45:08 UTC
Tippia wrote:
If you still don't understand the answer, you can (sitll) ask. Don't worry, I won't bite.

I did ask, but you don’t answer point blank questions, so there really isn’t much point in asking again.

Tippia wrote:
Yes, in this case. A low-slot is far more valuable than 40tf CPU, especially on a Phoenix, since the other, far more useful modules you want to put in that slot cost more CPU.


Oh? Let’s look at the example of 1 dcu and 1 bulkhead on the phoenix. I’ve seen people put maybe one other mod in the bulkhead’s spot besides a PDU and that would be a 4th BCU (since really the first three are nearly mandatory given its roll) So what would be more important than a PDU or a BCU?

Tippia wrote:
one problem: it does. It has the most effective support module of them all, as it happens. So that's not really a possibility at all, nor is it a fallacy unless what you said was all wrong… which, I'll grant you, is highly probable.


Oh really, because cap ships have a local cap sized hull repair mod? Oh right… it doesn’t exist. One module a tank does not make.

Tippia wrote:
it's the only way for your claim to be true.


Then why is it that all other HP mods are fixed amounts and not percentage based? I mean if percentage based boosts weren’t OP and easily balanced then how come all the other buffer mods are broken into separate sub classes?
Aureus Ahishatsu
Deadspace Knights
#1593 - 2014-05-20 19:50:09 UTC
Tippia wrote:
Aureus Ahishatsu wrote:
They're not giving freighters lows are they? If they are i missed that. That would change a lot. My point was just that with the rigs which are incredibly expensive do not make the ship very versatile. I would be all for that cause then you are right you could simply fit expanders, plating etc. whatever was necessary for the given task but i'm not going to be destroying rigs left and right for the various tasks.
No, they're not, but Mynnna had a proposal for that idea that spun out into some other small changes that could be made to avoid the bigger pitfalls (such as the massive argument above about how supposedly overpowered bulkheads are Lol).


bulk heads OP?? waaah?? OK just caught up your earlier convo. don't want to get too much into it except if they were so OP why is it that ships which have their greatest amount of hp in the hull(orca's) still will shield tank the majority of the time....... The only purpose bulkheads even serve atm is to just be a giant buffer. This brings me to the suggestion i made on the hull rigs forum about creating an ORE logi ship that gives a bonus to remote hull reps since their is NO TIME REASONABLE way to repair hulls outside of stations.

Tippia wrote:
Yes, that is kind of the point of the whole change. It's not meant to be a buff; it's just meant to give freighters options. The price of those options is an overall worse ship. That's why I always argued against fitting options: I wanted to keep my excellent-at-everything (jump) freighter.


So can we all agree just to tell CCP don't push this update and leave the freighters alone? Big smile

Tippia wrote:
As for the indies, some of them had their cargo increased, some did not — it all depended on how bad they were compared to each other before. The top performers came down a bit; the bottom performer came up a lot. I'm guessing that your perception there is somewhat born out of your ship being in a fairly good spot to begin with.


Not necessarily. the only one to receive a cargo boost was the tyra or badger II. the rest had a cargo reduction or didn't move while all lost a mid slot

Tippia wrote:
It got an agility increase. Remember, agility is better the lower it is — for the Mammoth, they changed it from 1.0 to 0.91. Since agility translates directly into align time, that's 9% faster aligning right there. Sure, and istab gives you twice as much, but still… it's half a slot that can be used for something else. P


I understand that but it still doesn't change the fact a velocity bonus is pointless on this ship if it's supposed to be the gtfo ship. Maybe burning back to gate in low? IDK.
Retar Aveymone
GoonWaffe
Goonswarm Federation
#1594 - 2014-05-20 19:51:51 UTC
Valterra Craven wrote:
Then why is it that all other HP mods are fixed amounts and not percentage based? I mean if percentage based boosts weren’t OP and easily balanced then how come all the other buffer mods are broken into separate sub classes?

http://games.chruker.dk/eve_online/item.php?type_id=11239

because resistances >>> percent hp, this module is unused yet it does exist

your argument is wrong
Tippia
Sunshine and Lollipops
#1595 - 2014-05-20 19:55:53 UTC  |  Edited by: Tippia
Valterra Craven wrote:
I did ask, but you don’t answer point blank questions
Incorrect.
Again, just ask. I won't bite.

Quote:
Oh? Let’s look at the example of 1 dcu and 1 bulkhead on the phoenix. I’ve seen people put maybe one other mod in the bulkhead’s spot besides a PDU and that would be a 4th BCU (since really the first three are nearly mandatory given its roll) So what would be more important than a PDU or a BCU?
Fair enough. I thought for a moment that they cost 44, not 40. The point is still the same: the bulkhead is a waste of a slot, and it's not skipped over for a lack of CPU — it's skipped over because there are far better things to put in that slot. Pretty much anything, in fact, is a better use of the slot. People might start fitting it if it was free (and they were a bit daft), but that rather suggests once more that they are far from overpowered.

