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Dev blog: Sleeper Cache exploration sites & Polarized weapons

First post First post
Author
Red zeon
State War Academy
Caldari State
#41 - 2014-11-11 19:34:02 UTC
this is unclear to me, polarized guns, do they bring all resists down to 0% and you are unable to raise them with resist mods?

polarised guns, and inv field, will have 0% resists?
Sir Livingston
Doomheim
#42 - 2014-11-11 19:36:03 UTC
It's time to launch probes and not dock up until I find one of these.

Sci-fi games as played by an earthbound human in the 21st century http://www.youtube.com/JonnyPew

War Kitten
Panda McLegion
#43 - 2014-11-11 19:42:43 UTC
Red zeon wrote:
this is unclear to me, polarized guns, do they bring all resists down to 0% and you are unable to raise them with resist mods?

polarised guns, and inv field, will have 0% resists?


Yes - per the dev blog explanation, nothing will raise the resists from 0%.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Zappity
New Eden Tank Testing Services
#44 - 2014-11-11 19:50:44 UTC
So cloaky camper (sites) can now be scanned down! I like the direction.

Oh, and sites look fun too.

Zappity's Adventures for a taste of lowsec and nullsec.

Moreau Rotineque
Ausum
#45 - 2014-11-11 20:05:35 UTC
Really liking the direction this is going in. Some dedicated scanning on the schedule. Really want to find one of these.

Thanks CCP :)
Ager Agemo
Rainbow Ponies Incorporated
#46 - 2014-11-11 20:12:14 UTC  |  Edited by: Ager Agemo
so... the frig weapons i get their use... but... this things are absolutely and utterly useless on anything larger than a frigate/destroyer...



what the hell is a cruiser or battleship going to do with 25% more firepower when it literally gets in average 800% squishier....

the typical cruiser/battleship flies around with 60 to 80% on all resists.... having 0% resists means their full battleworthiness gets hyper nerfed....


polarized megathron
75k EHP (3 mags, 5 armor plates) and 1138 DPS

normal megathron
117643 EHP (DCU, memb, 2 plates, reactive) 911 DPS

Both have scram, web, 1 tracking comp and mwd.

now lets make them shoot each other (they will mostly hit each other for 100% damage due to being scrammed, webbed, the polarized one actualy moves slower due to the huge ammount of armor plates)

it takes 82 seconds for the normal one to explode the polarized one.
it takes 102 seconds for the polarized one to explode the normal one.

the normal megathron is 25% more battleworthy than the polarized one.

now lets take into account a fleet.

logistic healing factors
Healing factor on polarized ship = 1
healing factor on normal ship = 3 (average resistance 62% equivalent to receiving 1 third of the damage)


the normal megathron is 300% times more effective on a fleet and efficient to heal.
likewise same scaling applies to fleet bonuses.

Mobility:
polarized ship 911 ms
normal ship 954 ms


Lets asume you go untanked and try to make a "kiting" blaster battleship (its like a sort of vindicator i guess....)
if you drop the armor plates the polarized ship moves at 985ms (barely any noticeable improvement in speed)
but its tank drops to 29k ehp, now it dies in 32 seconds to the normal ship.

once webbed due to blaster range it moves at 300ms, being scrammed as well it moves at 40 ms, ALWAYS it will be hit for 100% of the damage...


the very same logic applies to ALL the battleships and most cruisers (guys like the vagaond can actually pull it off due to being broken fast on afterburner)


i m wrong? can someone point me where are this guns going to be used for pvp aside from frigs/destroyers and niche ships?
Zekora Rally
U2EZ
#47 - 2014-11-11 20:16:30 UTC
Polarized weapons still sound massively pointless. I can only think of them being used in specific PVE settings or suicide ganking when they become a bit affordable.
Ager Agemo
Rainbow Ponies Incorporated
#48 - 2014-11-11 20:18:56 UTC
Zekora Rally wrote:
Polarized weapons still sound massively pointless. I can only think of them being used in specific PVE settings or suicide ganking when they become a bit affordable.



yeah... a nightmare will be able to clear lvl 4 missions insanely fast with scorch its speed and shield boosting like a mofo, but this makes this modules quite a letdown, i understand having a tank penalty, but having 100% of your tank penalized its way too much.
Omnathious Deninard
University of Caille
Gallente Federation
#49 - 2014-11-11 20:41:25 UTC
Arthur Aihaken wrote:
The devil is in the details…
"Coming soon in Phoebe: *Limited* Sleeper exploration sites". And by limited, we mean excluding w-space, limited to frigates in high-sec and limited to small polarized weapons only. For a limited time, while limited exploration sites last...

Arthur Aihaken wrote:

we mean excluding w-space


So "*Limited* to K-Space" was just no good eh?

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

Arthur Aihaken
CODE.d
#50 - 2014-11-11 20:42:28 UTC
Zekora Rally wrote:
Polarized weapons still sound massively pointless. I can only think of them being used in specific PVE settings or suicide ganking when they become a bit affordable.

We did bring this up in the testing forum, but to no avail... The only adjustment that appears to have been made is that Polarized weapons now have 3x the ammunition capacity.

I am currently away, traveling through time and will be returning last week.

Komi Toran
Perkone
Caldari State
#51 - 2014-11-11 20:49:19 UTC
Just ran a Limited Sleeper Cache site. I want to say: well done.

It was a good change of pace from the normal zip in and hack as fast as possible setup. I'm hoping the more advanced ones can still be run in a frigate, and that the only difference there is you mess up and you die. But even if not, it's a welcome addition.

