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[Ascension] Phenomena Generators

First post
Author
CCP Fozzie
C C P
C C P Alliance
#1 - 2016-10-26 13:48:35 UTC  |  Edited by: CCP Fozzie
Hello everyone!

This thread will cover the details and feedback for the new Titan-based Phenomena Generators. These modules allow a Titan to apply a set of bonuses and penalties to EVERY ship over a huge area (generally an entire grid). This includes friendly, hostile and neutral ships. These effects shape the battlefield in subtle but significant ways, allowing clever fleet commanders to change their tactics and take advantage of the new strengths and weaknesses.

In a lot of ways these modules are intended to be similar to a mobile wormhole system effect, encouraging similar types of problem solving.

There is one Phenomena Generator for each race, and each titan can fit one copy of their own racial Phenomena Generator (dual race titans such as the Vanquisher can choose either one of their racial generators).

Phenomena Generators require a new skill called "Spatial Phenomena Generation". This rank 10 skill requires Fleet Command 1 and Command Burst Specialist 4 to train and increases the duration of all Phenomena Generation effects by 10% per level.

Each Phenomena Generator shares the same stats:
  • 100,000PWG
  • 100 CPU
  • 5 minute cycle time
  • 5 minute base effect duration (increased up to 7.5 minutes by the skill)
  • 20,000km AoE range
  • Requires 25,000 GJ of cap to activate
  • Requires 40,000 units of racial isotopes to activate


Each Phenomena Generator has a set of 4 bonuses/penalties:

Amarr: +30% capacitor recharge rate, +10% kinetic resistances, -15% EM resistances, -10% velocity

Minmatar: -30% signature radius, +10% thermal resistances, -15% explosive resistances, -10% hybrid turret and energy turret optimal range

Caldari: +30% shield hitpoints, +10% EM resistances, -15% kinetic resistances, -10% remote armor repairer effectiveness

Gallente: +30% armor hitpoints, +10% explosive resistances, -15% thermal resistances, -10% remote shield booster effectiveness

These modules are on SISI now and available for testing. We welcome your feedback. Thanks!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Act-Mack PVT
Adversity.
Psychotic Tendencies.
#2 - 2016-10-26 14:19:10 UTC
WTF is the point of having a titan module that hurts your own fleet as much as it boosts it. This idea of wh effects on supers got you laughed at by the entire community during eve Vegas last year and yet you decided to go ahead with it. Why would you ever think this was a good idea after r/eve and the eve forums roasted you for this idea? Please reply with a decent answer.
Leokokim
Zero Fun Allowed
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#3 - 2016-10-26 14:21:00 UTC
Will the +30% hitpoint bonus replace a bonus that is currently given by a active command burst (20%) or will it be added on top?

Also will activating the Generator give you a weapons timer? Unable to jump while cycling? Unable to warp?
Nazar Titsuo
Ethereal Morality
The Initiative.
#4 - 2016-10-26 14:21:40 UTC
Glad CCP is looking at hull bonuses but for the love of bob dont do this change
Kuhn Arashi
State War Academy
Caldari State
#5 - 2016-10-26 14:27:54 UTC
How do the effects interact when there are competing types of titans on the field?
Does one effect take the advantage over another?
The last one activated?
The one with the highest skills?
Do they stack O.o?
Tribal Trogdor
Doomheim
#6 - 2016-10-26 14:30:24 UTC
Amarr and Minmatar resist bonus should be swapped. Caldari has an EM bonus - T2 Caldari weakness, Gallente Explosive - T2 Gallente weakness, Amarr has Kinetic - T2 Minmatar weakness, Minmatar has Therm - T2 Amarr weakness.

Second debuff on Minmatar seems...off.

Amarr - kills kitey fleets
Gallente - kills shield logi fleets
Caldari - kills armor logi fleets
Minmatar - kills slower fleets, but only if they are Gallente or Amarr? Slow, rapid light cruisers like cerbs, still gonna hit fast kitey cruisers fine. I think the issue here is that to counter kitey, you have to decrease, range overall, which also happens to counter the kitey ship as well. Tough one :D
xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#7 - 2016-10-26 14:30:42 UTC
CCP Fozzie wrote:


Amarr: +30% capacitor recharge rate, +10% kinetic resistances, -15% EM resistances, -10% velocity

Minmatar: -30% signature radius, +10% thermal resistances, -15% explosive resistances, -10% hybrid turret and energy turret optimal range


Why not make these two mirror each other like the Gallente/Caldari ones do? i.e. the Amarr one could penalise missiles & projectiles or the Minmatar one could penalise capacitor.
penifSMASH
ElitistOps
Snuffed Out
#8 - 2016-10-26 14:32:27 UTC  |  Edited by: penifSMASH
You'll get a lot of people posting here complaining because lol eve players and change, but these modules look interesting as heck and will force fleets to make tactical gameplay choices.

The Minmatar effect on hybrid/energy turret optimal range seems a bit unfair. It's a direct counter to both armor titans while having no negative effect on shield ones, whereas neither armor titan effect generator has similar gameplay effect on shield titan weapons systems (missiles/projectiles).

