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[March] Cap Battery Tiericide

First post
Author
Harvey James
The Sengoku Legacy
#161 - 2016-03-04 19:33:07 UTC
so with the patch notes note .. we are stuck with these turd batteries

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

FT Cold
Federal Navy Academy
Gallente Federation
#162 - 2016-03-05 02:01:06 UTC
Harvey James wrote:
so with the patch notes note .. we are stuck with these turd batteries


Yep, was really hoping they'd take another look.
Nevyn Auscent
Broke Sauce
#163 - 2016-03-05 05:50:32 UTC
Well, they aren't Turds, they are significantly improved from before...... But given how deep and underpowered they were before that's not difficult.
It would be nice to see CCP have a concrete plan for if people still don't use them like 'If uptake is low we will slash Fitting by 10% steps every few months till we start seeing regular use'
Khan Wrenth
Viziam
Amarr Empire
#164 - 2016-03-05 06:37:04 UTC
Nevyn Auscent wrote:
Well, they aren't Turds, they are significantly improved from before...... But given how deep and underpowered they were before that's not difficult.
It would be nice to see CCP have a concrete plan for if people still don't use them like 'If uptake is low we will slash Fitting by 10% steps every few months till we start seeing regular use'

Well if you put a turd on a silver platter and light it on fire, you can call it flambé, but it's still just a flaming turd.

The sad irony is that as a pilot who uses neuts extensively, I shouldn't want there to be more effective counters. CCP failing this module again should be a boon to me. I should be happy.

But I'm not.

Beyond how I play the game, beyond what I fly, what I train for, beyond anything I personally encounter or do...what brings me to this game and keeps me here, is the immense possibility this game presents. The potential here is staggering. They cultivated a unique playerbase and have a unique game at their disposal. I see what they have here and it inspires a deep passion within me. I love this game, I love what this game can be. And it drives me nuts to see people squander all that potential and having the game driven into a brick wall.

But I suppose we'll have to make do with turd flambé.
Jhaelee de'Auvrie
Amarrian Vengeance
Ragequit Cancel Sub
#165 - 2016-03-06 03:18:07 UTC
Is it just me or do the new Faction mods seem to be distributed in an odd fashion. Fed Navy and RF Fleet seem to be getting a number of new items, some of which have nothing to do with their traditional benefits. Why are the Minmatar flavored groups getting faction cap batteries? Has that not always been an Amarr/Khanid/Blood Raider thing? It is also clear that the Amarr groups are now the only LP store without a Faction warp disruptor/scrambler. Is there a reason for that?
Jean-Luc
Aliastra
Gallente Federation
#166 - 2016-03-06 13:01:00 UTC
I am looking forward to those changes, and cant wait for capital sized variants. Also DeD and officer meta would be nice.
Lugh Crow-Slave
#167 - 2016-03-06 15:29:08 UTC
Khan Wrenth wrote:
Mad Abbat wrote:
Who ever gonna look in threads like this on this forum for a feedback?
- Nobody.
You'd be much better to catch a EVE dev on a reddit, or any place other than this forum.

I hear ya there. But I also feel like it's kinda...stalkerish? To pursue someone through other forums (pun not intended) if you've already tried contacting them through one established method.

This is also something I keep hearing a lot. I don't know if it's true, but I hope that it isn't (that devs pay attention to other places like Reddit more than they pay attention to their own forums). Because if that's true, then it's absolute rubbish. Would any consumer group, in any other circumstance, tolerate giving feedback to a company through a dedicated customer service phone line, but the powers that be don't listen to the messages there and instead listen for customer complaints extreme enough to hit the 10 O'Clock news? It'd be outrageous.

I've never been to reddit, and I don't plan on ever going to reddit. These forums were specifically built for the people who play this game, and I don't know what another forum can offer that these forums cannot, other than imput from people who haven't actually played the game.

