These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Rubicon] Warp Speed and Acceleration

First post First post
Author
Lucidia fern
Bacon.
#381 - 2013-10-15 14:28:00 UTC
I'd very much like to see the acceleration and deceleration increased a fair amount across the board even if to keep the warp times the same the warp speed is slightly reduced.
I say this because the feeling of lack of control as you are coming onto grid but still all locked up cause you are "in warp" is frustrating. I want to be able to react to the battlefield the second i can see the battlefield, even if that's a little late :). A little like the first of the new star-trek films (someone mind finding a link to that part) where they are following the fleet into combat, drop out into wrecks. I'm not saying lets do that, but i'd certainly like to move closer to the snappier drop out experienced when jumping.
Kahega Amielden
Rifterlings
#382 - 2013-10-15 15:25:39 UTC
Lucidia fern wrote:
I'd very much like to see the acceleration and deceleration increased a fair amount across the board even if to keep the warp times the same the warp speed is slightly reduced.
I say this because the feeling of lack of control as you are coming onto grid but still all locked up cause you are "in warp" is frustrating. I want to be able to react to the battlefield the second i can see the battlefield, even if that's a little late :). A little like the first of the new star-trek films (someone mind finding a link to that part) where they are following the fleet into combat, drop out into wrecks. I'm not saying lets do that, but i'd certainly like to move closer to the snappier drop out experienced when jumping.



I think this could be accomplished without breaking the balance by increasing speed. The risk is that those on-field would have no time to react to the new arrival
Dav Varan
State Protectorate
Caldari State
#383 - 2013-10-15 15:54:31 UTC
WTB Candy Crush lives so I have something to do while hauling.

Welcome to eve the only game in the universe that requires you to play another game while playing it in order to prevent death by boredom.
Harvey James
The Sengoku Legacy
#384 - 2013-10-15 15:55:21 UTC
I think there is too much range now when before there was not enough ..
i would reduce inties 10 seconds seems too high and the other end of the spectrum freighters/caps are a little too low

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

Dinsdale Pirannha
Pirannha Corp
#385 - 2013-10-15 15:56:54 UTC
On Sisi, it took 28 minutes to move 16 jumps in an unplated Paladin.
Awesome use of one's time.

That is all.
gascanu
Bearing Srl.
#386 - 2013-10-15 16:03:18 UTC
Dinsdale Pirannha wrote:
On Sisi, it took 28 minutes to move 16 jumps in an unplated Paladin.
Awesome use of one's time.

That is all.


fun times ahead, lol P
Tikitina
Doomheim
#387 - 2013-10-15 17:54:39 UTC
Dinsdale Pirannha wrote:
On Sisi, it took 28 minutes to move 16 jumps in an unplated Paladin.
Awesome use of one's time.

That is all.


Well, a powerful beast such as that should take time to move around.


Alvatore DiMarco
Capricious Endeavours Ltd
#388 - 2013-10-15 20:50:17 UTC
I can't help but feel that even though putting some spread into the warp times like this is a good thing, maybe the spread is a bit too big.

We'll just have to see what happens, I suppose. Either way, it just got a lot more dangerous for all you freighter pilots out there.
Sky Falcorr
Perkone
Caldari State
#389 - 2013-10-15 23:04:10 UTC  |  Edited by: Sky Falcorr
i really like the warp speed changes and especially the boost to interceptor role it brings..but i have one concern:

with warp times being shorter by up to almost 20 seconds for ceptors and frigates - with the same amount of cap needed to make the warp its that much less time to regenerate your capacitor ! doesnt this make you much more vulnerable when you land on grid?

any chance to introduce a "cap regen during warp" stat and tune it to compensate for this?
might even be another stat to play with for ship balance..
Null MDK
#390 - 2013-10-15 23:30:28 UTC  |  Edited by: Null MDK
Today I literary fell asleep at the keyboard doing 13 jumps in a pirate BS on Singularity. I agree the acceleration changes are nice for smaller ships but come rubicon I think I might have just enough time to watch a movie between each jump.... Ugh
Zikota
State War Academy
Caldari State
#391 - 2013-10-16 02:49:58 UTC  |  Edited by: Zikota
First off let me say I started to play this game with the intention of beeing a battleship captain, flying the big ships that have the most combat power except for capitals. I dislike how much this class has been marginalised during the development of the game.

