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Hulk Resist Nerf or Mistake?

First post
Author
Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#1 - 2012-08-02 07:50:27 UTC
Curious here:

7.5% bonus to all shield resistances per level - on TQ, and on SISI

but we are getting only 5% per level on SISI with the hulk... what is up with this?
Dave Stark
#2 - 2012-08-02 07:57:26 UTC
because they lowered the resists? check the ship info, it clearly says 5%.
Carola Kessler
Lost Sisters Of New Eden
#3 - 2012-08-02 08:08:25 UTC
Well technically they gave the Hulk now the standard t1 Ressists, which makes the Ship if you look at it in a Critical view to an better t1 Mining barge not longer a t2 Ship, since most t2 ships have from begin with some higher standard ressists and the Exhumers seemingly not.

The special role bonus aside, there are some t1 ships have even better stats in regards to Ressists if you look through the lines of ships.

Friendly greets

Carola Kessler Smile
Yui Okane-Mochi
Center for Advanced Studies
Gallente Federation
#4 - 2012-08-02 10:47:14 UTC
"7.5% per level" as seen on TQ is a lie.

The resists for all exhumers were hardcoded to give approximately those resists since Mining Barge V was a prerequisite anyway.

On the current SISI build, the game references the pilot's Exhumer level and computes resists accordingly.

結衣
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#5 - 2012-08-02 16:53:13 UTC
you heard it here first folks; the hulk is no longer a T2 ship..... What?

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#6 - 2012-08-03 12:01:45 UTC
This is starting to get rediculous...
Tankn00blicus
Aliastra
Gallente Federation
#7 - 2012-08-03 12:41:31 UTC
Someone was whining that it's unfair that you need to go all the way up to a tornado just to alpha a hulk, so CCP fixed that.
CCP Paradox
#8 - 2012-08-03 12:54:16 UTC
5% is correct for the Hulk

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Shalua Rui
Rui Freelance Mining
#9 - 2012-08-03 13:00:12 UTC
And that is why? To balance the 5% mining yield bonus?... oh wait.

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Carola Kessler
Lost Sisters Of New Eden
#10 - 2012-08-03 13:11:45 UTC
CCP Paradox wrote:
5% is correct for the Hulk



Sorry CCP Paradox, but this is just a joke really, Hulks were supposed as t2 Ships to have a sligth higher Ressists then t1 ships, removing this 7,5% bonus, brings the Exhumers in range to rest from the t1 Mining barges and makes them so to say not longer worthy having the T2 sign...except the needed materials to build them and stuff its a technical downgrading from them not a really change.

And if this really had been done cause like Tankn00blicus posted above 'quote start' Someone was whining that it's unfair that you need to go all the way up to a tornado just to alpha a hulk, so CCP fixed that. 'quote end' . Then i'm really disapointed to be honest CCP followed those whiners.

Sincerly ( and more and more getting angry at CCP designer staff )

Carola Kessler Evil
Bloodpetal
Tir Capital Management Group
#11 - 2012-08-03 13:38:46 UTC
Hulks aren't the big HP ship anymore.

The Procurer will have Battleship resists and slightly higher ore yield than before, etc etc.

You should go read the devblog on this.

You're going to learn to adapt.

Where I am.

Carola Kessler
Lost Sisters Of New Eden
#12 - 2012-08-03 13:54:19 UTC
Bloodpetal wrote:
Hulks aren't the big HP ship anymore.

The Procurer will have Battleship resists and slightly higher ore yield than before, etc etc.

You should go read the devblog on this.

You're going to learn to adapt.




Hulks never really were the high HP ships anyways, so the rest from the Exhumers and Miningbarges....after this patch goes live, Skiffs and Macks were the choice for having somewhat protection.....but in this case, even in a fleet the hulk will be the ship gets over time less used except in Mining ops in 0.0.