Other forums, and I suppose reddit too, could be valuable as marketing tools when cool things happen in EvE that you would want to announce to the rest of the world. Stuff like huge battles, massive corp theft, or other interesting game happenings. But it's not the place to get constructive feedback since I'm assuming there's no way to filter out people who don't play the game and know the limitations therein. Would you go to a Wal*Mart to solicit feedback on how a "Mom & Pop" store down the street should run their business? Of course not, it sounds ludicrous on its face, and so does the idea of gathering feedback through other channels.

TL;DR I hope that despite the reputation, devs pay attention to their forums and not reddit.


They do read their own forums but they give feedback and converse woth players much more on reddit
CCP Fozzie
C C P
C C P Alliance
#168 - 2016-03-07 21:50:36 UTC
Hey folks. Thank you very much to everyone who has posted feedback in this thread. I'm sorry that I haven't been replying as regularly as I'd like.

I am definitely interested in further investigating some of the suggestions brought up in this thread, including shifting Cap Flux Coils over to cap warfare resistance. We'll keep an eye on how the resistance values work out in practice on the live server, and that will hopefully give us a better idea of where else it can be useful.

Based on some more of the feedback we've been getting on these batteries, I've done one more pass buffing the stats. We've reduced fittings a bit and increased the cap benefit a fair bit. Newest stats are now updated in the OP.

We'll be watching very closely to see how these work out in practice, as we plan our next steps.

Thanks again folks!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Gunrunner1775
Empire Hooligans
#169 - 2016-03-07 22:05:29 UTC
QUESTION: Will the userinterface ship fitting window be updated so as to show the resistances stats next to or near the affected systems (for this it would be cap warfare resistance, also this would apply to ecm resistance ect) or perhaps an entirely new drop down at the very bottom added in showing various new resistances that are being added
CCP Fozzie
C C P
C C P Alliance
#170 - 2016-03-07 22:11:30 UTC
Gunrunner1775 wrote:
QUESTION: Will the userinterface ship fitting window be updated so as to show the resistances stats next to or near the affected systems (for this it would be cap warfare resistance, also this would apply to ecm resistance ect) or perhaps an entirely new drop down at the very bottom added in showing various new resistances that are being added


That is something we would like to add (potentially alongside a fitting window redesign for ghost fitting), but it will not be in the initial release.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Lugh Crow-Slave
#171 - 2016-03-08 01:24:52 UTC
CCP Fozzie wrote:
Gunrunner1775 wrote:
QUESTION: Will the userinterface ship fitting window be updated so as to show the resistances stats next to or near the affected systems (for this it would be cap warfare resistance, also this would apply to ecm resistance ect) or perhaps an entirely new drop down at the very bottom added in showing various new resistances that are being added


That is something we would like to add (potentially alongside a fitting window redesign for ghost fitting), but it will not be in the initial release.


sooooo just another invisible stat

an already grossly under powered module will now have a stat players cant even see to know just how much its helping them

10/10 would fit again
Khan Wrenth
Viziam
Amarr Empire
#172 - 2016-03-08 02:32:43 UTC
CCP Fozzie wrote:
Hey folks. Thank you very much to everyone who has posted feedback in this thread. I'm sorry that I haven't been replying as regularly as I'd like.

I am definitely interested in further investigating some of the suggestions brought up in this thread, including shifting Cap Flux Coils over to cap warfare resistance. We'll keep an eye on how the resistance values work out in practice on the live server, and that will hopefully give us a better idea of where else it can be useful.

Based on some more of the feedback we've been getting on these batteries, I've done one more pass buffing the stats. We've reduced fittings a bit and increased the cap benefit a fair bit. Newest stats are now updated in the OP.

We'll be watching very closely to see how these work out in practice, as we plan our next steps.

Thanks again folks!

Thank you so much for the update. I hope these modules find some use now, and if you do decide to switch those Flux coils over, I'll be eager to see how that plays out.

