These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Upcoming Feature and Change Feedback Center

 
  • Topic is locked indefinitely.
 

[December] Remote Rep Tiericide and Falloff

First post First post
Author
Maximus Aerelius
PROPHET OF ENIGMA
#81 - 2015-11-27 17:57:27 UTC  |  Edited by: Maximus Aerelius
Solarus Explorer wrote:
+1 for cutting down the range of frig logi. I would suggest cutting down the range of cruiser logi further as well, to give brawlers some chance of catching logi in small gangs.

Overall though i'm in favour of removing logi completely from the game. Let ships undock and die in pvp, they shouldn't have the safety of a bunch of logi ships to save them all the time.


^ this guy, really has no clue. You'd kill off an entire career line for the sake of some extra kills? I'd like to wager that more kills come from having Logi than not cos reasons.

EDIT: Also kill s off entire communities: Incursion Runners for one. No Incursion Runners then you've got whole systems with maximum Sansha effects in operation such as lower resists, lower bounties etc. Great idea bud /sarcasm.
Frostys Virpio
KarmaFleet
Goonswarm Federation
#82 - 2015-11-27 18:15:21 UTC
Skyler Hawk wrote:
Since you're rebalancing remote rep modules anyway, wouldn't it make sense to introduce faction and deadspace large remote armor reps and shield boosters to complement the existing mediums and smalls?


Since you are in the thread and replying to it, wouldn't it make sense to read the very first point in the OP's list?
Che'Nedra Borune
Perkone
Caldari State
#83 - 2015-11-27 19:13:19 UTC
I think the changes to RR are interesting and will open up a wide range of new ways to play the game :)

However, I think that, with this change especially, it would be extremely helpful if the following long awaited features could be added:
- Show logistics 'damage notifications' for both repairing and receiving parties.

This will function as immediate feedback of effectiveness of RR for logi pilots, just like the damage notifications give you an idea of 'how well' you're applying your damage.
In addition, this will give somewhat of a way to analyze fights afterwards to see why you died with the logi present. Where they far into the falloff? Did not everybody repair you?

- Show logistics on killmails (repairs received amount on km, assisting players listed?)

Not only will this finally give some credit to all the nameless logibros out there who are putting their ship on the line and are never mentioned in any battle report, it will also give a much better idea of how much of hostile logi was overcome in the destruction of a ship.

Thanks for considering those changes :)

-Che

elitatwo
Zansha Expansion
Brave Collective
#84 - 2015-11-27 20:16:39 UTC  |  Edited by: elitatwo
Thercon Jair wrote:
Harvey James wrote:
shouldn't large reps have a slower cycle time than mediums?


I'd be actually more in favour of ballancing cruiser sized logis around medium remote reps and medium remote cap transfers and then introducing a BS sized logistics platform utilising large reps and cap transfers, and add a signature resolution/explosion radius-like attribute that corresponds to the size (but don't mess up minmatar ships receiving less reps because they're usually a bit smaller than the turret resolution of the size).

It's strange that frigates use small, cruisers use large, and cruisers are used for cruiser and up fleets.


Maybe you haven't noticed the cruiser changes in Retribution but the t1 logistic are using medium reps whereas t2 logistics use large ones.

With the new falloff mechanics for logi, will there also be "wrecking" reps?

I think the better way to "balance" logistic modules would have been to give them an explosion radius and an explosion velocity, then give them the heavy missile treatment and then introduce an explosion radius and explosion velocity tracking disrupter that makes them even more useless.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Zikori Trader
Deep Core Mining Inc.
Caldari State
#85 - 2015-11-27 21:53:45 UTC
OopsThe parish Fozzie is the worst that's ever happened to this game, the more incompetent a man at the CCP never was. We don't need these useless changes which you break our game, we don't pay you for it, in the game there are a thousand things about which the players asked for it, you ignore them, and do useless things that make people leave the game. I love being a support player, I spent a lot of time and money in order to pump logistician and links for CTA's and roaming, and you go and break everything. A great reason to leave this game. Stupid useless changes.
ISD Max Trix
ISD Community Communications Liaisons
#86 - 2015-11-27 21:59:35 UTC
Quote:
3. Ranting is prohibited.