Quote:
Oh really, because cap ships have a local cap sized hull repair mod?
They have the same superior hull-tanking support module as every other ship in the game.
You understand the value of resistances over just bulk HP, yes? And you understand the value of massive resist bonuses over very very tiny raw HP increases?

Quote:
Then why is it that all other HP mods are fixed amounts and not percentage based?
Because they are meant for specific ship sizes. Hull-tanking, not being a proper tanking mode to begin with, doesn't get that because it would just be pointless clutter. Instead, it just becomes a percentage mod like hardeners and DCUs.
Vincintius Agrippa
Crimson Serpent Syndicate
#1596 - 2014-05-20 19:56:20 UTC
Dave Stark wrote:
Vincintius Agrippa wrote:
As for fuel rigs:
That like saying "This rig reduces the capacitor need need of entering warp, but decreases warp speed".


it's not like saying that at all


No, but it is a good approximation of most people attitudes toward it.

Perhaps this is a better one:
Starting June, car manufacturers are doubling the mpg of their new vehicles, but they are cutting the size of all current gas tanks by half. ------- You see, it defeats the f******g purpose.

Only YOU can prevent internet bullying!
Derath Ellecon
University of Caille
Gallente Federation
#1597 - 2014-05-20 19:56:38 UTC
Dave Stark wrote:
Tippia wrote:
Derath Ellecon wrote:
Dave Stark wrote:
Derath Ellecon wrote:
with 3 T1 trimarks I can only get an obelisk slightly higher on EHP than before. The only reason I find this to be an issue is that it seems in many other areas of rebalance, ships have been balanced to account for some of the power creep in recent years, while one ship most susceptible (a freighter with no offensive capabilities) is seeing too much of a reduction.

try using hull rigs, since they provide more EHP.

They aren't on the market yet on SiSi it seems. Nor could I find the new jump fuel rigs.

Are the BPOs in? It would be a round-about way, but still…

nope.
only thing we know about them are what's in that pastebin link.



I guess my main beef is that unless they were planning on actually nerfing freighters, it would seem that I should be able to get back to where I was with some combination of rigs.

For example, I should be able to use some combination of rigs to basically get back to where my Obelisk was pre-rigs. Then If I chose to, I could get an even better tank, at the expense of cargo (which helps counteract the power creep of gankers in recent years) OR larger cargo at the expense of EHP.

Right now at least I cannot find a combination of rigs that gets me back to a balanced state of where my freighter is now.

Now if the goal was an actual nerf (who knows the freighter balance pass may have chopped out cargo even without the rig idea) then so be it. It just seems like this was pitched as a buff to freighters when it really doesn't seem to be.

Granted it is hard to know without a working EFT or all available rigs at least available on SiSi.
Retar Aveymone
GoonWaffe
Goonswarm Federation
#1598 - 2014-05-20 19:57:42 UTC
Vincintius Agrippa wrote:
Dave Stark wrote:
Vincintius Agrippa wrote:
As for fuel rigs:
That like saying "This rig reduces the capacitor need need of entering warp, but decreases warp speed".


it's not like saying that at all


No, but it is a good approximation of most people attitudes toward it.

Perhaps this is a better one:
Starting June, car manufacturers are doubling the mpg of their new vehicles, but they are cutting the size of all current gas tanks by half. ------- You see, it defeats the f******g purpose.


gas isn't free
Vincintius Agrippa
Crimson Serpent Syndicate
#1599 - 2014-05-20 19:57:58 UTC
I suppose, some large alliances with good enough logistics could make it work, but for everyone else not so much.
Only YOU can prevent internet bullying!
Ranger 1
Ranger Corp
Vae. Victis.
#1600 - 2014-05-20 19:59:36 UTC
Retar Aveymone wrote:
Vincintius Agrippa wrote:
Dave Stark wrote:
Vincintius Agrippa wrote:
As for fuel rigs:
That like saying "This rig reduces the capacitor need need of entering warp, but decreases warp speed".


it's not like saying that at all


No, but it is a good approximation of most people attitudes toward it.

Perhaps this is a better one:
Starting June, car manufacturers are doubling the mpg of their new vehicles, but they are cutting the size of all current gas tanks by half. ------- You see, it defeats the f******g purpose.


gas isn't free

Exactly, the same trip is costing you half as much... which in this case is exactly the point, not increasing your range.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.