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[December] Module Tiericide – Shield Rechargers and Others

First post First post
Author
Trinkets friend
Sudden Buggery
Sending Thots And Players
#161 - 2015-09-21 01:26:06 UTC
Just a thought....

Why not Flux Coils give you a percentage bonus to shield hitpoints?

Currently there's no real point in passive tanking capitals. If your flux coils gave a 10% HP bonus you could do some pretty hinky stuff with passive tanked Wyverns.
Rawketsled
Generic Corp Name
#162 - 2015-09-21 01:38:54 UTC
Trinkets friend wrote:
Just a thought....

Why not Flux Coils give you a percentage bonus to shield hitpoints?

Currently there's no real point in passive tanking capitals. If your flux coils gave a 10% HP bonus you could do some pretty hinky stuff with passive tanked Wyverns.

The PDS does that already. You're either going to compete with that module for the same job (which creates redunancy) or be outright better than the PDS which will likely result in the buffed coils being OP.
Sieonigh
Sebiestor Tribe
Minmatar Republic
#163 - 2015-09-21 08:28:11 UTC
Rawketsled wrote:
Trinkets friend wrote:
Just a thought....

Why not Flux Coils give you a percentage bonus to shield hitpoints?

Currently there's no real point in passive tanking capitals. If your flux coils gave a 10% HP bonus you could do some pretty hinky stuff with passive tanked Wyverns.

The PDS does that already. You're either going to compete with that module for the same job (which creates redunancy) or be outright better than the PDS which will likely result in the buffed coils being OP.



not nessisarily, PDSs do more that just shild HP and shild regen, its also grid + cap amount + cap regen which is roughly 5% for each.

so having say 10% and 10% for shild capasity and regen isn't a bad idea, question is whether or not it would break shild capitals.
Rawketsled
Generic Corp Name
#164 - 2015-09-21 08:40:17 UTC
They'd need a stacking penalty. Three of those modules increases regen by 85%.
CCP Terminus
C C P
C C P Alliance
#165 - 2015-09-29 11:53:57 UTC
So a little update. These module changes are now set to go out in the December release. We're still mulling over ideas for the Shield Flux Coils, and I'll post another update when there is more information on that.

@CCP_Terminus // Game Designer // Team Size Matters

Altrue
Exploration Frontier inc
Tactical-Retreat
#166 - 2015-09-29 12:08:30 UTC
Well, its definitely a good thing to see you considering other ideas than just leaving the modules "as is", and quickly forgetting about them Big smile

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TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#167 - 2015-09-29 13:10:51 UTC
turret tiericide when
CCP Terminus
C C P
C C P Alliance
#168 - 2015-09-29 13:20:55 UTC
TrouserDeagle wrote:
turret tiericide when


The December release should have a decent amount of module tiericide in it. This may include tiericide on turrets I'm not sure. Either way it's unlikely I will be doing it, you're better off mentioning it to one of the other module tiericide members (CCP Fozzie, CCP Delegate Zero, CCP Rise, or CCP Larrikin).

@CCP_Terminus // Game Designer // Team Size Matters

Bobb Bobbington
Rattini Tribe
Minmatar Fleet Alliance
#169 - 2015-09-29 19:23:11 UTC
Which modules are to be folded into each new type?

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Probably.

Btw my corp's recruiting.

Kasia en Tilavine
School of Applied Knowledge
Caldari State
#170 - 2015-09-29 19:44:24 UTC
CCP Terminus wrote:
TrouserDeagle wrote:
turret tiericide when


The December release should have a decent amount of module tiericide in it. This may include tiericide on turrets I'm not sure. Either way it's unlikely I will be doing it, you're better off mentioning it to one of the other module tiericide members (CCP Fozzie, CCP Delegate Zero, CCP Rise, or CCP Larrikin).


Are they the only four working on tiericide? Has there been any discussion about the slow pace of tiericide? A lot of us consider it to be very important to improving the game both for newer and older players. 4 module groups every 2-4 months leaves us with a 2019 finish date for full tiericide.

Has there been any consideration to massively buffing these passive shield modules, so stacking penalties can make 2 of them in the lows instead of ballistic controls a viable pvp choice with a single invuln/extender tank. Rather than having to all in with every module slot in order to make them viable. (Penalties allows 1 or 2 to make a big difference while 6-9 are meaningless wastes of slots ). What about flux coils being +total hitpoints - hp/s recharge?
CCP Terminus
C C P
C C P Alliance
#171 - 2015-09-30 10:51:53 UTC
Kasia en Tilavine wrote:
CCP Terminus wrote:
TrouserDeagle wrote:
turret tiericide when


The December release should have a decent amount of module tiericide in it. This may include tiericide on turrets I'm not sure. Either way it's unlikely I will be doing it, you're better off mentioning it to one of the other module tiericide members (CCP Fozzie, CCP Delegate Zero, CCP Rise, or CCP Larrikin).


