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[118.6] Capital Balancing

First post First post First post
Author
Metric Candy
Science and Trade Institute
Caldari State
#181 - 2016-06-11 14:19:41 UTC  |  Edited by: Metric Candy
Do the Dread changes apply to the NPC spawns?

And do the NPC Dread use siege mode?
ApolloF117 HUN
The All-Seeing Eye
GaNg BaNg TeAm
#182 - 2016-06-11 22:44:57 UTC
Mr Hyde113 wrote:
:)

do something god damn it :D changes ddin't even settled down then they started nerfing big ships. Save us Hyde!
Morgaine Mighthammer
Rational Chaos Inc.
Brave Collective
#183 - 2016-06-11 23:16:36 UTC
ApolloF117 HUN wrote:
Mr Hyde113 wrote:
:)

do something god damn it :D changes ddin't even settled down then they started nerfing big ships. Save us Hyde!



^^^this^^^ more than anything
Moac Tor
Cyber Core
Immediate Destruction
#184 - 2016-06-11 23:32:59 UTC  |  Edited by: Moac Tor
The changes seem reasonable. This is actually a buff to the NSA due to the fact that it increases the sensor bonus of the fighters, so not sure why all the hysteria.

Shield capitals are much stronger than armour capitals, but I think they should have buffed the armour plates instead of nerfing the shield mods.

Also one big reason shield is better is because of invulnerability fields. Making those flex hardeners better would offer armour some options, and should have been done first before any big nerfs or buffs.
Rek Seven
University of Caille
Gallente Federation
#185 - 2016-06-12 09:51:44 UTC
I like the Nag change for the simple reason the it brings the ship in to balance with the other dreads, not being able to bring spare guns with it... However, i would prefer is all dreads could bring a spare set of guns so it can switch to high angle or regular weapons.

Given that you can't refit during a weapons timer, what is wrong with dreads being adaptable?
Aaron Mirrorsaver
The Scope
Gallente Federation
#186 - 2016-06-12 15:39:57 UTC
In summary the people crying to nerf carriers are saying:

1) Waa waa, my interceptor was alphad in four seconds. (A guy made a video about this one) His ceptor vs a carrier.

2) 3 WHOLE Blops can't kill a carrier

3) I want to be able to kill a carrier every time I roam, sometimes I can't kill one

4) Carriers should not be able to kill dictors/hictors so fast with the locking time and damage application of missile volleys, so that my hero dictor can hold down said carrier and create content because carrier calls in friends, thus leading to initiation of super content good fights

5) Carriers should have a beacon so that when they are ratting, all of Eve is aware

6) There should be a map filter to show carriers ratting in space in the last ten minutes to assist with #5

7) My 10 man roaming inty gang can no longer kite/hold/point carrier for 1 hour while we call in reinforcements to kill it

8) no one should be able to rat in safety, they should be able to be killed by my small gang, because small gang pvp. CCP why you do this to small gang pvp.
(small gang pvp == looking to gank pve ships )

9) there's no risk to ratting carrier, risk/reward out of balance.
CCP anyone writing such nonsense can seriously provide good feedback? Someone talking about risk/reward in null sec ratting? Everyone knows that the definitive shooty shooty type pve isk making is now done in hi sec (incursions). In fact there's almost 0 reason to exist in null sec, apart from building super caps or mining moon minerals for production. ISk has become to so easy to farm in multiple ways that the importance of 'home space' or 0.0 is out the door. This more than anything is what has driven null sec to be stagnated. Other than personal vendettas, what can create content now?

Anything missed?

Can I just ask though who gets caught ratting in a carrier besides afk ratters? What happened to constantly be aligned and warp?

Regards fighters, why is it ok to nerf back into oblivion the only defense a ship has? Fighters are easily destroyed and a carrier is then useless, especially since it can no longer have heaps of drones.

Maybe CCP could add a 'point defense module' able to be fitted to carriers only, which shoots down small ships in 'X' range? It's kind of sad that across that huge ship, there's not even a single gun to defend it.


Eve has more out lived its design in all aspects, and all this balance and re-working is patch work to prolong it.
Moac Tor
Cyber Core
Immediate Destruction
#187 - 2016-06-12 22:34:50 UTC
Aaron Mirrorsaver wrote:
Regards fighters, why is it ok to nerf back into oblivion the only defense a ship has? Fighters are easily destroyed and a carrier is then useless, especially since it can no longer have heaps of drones.

