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[March] Stasis Webifier Tiericide

First post First post
Author
CCP Fozzie
C C P
C C P Alliance
#1 - 2016-02-11 19:02:14 UTC  |  Edited by: CCP Fozzie
Hello everyone!
We're planning a huge set of module tiericide in our March release and this thread will serve as the feedback location for changes to Stasis Webifiers.

Our web changes cover a few areas. Like many old sets of modules, the Meta 4 webs were strictly better than T2, significantly reducing the choice involved when choosing fittings. We are correcting this issue on many module sets as we move through them for Tiericide and webs are no exception.

We are also making a significant pass on faction stasis webifiers. There are a lot of faction web varieties, but there are also three distinct areas where the faction webs can be measured against each other: range, strength and fitting. We have adjusted the faction webs so that none are "strictly" better than any other. We do still know that some stats are going to be more highly prized than others so values will not be even, but that's fine. The important thing is that each faction web variant now has a useful niche.

We are also adding Republic Fleet webs because of course the Republic Fleet should make webs.

We had earlier proposed converting officer webs over to the new Stasis Grappler group, but after listening to your feedback we've decided to do a more traditional tiericide pass on the modules and add the word "Heavy" to their names to hint towards their unusually high fitting costs.

Here's the most recent iteration of the numbers:
[img]http://content.eveonline.com/www/newssystem/media/67557/1/Webs3.jpg[/img]

We're very interested in your feedback on all these changes. We'll be releasing them to Singularity next week if all goes well, so that you can try these and all the other module changes planned for the March release. Please use this thread for passing along your feedback, and we'll be reading.

Thanks!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

CCP Fozzie
C C P
C C P Alliance
#2 - 2016-02-11 19:02:27 UTC
Reserved

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Skyler Hawk
The Tuskers
The Tuskers Co.
#3 - 2016-02-11 20:00:59 UTC
Cool changes on the whole, but...

Quote:
We are also making a significant pass on faction stasis webifiers. There are a lot of faction web varieties, but there are also three distinct areas where the faction webs can be measured against each other: range, strength and fitting. We have adjusted the faction webs so that none are "strictly" better than any other. We do still know that some stats are going to be more highly prized than others so values will not be even, but that's fine. The important thing is that each faction web variant now has a useful niche.


Dark Blood webs appear 'strictly' better than Dread Guristas - both are listed as using 16 CPU, using 5 cap/sec, and providing a 55% slowdown, but the Blood web has 14 km range while the DG web only has 13 km range.
Loki Feiht
Warcrows
THE OLD SCHOOL
#4 - 2016-02-11 20:25:07 UTC
Again, no optimal/falloff's? would have made sense

More NPC - Randomly Generated Modular Content thread https://forums.eveonline.com/default.aspx?g=posts&t=220858

CCP Fozzie
C C P
C C P Alliance
#5 - 2016-02-11 20:34:04 UTC
Skyler Hawk wrote:
Cool changes on the whole, but...

Quote:
We are also making a significant pass on faction stasis webifiers. There are a lot of faction web varieties, but there are also three distinct areas where the faction webs can be measured against each other: range, strength and fitting. We have adjusted the faction webs so that none are "strictly" better than any other. We do still know that some stats are going to be more highly prized than others so values will not be even, but that's fine. The important thing is that each faction web variant now has a useful niche.


Dark Blood webs appear 'strictly' better than Dread Guristas - both are listed as using 16 CPU, using 5 cap/sec, and providing a 55% slowdown, but the Blood web has 14 km range while the DG web only has 13 km range.


Copy/paste error on my part. It's fixed now.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Helsinki Atruin
Sebiestor Tribe
Minmatar Republic
#6 - 2016-02-11 20:50:55 UTC
domination and republic fleet seem, under powered, with sansha getting +5% magnitude for a mere 9 cpu, and shadow serpentis/fed navy losing only 1km, and 9cpu for +10% effectiveness. if the republic fleet/domination webs are supposed to be the "long range" webs, then sansha is seriously infringing on that territory
Barrett Fruitcake
Doomheim
#7 - 2016-02-11 20:52:36 UTC
Nice add for the Heavy Webs.
Rowells
Blackwater USA Inc.
Pandemic Horde
#8 - 2016-02-11 20:53:58 UTC  |  Edited by: Rowells
NVM CANT READ
CCP Fozzie
C C P
C C P Alliance
#9 - 2016-02-11 20:54:37 UTC
Rowells wrote:
Non of the faction versions getting up to -60%? Seems kind of weird for T2 to be the absolute strongest.

Shadow Serp and Fed Navy are 60%

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Adam Lyon
Caldari Provisions
Caldari State
#10 - 2016-02-11 21:09:23 UTC
Rather than going for round numbers can we make the new versions of the modules similar in fitting to the old versions? Just like the M4 DC having a 3 cpu penalty, regular webs having a penalty of 3-4 cpu is similarly painful.
Arthur Aihaken
CODE.d
#11 - 2016-02-11 21:22:37 UTC
Why not give Domination and Republic fleet webs the longest range @16km instead of 15km?

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

Anthar Thebess
#12 - 2016-02-11 21:29:01 UTC
Pirate Lp store modules are missing
Aleksi Aksan
The Scope
Gallente Federation
#13 - 2016-02-11 21:37:07 UTC
As with so much of teiricide I think this is a long needed and really good change. And the addition of Republic Fleet Webs is much overdue, a race that has so many web bonused ships not producing them is silly. But that kinda brings me to my only problem with these changes.

Why are Dark Blood Webs getting shorter ranges? Surely a faction that builds web range bonused ships might produce longer range webs than the Caldari and Gurista's? As someone who has always like the solid sense and synergy that comes with fitting faction mods onto the matching faction ships I'm disappointed to see Dark Blood webs becomes a much lower tier choice for Blood Raiders ships.
Soldarius
Dreddit
Test Alliance Please Ignore
#14 - 2016-02-11 21:53:31 UTC
ty for not changing officer webs to grapplers. All our flag Bhaalgorns appreciate it.

http://youtu.be/YVkUvmDQ3HY

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#15 - 2016-02-11 22:32:14 UTC
a web with lower cap usage? yeah that's pretty tiered
Harvey James
The Sengoku Legacy
#16 - 2016-02-11 23:30:54 UTC
not a fan of webs basically staying status quo here, they need a nerf especially when you consider how strong they are for tracking and tackling for as little as 20 cpu and 1 pg ... i certainly think limiting their range and strength is needed, optimal and falloff would also be good here.

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

bigbillthaboss3
Amok.
Goonswarm Federation
#17 - 2016-02-12 00:03:41 UTC
Where are the deadspace mods?
Rivr Luzade
Coreli Corporation
Pandemic Legion
#18 - 2016-02-12 00:11:02 UTC
No Falloff, I am happy.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Krevnos
Back Door Burglars
#19 - 2016-02-12 00:35:48 UTC
Hey Fozzie! Just want to say that I am happy with these changes.

+1
Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#20 - 2016-02-12 00:42:28 UTC
soooooooooooooo the dark blood is getting shittier in both velocity and optimal? and is now worse than t2 web entirely? are you stoned?

guess we will still be stuck buying fed navy webs only.

Amarr Militia Representative - A jar of nitro

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