A rant is a post that is often filled with angry and counterproductive comments. A free exchange of ideas is essential to building a strong sense of community and is helpful in development of the game and community. Rants are disruptive, and incite flaming and trolling. Please post your thoughts in a concise and clear manner while avoiding going off on rambling tangents.



Deleted a post for the above reason.

ISD Max Trix

Lieutenant

Community Communication Liaisons (CCLs)

Interstellar Services Department

I do not respond to EVE mails about forum moderation.

Mr Floydy
Viziam
Amarr Empire
#87 - 2015-11-27 21:59:49 UTC
Changes look good, looking forward to flying logi with these. Ever since this was hinted at back at EveNT I've been looking forward to it :D
Sexy Cakes
Have A Seat
#88 - 2015-11-27 22:28:56 UTC
Not real sure why you are changing remote reps to have optimal and falloff. The slower cycle times seem enough to change things.

Not today spaghetti.

Gloom skull Dethahal
Echelon Research
Goonswarm Federation
#89 - 2015-11-28 05:31:31 UTC  |  Edited by: Gloom skull Dethahal
My carrier should now be able to assist the fighters again.

When I started training, you changed jump range. Then you messed with my drones, removed the fighters. Now that I've finally finished the train queue, you're taking away my reps and triage. And now, on the ship that doesn't exist yet, you're nerfing my reps....!

I appreciate the changes, but they continue to outpace the skill queue and investment.

Can we hear some announcements for the folks being left behind? Have some good news for us? In terms of new work?



Noctis after the mobile tractor unit...
Nevil Kincade
Did he say Jump
#90 - 2015-11-28 07:23:42 UTC
The best idea in regards to reps ive heard so far was giving them an analogue to what signature resolution is to guns. So that larger reps would rep less on smaller targets. That would nerf the pesky carrier drop/undock to save a bait quite nicely which is used as a denial of fun **** move way too much in Eve.
Amarisen Gream
Pleasant Peninsula Productions
Digital Vendetta
#91 - 2015-11-28 08:22:42 UTC
I am so looking forward to helping my mates while flying logi

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Lucas Quaan
Sniggerdly
Pandemic Legion
#92 - 2015-11-28 13:35:56 UTC
Since this is EVE, the player reaction will be that if reps are now 75% of their old value you bring 33% more logi than before to compensate.

That said, I think the new mechanics are great for the small gang setting where you get the choice between coming closer to the fight or rep less from a safer position.
Lugh Crow-Slave
#93 - 2015-11-28 14:40:45 UTC  |  Edited by: Lugh Crow-Slave
Arrendis wrote:
Lugh Crow-Slave wrote:
why is it armor reps will also be repping more hp/s?


Probably the same reason they have a longer optimal: they land at the end of the cycle. Shield reps land the moment the module activates, so you make them suffer a bit for their speed, and increase the differentiation between the two types of fleet.



Except that only helps at the start of a fight after I start repping I still need to wait a full cycle before swapping overall it will now be much easier for armor logi to swap targets

Not to mention armor have larger buffets helping them last longer and they have higher resists meaning they get more ehp for every hp repped.

I don't see why shield is getting the short end of the stick with this change armor is already the preferred set up in a logi supported fleet do to its higher buffer
Lugh Crow-Slave
#94 - 2015-11-28 14:47:31 UTC
Zikori Trader wrote:
OopsThe parish Fozzie is the worst that's ever happened to this game, the more incompetent a man at the CCP never was. We don't need these useless changes which you break our game, we don't pay you for it, in the game there are a thousand things about which the players asked for it, you ignore them, and do useless things that make people leave the game. I love being a support player, I spent a lot of time and money in order to pump logistician and links for CTA's and roaming, and you go and break everything. A great reason to leave this game. Stupid useless changes.