They aren't nerfing fighters, fighters are fine. If people are getting alpha'd by them then it's either because they bought the wrong ship, have a poor fit, their piloting skill sucks, or a combination of all 3.
Willi Walzwerk
Little Red Riding Hole
Wolves Amongst Strangers
#188 - 2016-06-13 00:27:32 UTC  |  Edited by: Willi Walzwerk
Hi guys, here some of my thoughts..

Well, i dont really understand some of this thinking behind this patch

Naglfar:

The three guns wouldnt be the problem, but like other pilots said, we havent got enough powergrid to just fit them. You should really think about evening out the powergrid amount on this capital ship, if u dont wanna make it useless.

The second point is weapon refitting. Why do you guys give us a full set of new weapons, like anti subcap guns which are really great and give dreads a purpose in this game again, but we cant get those guns on the field. Only the Nag could do it, so I understand this nerf with the third gun, that every dread should have the same fitting problems with the primary weapons.

Wouldnt it be a solution that you make the guns smaller, lets say like 3000m³ unpacked, so we can get a full set with us ready to refit. We still get the weapon timer and have to choose our refitting moment wisely. Or you make the fleethagars bigger like for example put them on 12000m³ room. That wouldnt be a very big change but it would give us the opportunity to use our guns properly. And please, give us the powergrid for the third gun or the nag is just wasted...

The point of this: Refitable guns, with 3000m³ unpacked or bigger fleethangar with 12000m³ andmore powergrid on naglfar to fit third gun.

PS: I dont think immunity on ewar while in siege is a good idea, jammers should have a purpose in this game..

Just my thoughts
Search Banana
Doomheim
#189 - 2016-06-13 01:40:31 UTC  |  Edited by: Search Banana
make Fighters ECM imune :)

2 frigs can kill a Carrier sounds not balanced :
Amarisen Gream
The.Kin.of.Jupiter
#190 - 2016-06-13 01:44:54 UTC
So i bought a Bowhead to day. Wanted to fit an AB to it. Can we plz have a short visit to the Bowheads stats so we can fit a capital AB/MWD...? Please don't forget the industrials.

Also, when you redo the Rorqual, please make the Orca a real capital all the way through. no more large riggs.

"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

Nevyn Auscent
Broke Sauce
#191 - 2016-06-13 02:16:39 UTC
Willi Walzwerk wrote:


Naglfar:

The three guns wouldnt be the problem, but like other pilots said, we havent got enough powergrid to just fit them. You should really think about evening out the powergrid amount on this capital ship, if u dont wanna make it useless.

Did the Nag lose PG when it got dropped to 2 Guns originally?
I didn't think it did but I can't remember for certain.
Morgaine Mighthammer
Rational Chaos Inc.
Brave Collective
#192 - 2016-06-13 03:32:37 UTC
Nevyn Auscent wrote:
Willi Walzwerk wrote:


Naglfar:

The three guns wouldnt be the problem, but like other pilots said, we havent got enough powergrid to just fit them. You should really think about evening out the powergrid amount on this capital ship, if u dont wanna make it useless.

Did the Nag lose PG when it got dropped to 2 Guns originally?
I didn't think it did but I can't remember for certain.

it did, they took away what pg the launchers used.
Zenafar
#193 - 2016-06-13 07:14:28 UTC
Moac Tor wrote:
Aaron Mirrorsaver wrote:
Regards fighters, why is it ok to nerf back into oblivion the only defense a ship has? Fighters are easily destroyed and a carrier is then useless, especially since it can no longer have heaps of drones.

They aren't nerfing fighters, fighters are fine. If people are getting alpha'd by them then it's either because they bought the wrong ship, have a poor fit, their piloting skill sucks, or a combination of all 3.


CCP Larrikin wrote:
Hi M8s,


There are more changes planned. We will be looking at HAW Tracking (more info here) and Light Fighter application / alpha.

As always, we welcome your feedback!


Just wait a little...


And about boosting NSA

"Networked Sensor Array sensor strength bonuses now also apply to the Carrier's fighter squadrons."

Sooo.... T2 Fighters sensor strength is like 7 + 50% = 10.5 ? Now they can be jammed the same way :)
elitatwo
Zansha Expansion
#194 - 2016-06-13 08:37:35 UTC
Amarisen Gream wrote:
So i bought a Bowhead to day. Wanted to fit an AB to it. Can we plz have a short visit to the Bowheads stats so we can fit a capital AB/MWD...? Please don't forget the industrials.