[sarc]But the loot was terrible. My sample size of 1 says that these sites are totally not worth it.[/sarc]
Arthur Aihaken
CODE.d
#52 - 2014-11-11 20:59:41 UTC  |  Edited by: Arthur Aihaken
Omnathious Deninard wrote:
So "*Limited* to K-Space" was just no good eh?

What I was getting at was the 'limitations' (or restrictions) weren't alluded to during testing.

Komi Toran wrote:
[sarc]But the loot was terrible.

Someone found a Polaried 200mm AutoCannon and Rocket Launcher. They can be yours for the low, low, low price of 500-million ISK and 1-billion ISK, respectively… Roll

I am currently away, traveling through time and will be returning last week.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#53 - 2014-11-11 21:01:22 UTC
Now...this looks suspiciously like the beginnings of the old 'Non-scannable anomolies' thread the Dinsdale started ages ago...time to start hunting :D
Warde Guildencrantz
Caldari Provisions
Caldari State
#54 - 2014-11-11 21:07:04 UTC
Swiftstrike1 wrote:
Have you ever considered exploration sites that require co-op to complete?

Example
  • Site has 2 hackable objects that must both be hacked in order to receive bacon
  • These objects are at least 15km apart from each other in space
  • If you move more than 5km away from an object after hacking it, it resets and must be hacked again
  • You therefore need to bring a friend to hack the other hacky thing

  • You could use a mechanic like this to introduce puzzle elements by having lots of hackables and hacking them in different combinations does different stuff such as give you loot or spawn sentry guns.


    somewhat related:

    Two people hacking one box at once?!

    That would actually be interesting. One person could sacrifice to a firewall in order to get the other guy to the system core :P

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

    Sizeof Void
    Ninja Suicide Squadron
    #55 - 2014-11-11 22:14:50 UTC
    I like the "polarized" module concept.

    Have you considered applying it, with a lesser degree of stat reduction, to T2 modules, in general, as part of module tiericide?
    For example, using T2 weapons would degrade your defensive capability, and using T2 defense modules would degrade your offensive capabilities. Thus, using both T2 offensive and defensive modules, on the same ship, would end up being worse than a T1 fit.

    At the same time, metas should become much more rare and drop infrequently (use the meta version of MAPC drop rate as being more typical for all metas). Or increase their reprocessing stats significantly. This will make them much more expensive than either T1 or T2 versions.

    So, T1 modules would once again become the "standard fit". T2 modules would be used for "specialized fits". And meta modules would be used when you can't fit your ideal set of T1/T2 modules, need the extra fitting benefits of metas, and are willing to spend the exttra ISK.

    This will fix the "no reason to build T1 module" manufacturing problem, while still keeping the manufacturing of T2 modules viable and healthy.
    Sabriz Adoudel
    Move along there is nothing here
    #56 - 2014-11-11 22:44:55 UTC
    Chribba wrote:
    So where's the Polarized Mining Lasers?

    /c



    I was going to post this... I would love to see these added.


    On a serious note, polarized weapons are legitimately useful in POS bashes in highsec, but don't seem to have any other use I can think of (unless they become cheap enough to use in suicide ganking, but even then I expect the supply will be too low; most ganks are done by organised groups and simplicity of logistics is more important than a small power boost most of the time).

    I support the New Order and CODE. alliance. www.minerbumping.com

    Arthur Aihaken
    CODE.d
    #57 - 2014-11-11 23:05:54 UTC  |  Edited by: Arthur Aihaken
    Sizeof Void wrote:
    For example, using T2 weapons would degrade your defensive capability, and using T2 defense modules would degrade your offensive capabilities. Thus, using both T2 offensive and defensive modules, on the same ship, would end up being worse than a T1 fit.

    "I felt a great disturbance… as if thousands of capsuleers suddenly cried out in terror and were suddenly silenced."

    I am currently away, traveling through time and will be returning last week.

    Uriel Paradisi Anteovnuecci
    Itsukame-Zainou Hyperspatial Inquiries Ltd.
    Arataka Research Consortium
    #58 - 2014-11-11 23:17:51 UTC  |  Edited by: Uriel Paradisi Anteovnuecci
    Has anyone realized what this could mean, lore-wise?

    CCP Phantom wrote:

    Additionally those new sites are actually sleeper sites throughout the whole of New Eden. For some reason their previously active cloaking mechanism is failing, and this is why we can discover them now. That is something good for people who love digging into the EVE lore and background story.


    The Jovians have kept a lot of things they don't want us to know about (i.e. ancient Terran ships, ruins, gates, and other tech.) cloaked in some special way for a very long time- The Sleepers (or 'Architects'), being what they are, would have to have been using a very similar if not identical form of technology- and if this is failing, some very big things may happen in the near future, involving much more than just the sleepers.

    Between this and Misu Baniya's body parts being collected, I'm starting to be really interested in this- Jovians may be about to become a lot more relevant again (and I would die of happiness if that's the case!) Smile
    Daenika
    Chambers of Shaolin
    #59 - 2014-11-12 00:36:08 UTC
    Quote:
    All the sites will be distributed throughout known space


    CCP, why you hate WH so much? /cry
    Arthur Aihaken
    CODE.d
    #60 - 2014-11-12 01:01:01 UTC
    Daenika wrote:
    CCP, why you hate WH so much? /cry

    Wormhole Tears

    I am currently away, traveling through time and will be returning last week.