However, there is one thing I disliked even more. The fact that all ship classes were effectively travelling equally fast in warp due to the acceleration mechanics as they worked up to this day. This effective speed equivalation made it extremly difficult to force fights in PvP when one side decided to evade combat and run. The new changes that are coming will lead to more fights as interceptors and dictors will be able to catch those who are running away. More fights mean more fun in general. Even though some people will cry about beeing caught, it means more action and that is something I welcome.

Of course I also see that my favourite ship class, the battleships, are becoming even less used by fleet commanders if they become very slow compared to all other classes. This problem could be approached by reducing the spread in general warp speed across all classes again. But I think that would be to short-sighted. Afterall, you identified the problem of all ships basically travelling at equal speed just right. Reducing the speed-spread again would just bring back said problem more or less.

Therefore, the adjustment to make all classes viable again, has to happen on the meta-level. That means you dont try to fiddle with the speed-spreads anymore. Instead give fleet commanders and their pilots reasons to be willing to accept the slower speeds by benefitting in other areas. To make it simple: make battleships powerfull enough again to compensate their inagility, slownes and relative to that their high costs. Then fleet commanders will be willing to field them again.

Similarily, this buff might have to come for battlecruiser sized ships as well, depending on how much they will suffer.

In general, if I had the choice between these new warp speed changes without the adjustments on the meta level as described above (since I can see that this ballancing process would take quite some dev work and time), or no warp speed changes (or even reduced ones) at all, I would still preffer the fully changed speeds as they show up on the table on page 1 of this thread. For the simple reason that they will actually end or at least reduce the ongoing chicken-game in low-/null-sec and make interceptors and dictors able to do what they should be designed to do. Intercept fleets and force the enemy into fights. More action, more fun.

Of course the meta game in general will change now. Doctrines will be adjusted and untill the devs get to include these new warp speed spreads into reballanced ship-stats based on meta-adjustments (see above), we probably will see less larger ships for a while. But untill then the widened abilities of numerous other ship-classes will compensate for that.

Let the sandbox play it out! Big smile
TekGnosis
Rules of Acquisition
#392 - 2013-10-16 05:21:24 UTC
So I've been messing about on Sisi with BS. This is no longer a class of ships you can be reactive with. The fight is over before you come out of warp, so as dynamic as the small/mid fleet battle has become the BS is now badly marginalized.

Traveling is now painful in a BS. I think heavy ships were too heavily nerfed, even as I suspect interceptors might be just slightly over-buffed. With CS now filling the same approximate EHP and DPS (if not really range) slot that BS were in a few years ago, it's hard to knowingly choose the big lumbering beast when keeping the meta of how fights actually happen in mind.

BS are now really powerful IF you can get one in to position and have a full support fleet doing their thing. This sounds very strategic, but isn't very... fun... for the actual pilot of the BS.

Also, your dps and utility can be replaced by 2-3 cruisers. Sounds a lot like the reasons most nations stopped with the battleship thang post WWII? Carriers and small craft... yep.
gascanu
Bearing Srl.
#393 - 2013-10-16 08:39:36 UTC
i don't really understand what plus this rebalance will bring on eve universe: few happy ceptor pilots, yes, but that's where the happy part ends
allot of sad(angry) bc/bs/cap/freighter pilots; and for what? more time spent in warp?!!!

like td wasn't really bad about this, you "rebalance" it to make it worse?
are you guys really that far out of touch with the game that can't see this move is overall a bad one?

how about ppl that don't have a titan to brige them around??? half an hour to move a plated bs 15 jumps?
and then half an hour to move back? how is this helping eve, spending 1 hour of you time moving a short distance away and back?

really, you what to rebalance things like, in 2013? make small things faster, leave the big things like they are, or, if you really have to, give them 2-3" more;

eve is a game, ppl play games for fun; staring at a ship in warp it's far far from fun
bloodknight2
Revenu.Quebec
#394 - 2013-10-16 08:48:02 UTC
Kahega Amielden wrote:

One factor to take into account is that the biggest problem a BS fleet has is catching stuff, and this expansion is going to make dedicated tackling ships massively better. Thus, a BS fleet will be able to circumvent this disadvantage by having a couple ceptors/dictors with it. HAC fleets, on the other hand, aren't going to find this as useful.