Are they the only four working on tiericide? Has there been any discussion about the slow pace of tiericide? A lot of us consider it to be very important to improving the game both for newer and older players. 4 module groups every 2-4 months leaves us with a 2019 finish date for full tiericide.

Has there been any consideration to massively buffing these passive shield modules, so stacking penalties can make 2 of them in the lows instead of ballistic controls a viable pvp choice with a single invuln/extender tank. Rather than having to all in with every module slot in order to make them viable. (Penalties allows 1 or 2 to make a big difference while 6-9 are meaningless wastes of slots ). What about flux coils being +total hitpoints - hp/s recharge?

Well along with me that makes 5, which is a decent portion of the designers working on EVE. Unfortunately module tiericide is not a primary focus of anyone at the moment, so it's basically done when we have the time between major projects. The good news is I would expect the December and possibly January to be heavier in tiericide, which will somewhat make up for the lack of it these past few releases.

@CCP_Terminus // Game Designer // Team Size Matters

CCP Terminus
C C P
C C P Alliance
#172 - 2015-09-30 14:39:36 UTC
Bobb Bobbington wrote:
Which modules are to be folded into each new type?

Shield Rechargers
Meta 1-4 wil become the M51 'Benefactor' Compact Shield Recharger

Shield Power Relays
All the Meta 0 modules except for the Shield Power Relay I will be combined into the 'Basic' Shield Power Relay
Meta 1-4 will be combined into the two Meta modules which remain. We usually (though not always) have 1 and 3 be a module, and 2 and 4 be the other

Shield Flux Coils
Same thing will happen as the Shield Power Relays, meta 0's merged, meta 1-4 merged into 2 modules

@CCP_Terminus // Game Designer // Team Size Matters

Sabriz Adoudel
Move along there is nothing here
#173 - 2015-10-01 01:27:06 UTC
So the only role of the tech 1 (meta 0) items is to add more clicks to the manufacturing process for tech 2 modules?

Still?

This was bad design the first time you made this mistake and it remains bad design now.

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Daimus Daranius
Warcrows
THE OLD SCHOOL
#174 - 2015-10-01 10:48:32 UTC
Shield flux coils need to go back to the drawing board, since there's literally zero use for them. People who passive shield tank always use shield power relays instead as shield flux coils will actually hurt your HP recharge rate.
Here's a few suggestions:
-Replace shield recharge bonus with reduction of capacitor use of shield boosters
-Replace shield amount penalty with signature radius penalty

Amarr Victor!

Morihei Akachi
Doomheim
#175 - 2015-10-06 03:02:19 UTC
Don't suppose you'd consider calling them something different? It's just that I trash everything with "restrained" in its name. Seems like a waste of all your time and effort.

"Enduring", "restrained" and "ample" as designations for starship components are foreign to the genre of high-tech science fiction and don’t belong in Eve Online. (And as for “scoped” …)

Lugh Crow-Slave
#176 - 2015-10-13 04:41:28 UTC
Trinkets friend wrote:
Just a thought....

Why not Flux Coils give you a percentage bonus to shield hitpoints?

Currently there's no real point in passive tanking capitals. If your flux coils gave a 10% HP bonus you could do some pretty hinky stuff with passive tanked Wyverns.



I think it would be interesting but as said before they would need a stacking penaltie unlike the other mods
Desiderya
Blue Canary
Watch This
#177 - 2015-10-15 17:41:11 UTC
Seeing as shield flux coils are a bit useless, what about making them a module to modify active tanking?
Such as reducing shield boost amount, activation cost and cycle time. It would mean faster but less chunky boosts.
Not sure if that would be something folks would fit if it doesn't come with a small net increase to at least offset the heat issue.

Ruthlessness is the kindness of the wise.

Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#178 - 2015-10-16 19:20:44 UTC
this part of November or December patch?
Bad Messenger
Rehabilitation Clinic
#179 - 2015-10-18 11:08:48 UTC
Altrue wrote:
Shield rechargers need a massive boost! I'm surprised you've missed that one Shocked. They are competing with EM wards, Shield extenders, Invulns... There is little reason to fit them on passive tanked ships. Please reconsider their stats Big smile

Shield Power Relays stats seem fine to me.

Shield Flux Coils, I was expecting a massive boost as well, reduction of shield capacity is so opposed to passive shield tanking that there is currently no use for these modules. Not with such stats.
You should buff them quite extensively, or swap their penalty for something else perhaps? Maybe more sig radius? Or less total Capacitor? Or less Powergrid? But something needs to change.

Suggestion: What about a module that modifies the curve of shield regeneration to have the optimal regeneration start earlier and last longer? That would definitely be a nice addition to Shield Flux Coils or Shield Rechargers.



Those modules have their marginal use in some out of the box fits. Example polarized gun fits etc...
CCP Terminus
C C P
C C P Alliance
#180 - 2015-10-19 04:21:56 UTC
Ncc 1709 wrote:
this part of November or December patch?


It should hopefully make it in to the December release.

@CCP_Terminus // Game Designer // Team Size Matters