But people have been asking for this and the idea behind it isn't bad but the disparity between armor and shield is gong to be to big there will be no use in shield logi
commander aze
#95 - 2015-11-28 18:31:25 UTC
So at first glance armor looks like its getting shafted again? Why are the 2 not equal across the board?

Why do we need theae changes? It seems lile we are penalizing people who have good fleet comps to make it harder for them.

Logi wasnt broken so now we want to find a way to make it broken? Rhetorical yes they constantly do this instead of addressing bigger issues. Tiericide is now ccps way of saying we want something to distract the players from other issues.

Lastly heres the real salt. Longer rep times? Seriously? Its hard enough managinging 10 locks and hero repping with armor reps now we want to make it even harder.

Not sure if this has been adressed but shield and armor should either be both front loaded or end of cycle effects. Alternatively act like mining lasers and have effect based on percent of cycle.

All of this with the looming changes to capital logistics... its ok.

Commander Aze For CSM XII

https://forums.eveonline.com/default.aspx?g=posts&t=506400

Support the Community #Broadcast4Reps

Harvey James
The Sengoku Legacy
#96 - 2015-11-29 01:06:24 UTC
on rep times, i certainly think its strange that medium/large/capital reps all have the same cycle times, they realised frigs needed the fast reps because of their hp is low, so surely by the same logic medium reps should be lower than large and same for capitals too larges.

-frig is 3/4secs
-med could be 5/6.5
large - 8/10
capitals - 11/13

than the logi cruisers could either be converted too mediums with maybe the cycle time bonus or tank bonus like the logi frigs, or keep the large reps which would differentiate them from T1/T3 logi's

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Sumeragy
Deep Core Mining Inc.
Caldari State
#97 - 2015-11-29 11:59:23 UTC
THIS HERE is exactly why we need disliky button in forums. I mean there are 4k People reading this and only 58 likes i mean there are 3942 dislikes possible.

@ Topic
So CCP is in need of an isk sink so lets keep the players loose more ships so we don´t need to implement a working solution ?

I don´t know how much CCP played theyr own game, but its hard to play a logi already u are the bad man anyway doesnt matter what you do,at least we got an excuse now. No Killmails and you produce more killmail losses.

So how drunk do i need to get ppl to confince them to play logi too ?
Lugh Crow-Slave
#98 - 2015-11-29 13:00:49 UTC
Sumeragy wrote:
THIS HERE is exactly why we need disliky button in forums. I mean there are 4k People reading this and only 58 likes i mean there are 3942 dislikes possible.

@ Topic
So CCP is in need of an isk sink so lets keep the players loose more ships so we don´t need to implement a working solution ?

I don´t know how much CCP played theyr own game, but its hard to play a logi already u are the bad man anyway doesnt matter what you do,at least we got an excuse now. No Killmails and you produce more killmail losses.

So how drunk do i need to get ppl to confince them to play logi too ?


Running skirmishes on sisi abs logistics still works but your fleet needs to be on the ball when screening add well being able to control your hp/s adds even more to bait taking.

What we have learned is if you want to go logistics go armor end of story you get much more optimal more hp/s and faster cycles and all you give up is a few total km that if your using as a shield logi your not repping anything worth while that far out
Hilti Enaka
Assisted Homicide
#99 - 2015-11-29 13:03:40 UTC
Don't like the change.

The player base care too much about fighting battles they can't lose, more logi means more barriers to pvp, just like the amount of Ewar we have in the game.
Lugh Crow-Slave
#100 - 2015-11-29 16:30:26 UTC
Hilti Enaka wrote:
Don't like the change.

The player base care too much about fighting battles they can't lose, more logi means more barriers to pvp, just like the amount of Ewar we have in the game.



Firstly E-war greatly lowers the barrier to entry as it only takes a few hours for a new player to hop into a damp frig and provide a huge advantage.


Secondly these changes nerf logi so it's not adding more of it