In the meantime, after these hit TQ, I'll see if I can squeeze some onto my ships.
Scotsman Howard
S0utherN Comfort
#173 - 2016-03-08 13:01:45 UTC
Lugh Crow-Slave wrote:
CCP Fozzie wrote:
Gunrunner1775 wrote:
QUESTION: Will the userinterface ship fitting window be updated so as to show the resistances stats next to or near the affected systems (for this it would be cap warfare resistance, also this would apply to ecm resistance ect) or perhaps an entirely new drop down at the very bottom added in showing various new resistances that are being added


That is something we would like to add (potentially alongside a fitting window redesign for ghost fitting), but it will not be in the initial release.


sooooo just another invisible stat

an already grossly under powered module will now have a stat players cant even see to know just how much its helping them

10/10 would fit again


To be fair, there are a ton of stats in the this game you can't easily see or find.

The changes to this mod at least make it clearer to both parties what is happening. Before there was a message that said something along the lines of the enemy pilot has a mod that is interferring/rebounding the affect back on you.

Now, it is a simplely a resistance which is much easier to understand and process.
Krevnos
Back Door Burglars
#174 - 2016-03-08 19:51:18 UTC
CCP Fozzie wrote:
Hey folks. Thank you very much to everyone who has posted feedback in this thread. I'm sorry that I haven't been replying as regularly as I'd like.

I am definitely interested in further investigating some of the suggestions brought up in this thread, including shifting Cap Flux Coils over to cap warfare resistance. We'll keep an eye on how the resistance values work out in practice on the live server, and that will hopefully give us a better idea of where else it can be useful.

Based on some more of the feedback we've been getting on these batteries, I've done one more pass buffing the stats. We've reduced fittings a bit and increased the cap benefit a fair bit. Newest stats are now updated in the OP.

We'll be watching very closely to see how these work out in practice, as we plan our next steps.

Thanks again folks!


I have to say, Fozzie I am happy with how the modules are looking now. Easier to fit than cap boosters and possible to oversize (not easily) on certain setups will likely breathe some life into them. I will definitely be employing them in some of our corp's fits.

Thanks again for all your work on them!
H3llHound
Center for Advanced Studies
Gallente Federation
#175 - 2016-03-09 12:35:10 UTC
Fozzie, i want to ask again because my question wasnt answered...Will the Semiconductor Rig (eventually) get the same energy warface resistance?
CCP Fozzie
C C P
C C P Alliance
#176 - 2016-03-09 13:30:20 UTC
H3llHound wrote:
Fozzie, i want to ask again because my question wasnt answered...Will the Semiconductor Rig (eventually) get the same energy warface resistance?


I won't rule anything out for the future, but we don't have any firm plans to go over those rigs right now.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Alex Harumichi
SoE Roughriders
Electus Matari
#177 - 2016-03-09 13:35:48 UTC
Well, at the least the new batteries are a *lot* better than the old ones. As in: I'm actually going to fit some of these on my ships. Not very many, granted, but some. There are some nice use cases.

So... improvement.
Skia Aumer
Planetary Harvesting and Processing LLC
#178 - 2016-03-10 12:50:28 UTC
Among the ships that benefit the most are T3 cruisers.
So, when?
Khan Wrenth
Viziam
Amarr Empire
#179 - 2016-03-10 13:06:24 UTC
Skia Aumer wrote:
Among the ships that benefit the most are T3 cruisers.
So, when?

Well historically T3 cruisers have always been able to oversize modules. But if you make a module so hard to fit that even the superships can barely work them, then the module is useless to everyone else who uses normal ships. If every module were balanced around T3 capabilities, nobody else would be able to use them.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#180 - 2016-03-10 15:50:42 UTC
Lugh Crow-Slave wrote:
sooooo just another invisible stat

an already grossly under powered module will now have a stat players cant even see to know just how much its helping them

10/10 would fit again

This is appropriate moment to say (bear with me) "Think about the newbies!"

On a side note: I tried to ask two times and was always getting mixed answers. So here's hoping that three times a charm:

How exactly do cap resistances work?

Some say it makes neuting you more expensive, some say you lose less cap. It doesn't help that some people refer to the stat as "neut/nos reflection". What's the truth?