Also, when you redo the Rorqual, please make the Orca a real capital all the way through. no more large riggs.


Amarisen, don't fit an ab, put a higgs anchor rig and 2x hyperspatial accelerators on. Thank me later.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Moac Tor
Cyber Core
Immediate Destruction
#195 - 2016-06-13 13:11:24 UTC
Zenafar wrote:
Moac Tor wrote:
Aaron Mirrorsaver wrote:
Regards fighters, why is it ok to nerf back into oblivion the only defense a ship has? Fighters are easily destroyed and a carrier is then useless, especially since it can no longer have heaps of drones.

They aren't nerfing fighters, fighters are fine. If people are getting alpha'd by them then it's either because they bought the wrong ship, have a poor fit, their piloting skill sucks, or a combination of all 3.


CCP Larrikin wrote:
Hi M8s,


There are more changes planned. We will be looking at HAW Tracking (more info here) and Light Fighter application / alpha.

As always, we welcome your feedback!


Just wait a little...


And about boosting NSA

"Networked Sensor Array sensor strength bonuses now also apply to the Carrier's fighter squadrons."

Sooo.... T2 Fighters sensor strength is like 7 + 50% = 10.5 ? Now they can be jammed the same way :)

Didn't see that. Personally I don't see a problem with the alpha, the issue was with the fast lock. Would be a shame to see fighters nerfed.

With other capitals on the field the carrier is very weak, a FAX can easily tank it and dreads will obliterate it. Its only real purpose is to fight sub caps. The high alpha is pretty much the only thing making it somewhat viable when there is a FAX on the field.
Frostys Virpio
State War Academy
Caldari State
#196 - 2016-06-13 14:04:25 UTC
Zenafar wrote:
Moac Tor wrote:
Aaron Mirrorsaver wrote:
Regards fighters, why is it ok to nerf back into oblivion the only defense a ship has? Fighters are easily destroyed and a carrier is then useless, especially since it can no longer have heaps of drones.

They aren't nerfing fighters, fighters are fine. If people are getting alpha'd by them then it's either because they bought the wrong ship, have a poor fit, their piloting skill sucks, or a combination of all 3.


CCP Larrikin wrote:
Hi M8s,


There are more changes planned. We will be looking at HAW Tracking (more info here) and Light Fighter application / alpha.

As always, we welcome your feedback!


Just wait a little...


And about boosting NSA

"Networked Sensor Array sensor strength bonuses now also apply to the Carrier's fighter squadrons."

Sooo.... T2 Fighters sensor strength is like 7 + 50% = 10.5 ? Now they can be jammed the same way :)


An info-war boosted all V griffin with 1 Signal Distortion Amplifier II will have a bit over 50% chance to jam a fighter with racial jams and 30ish% with a multi spec. It probably should give a bit more but it's a step...
Rowells
Blackwater USA Inc.
Pandemic Horde
#197 - 2016-06-13 16:59:54 UTC
Why not just have the jam chance apply to each fighter in the squad individually?
Troubled Basterd
Island Life Capitalist Bastards
#198 - 2016-06-13 17:39:45 UTC
Rowells wrote:
Why not just have the jam chance apply to each fighter in the squad individually?


Good plan!
Daniel Westelius
Shadow State
Goonswarm Federation
#199 - 2016-06-13 18:20:58 UTC
This may not be the correct place to write this, but CCP Larrikin when did you guys change the Tech 2 Triage Module ?
It used to have a 20% capacitor reduction to remote armor/shield repairers, as well as energy transfers.
The new FAX Machines are too cap intensive without that bonus tied to the Tech 2 Triage Module anymore.
Was it changed on purpose and I just missed it in the patch notes, or was it a stealth nerf ?
Rowells
Blackwater USA Inc.
Pandemic Horde
#200 - 2016-06-13 19:18:59 UTC  |  Edited by: Rowells
Glad to see the Powergrid reduction and addition. Really makes armor fitting still a possibility.

Now before I bite the hand that feeds, is 80k pg enough? That's about how much a compact turret uses, which would mean an overall reduction for all other meta versions. Is this intended? I'd really prefer to take a 90-100k addition. After skills, all the T1 versions fit nicely in 90k and faction/T2 would fit under 100k.

Hold up, maybe I'm missing something here. Math is hard.

Disregard last. Changes seem ok to me as is. Would like a smidge more pg, but not going to complain.