Also I feel as if the fuel usage may be a tad bit high but that's a minor issue.
Act-Mack PVT
Adversity.
Psychotic Tendencies.
#9 - 2016-10-26 14:38:26 UTC  |  Edited by: Act-Mack PVT
penifSMASH wrote:
You'll get a lot of people posting here complaining because lol eve players and change, but these modules look interesting as heck and will force fleets to make tactical gameplay choices.

The Minmatar effect on hybrid/energy turret optimal range seems a bit unfair. It's a direct counter to both armor titans while having no negative effect on shield ones, whereas neither armor titan effect generator has similar gameplay effect on shield titan weapons systems (missiles/projectiles).

Also I feel as if the fuel usage may be a tad bit high but that's a minor issue.


I can't wait until some leviathen or ragnarok in the legion/NC, bursts your armor fleet with one.
Tribal Trogdor
Doomheim
#10 - 2016-10-26 14:40:32 UTC
Act-Mack PVT wrote:
penifSMASH wrote:
You'll get a lot of people posting here complaining because lol eve players and change, but these modules look interesting as heck and will force fleets to make tactical gameplay choices.

The Minmatar effect on hybrid/energy turret optimal range seems a bit unfair. It's a direct counter to both armor titans while having no negative effect on shield ones, whereas neither armor titan effect generator has similar gameplay effect on shield titan weapons systems (missiles/projectiles).

Also I feel as if the fuel usage may be a tad bit high but that's a minor issue.


I can't wait until some leviathen or reagnorok in the legion/NC, bursts your armor fleet with one.


I can't wait until you learn how to spell
Jay Amazingness
GoonWaffe
Goonswarm Federation
#11 - 2016-10-26 14:40:43 UTC
penifSMASH wrote:
Also I feel as if the fuel usage may be a tad bit high but that's a minor issue.


I agree, with 2 sets of guns, multiple DDs and other cap mods my fleet hanger is getting pretty full

CEO of serious space alliance I too am gay, a member of the Memeperium

Coelomate
Gilliomate Corp
#12 - 2016-10-26 14:47:25 UTC
Will any or all of these bonuses be stacking penalized, and if so, against what other modules/attributes/rigs/command bonuses?

Generally this looks like a really cool idea that could generate interesting conflict and content, and I'm excited to see how it turns out!

Love,

~Coelomate

Querns
Science and Trade Institute
Caldari State
#13 - 2016-10-26 14:47:45 UTC
^^^ efb :argh:

How do the resists apply to ships? Do they abide by standard stacking penalties, or do they stack ahead, or is it an additive/subtractive adjustment?

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Arronicus
The Untraceable
M A R A K U G A
#14 - 2016-10-26 14:51:41 UTC  |  Edited by: Arronicus
That's some brutal fuel/cap usage for the titan when considering how long some fights drag on for. Still, these are some pretty large bonuses, so I guess it balances out? Also curious, if you run a shield burst and a levi phenom gen, are the bonuses multiplicative/additive?
MuraSaki Siki
ChuangShi
Fraternity.
#15 - 2016-10-26 15:00:08 UTC
are the resist bonus and nerf affect shield/armor/hull all three?
utec asmo
School of Applied Knowledge
Caldari State
#16 - 2016-10-26 15:00:58 UTC
How are cloaked ships affected by the generators?
Mai Khumm
172.0.0.1
#17 - 2016-10-26 15:02:03 UTC  |  Edited by: Mai Khumm
Act-Mack PVT wrote:
WTF is the point of having a titan module that hurts your own fleet as much as it boosts it. This idea of wh effects on supers got you laughed at by the entire community during eve Vegas last year and yet you decided to go ahead with it. Why would you ever think this was a good idea after r/eve and the eve forums roasted you for this idea? Please reply with a decent answer.

The feedback thread for the new Engineering Complexes has 40 pages of people being very concerned with the way industry is going. Fozzie promised a reply over 2 weeks ago...its been abandoned by CCP since.

...don't hold your breath!
Longdrinks
Zero Fun Allowed
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#18 - 2016-10-26 15:05:45 UTC
Looking forward to using this on my fleets. Ship it.
Act-Mack PVT
Adversity.
Psychotic Tendencies.
#19 - 2016-10-26 15:06:38 UTC  |  Edited by: Act-Mack PVT
Mai Khumm wrote:
Act-Mack PVT wrote:
WTF is the point of having a titan module that hurts your own fleet as much as it boosts it. This idea of wh effects on supers got you laughed at by the entire community during eve Vegas last year and yet you decided to go ahead with it. Why would you ever think this was a good idea after r/eve and the eve forums roasted you for this idea? Please reply with a decent answer.

The feedback thread for the new Engineering Complexes has 40 pages of people being very concerned with the way industry is going. Fozzie promised a reply over 2 weeks ago...its been abandoned by CCP since.

...don't hold your breath!


Yes, but that wasn't fozzies brainchild, this is.

Just like you said, hold your breath and hope for good decision making from CCP Fozzie.
GOB III
Adversity.
Psychotic Tendencies.
#20 - 2016-10-26 15:08:42 UTC  |  Edited by: GOB III
2 of these modules seem like they might see regular use when applicable
1 seems situational
1 seems worthless


hmmmm

also: how will these modules interact with tethering on citadels

also stop posting mack
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