Bringing it to the point Hulks if players thinking about their even with sligthly raised EHP but less resists tankability against Ganks, makes the Choice easy, Hulk will get abandoned, even if it still has a sligthly higher mining yield.

And don't come me with the Words...Learn to tank a hulk properly, I'm TALKING ABOUT TANKED HULKS, not about Max Cargo / yield Hulks.

Tanked Mack with Shield Harmonizing Ganglink II gets about 62k EHP against a Hulk same tank setup except one less lowslot only about 30k EHP lets go about 31k so.....Makes the Hulk the last choice against survivability against hisec ganks if they come in hordes.

Sincerly

Carola Kessler Smile
Dave Stark
#13 - 2012-08-03 14:00:58 UTC
CCP Paradox wrote:
5% is correct for the Hulk


i'd love to hear the justification for this one since;

Quote:
Resilience: another point is to give some of them proper EHP not to be one-shot by anything that even remotely sneezes on them.
Shalua Rui
Rui Freelance Mining
#14 - 2012-08-03 14:16:56 UTC  |  Edited by: Shalua Rui
Ok, the Hulk is not supposed to be the tanky exhumer... but why do all others have the same 5% resistance bonus now?

Shouldn't the Skiff have 7.5% as the new tanky T2 barge?

I get the impression that you guys are alittle lost in the woods right now, when it comes to balancing this changes...

Same goes for the T1 barges by the way... Procurer 4 medslots, all other barges only 1.

My suggestions:

Procurer: Stats and bonuses ok
Retreiver: Everything ok aside from +2 medslots (total of 3) and more powergrid
Covetor: Everything ok aside from +1 medslots (total of 2)

Skiff: +7.5% to shield resists per level
Mackinaw: ok
Hulk: +5% mining yield and 3% resistances per level

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Einar Matveinen
Mahe Ratu
#15 - 2012-08-03 14:44:07 UTC  |  Edited by: Einar Matveinen
Not all TII ships resistances are high resistances, interceptors or interdictors have nearly the same resistances than TI ships. So it isn't obligatory that all TII ships have high resistances.
CCP Paradox
#16 - 2012-08-03 15:03:41 UTC
There's a dev blog on the verge of being released. You can read Tallest's reasoning and provide feedback to him once it's out.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Shalua Rui
Rui Freelance Mining
#17 - 2012-08-03 15:09:52 UTC
CCP Paradox wrote:
There's a dev blog on the verge of being released. You can read Tallest's reasoning and provide feedback to him once it's out.


Shiny, thanks, looking forward to it.

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Carola Kessler
Lost Sisters Of New Eden
#18 - 2012-08-03 15:31:26 UTC
CCP Paradox wrote:
There's a dev blog on the verge of being released. You can read Tallest's reasoning and provide feedback to him once it's out.



Well lets hope he comes with a somewhat good explanation for this change and offcourse hopefully this friday or weekend before Inferno 1.2 release as well.

Such a change having that high impact on Exhumers in regards to Cargohold capacity, Ressist bonus decrease and so on and fort will make alot of peoples upset at the best. Depending what explanation he brings up, peoples will reflect their views on this change very vocal i'm sure.

Sincerly

Carola Kessler Smile
Dave Stark
#19 - 2012-08-03 16:03:40 UTC
CCP Paradox wrote:
There's a dev blog on the verge of being released. You can read Tallest's reasoning and provide feedback to him once it's out.


"we were up to our neck in tears from gankers, sorry guys".

there there ccp, it's ok.
Denidil
Cascades Mountain Operatives
#20 - 2012-08-03 16:04:11 UTC
CCP Paradox wrote:
There's a dev blog on the verge of being released. You can read Tallest's reasoning and provide feedback to him once it's out.


Tallest needs to grow some stones and come interact with us. This is supposed to be the motherfucking test server where we test changes and give feedback. if he doesn't come and actually interact then our feedback is useless.


/pissed off software dev engineer in test.

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

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