Aside from torps, I don't think BS have too much problem applying damage to smaller ships between heavy neuts, webs and TPs. I think the biggest reason that you don't see a ton of BS in small gang PVP is the same reason you don't see a ton of command ships or HACs (barring the recent spike due to the rebalance): cost. Battleships are very expensive, so they aren't going to be used all the time. Note that my personal experience is in FW areas; do you see a lot more HACs and CS than BS in other areas?


You don't see much BS in small fleet simply because they suck. And NO, bs aren't expensive Lol
Vaju Enki
Secular Wisdom
#395 - 2013-10-16 10:45:35 UTC  |  Edited by: Vaju Enki
Small ships warp faster, slow ships warp slower. Amayzing changes, thank you CCP.

Only themepark carebears cry about this, so it's one more indicative of a good change for the game.

The Tears Must Flow

gascanu
Bearing Srl.
#396 - 2013-10-16 11:27:38 UTC
Vaju Enki wrote:
Small ships warp faster, slow ships warp slower. Amayzing changes, thank you CCP.

.


oh we have a genius here: let me tell you something, 99.9% of the ppl in this topic agree with this. Blink
Midnight Hope
Pator Tech School
Minmatar Republic
#397 - 2013-10-16 18:38:59 UTC
This:

Dinsdale Pirannha wrote:
On Sisi, it took 28 minutes to move 16 jumps in an unplated Paladin.
Awesome use of one's time.

That is all.


...and this:

Null MDK wrote:

Today I literary fell asleep at the keyboard doing 13 jumps in a pirate BS on Singularity. I agree the acceleration changes are nice for smaller ships but come rubicon I think I might have just enough time to watch a movie between each jump.... Ugh


Moving around in anything bigger than a cruiser is not fun. I agree smaller ships should warp faster and bigger ships slower, but when the slow ships warp sooo slow that takes ages to move around then the game stops being fun to play.

There must be a way of allowing for ship sizes while keeping the warp times at a manageable level. Remember that as a player there is nothing to do while staring at the warp tunnel.
Alvatore DiMarco
Capricious Endeavours Ltd
#398 - 2013-10-16 18:42:20 UTC  |  Edited by: Alvatore DiMarco
An unplated Paladin took me 21m30s to travel 16 jumps with no agility/speed mods and no hyperspace rigs. That's with the MWD trick, but before the incoming mass reduction to Marauders. I haven't tested a T1/Faction BS but maybe I'll do that right now.

EDIT: I just noticed Dinsdale's post above me. I wonder what he did with that extra six-and-a-half minutes.
gascanu
Bearing Srl.
#399 - 2013-10-16 18:55:12 UTC
Alvatore DiMarco wrote:
An unplated Paladin took me 21m30s to travel 16 jumps with no agility/speed mods and no hyperspace rigs. That's with the MWD trick, but before the incoming mass reduction to Marauders. I haven't tested a T1/Faction BS but maybe I'll do that right now.

EDIT: I just noticed Dinsdale's post above me. I wonder what he did with that extra six-and-a-half minutes.


longer warps / no mwd trick?
Alvatore DiMarco
Capricious Endeavours Ltd
#400 - 2013-10-16 20:15:57 UTC
gascanu wrote:
Alvatore DiMarco wrote:
An unplated Paladin took me 21m30s to travel 16 jumps with no agility/speed mods and no hyperspace rigs. That's with the MWD trick, but before the incoming mass reduction to Marauders. I haven't tested a T1/Faction BS but maybe I'll do that right now.

EDIT: I just noticed Dinsdale's post above me. I wonder what he did with that extra six-and-a-half minutes.


longer warps / no mwd trick?


I doubt there are longer warps involved. When you have 16 jumps, they kind of average out. The MWD trick probably wasn't used for him but it wouldn't add six minutes.

Anyway, I took a Hyperion 16 jumps. MWD trick, no plates, no agility/acceleration mods/rigs, no warp rigs. It took 22:30 to make the trip. It might've been around 22:15 if I were a little more efficient.