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Player Features and Ideas Discussion

 
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[Rubicon 1.1] Overheating Iterations

First post
Author
Alx Warlord
The Scope
Gallente Federation
#41 - 2014-01-16 18:21:14 UTC
I say leave this feature to Add in Rubicon 1.2 IF still needed...
CCP Fozzie
C C P
C C P Alliance
#42 - 2014-01-16 18:25:15 UTC
MeBiatch wrote:
CCP Fozzie wrote:
Harvey James wrote:
its funny you mention almost everything but ecm mods how come?


ECM can already overheat.



and when heat was added to ecm you reduced its affectiveness by 10% too?

or is ecm perma op?


We've nerfed ECM several times since it was given heat.

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Mournful Conciousness
Federal Navy Academy
Gallente Federation
#43 - 2014-01-16 18:31:19 UTC  |  Edited by: Mournful Conciousness
Allowing smartbombs to be overheated is a buff to lowsec smartbomb gatecamps, hulkageddon and pipebomb attacks.

I've never been the subject of a pipebomnb or hulkageddon attack, but I have seen a player rage-quit eve never to come back after getting smartbombed at a gate twice in one day.

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Destoya
Habitual Euthanasia
Pandemic Legion
#44 - 2014-01-16 18:51:27 UTC
How is it a buff to smartbomb gatecamps when the entire premise of those is that you volley people with the bombs as they warp in?
Domanique Altares
Rifterlings
#45 - 2014-01-16 19:02:01 UTC
Mournful Conciousness wrote:
I have seen a player rage-quit eve never to come back after getting smartbombed at a gate twice in one day.

Good. I'm sure he found a game that was more to his liking.
MeBiatch
GRR GOONS
#46 - 2014-01-16 19:09:37 UTC
CCP Fozzie wrote:
MeBiatch wrote:
CCP Fozzie wrote:
Harvey James wrote:
its funny you mention almost everything but ecm mods how come?


ECM can already overheat.



and when heat was added to ecm you reduced its affectiveness by 10% too?

or is ecm perma op?


We've nerfed ECM several times since it was given heat.



nerf it to death!

so seriously...
change the mechanic to affect now x is calaculated in the damage applied formula.

you know the one that is matched against chance to hit to determin how much damage is done... make ecm and sensors affect how x is calculated.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Harvey James
The Sengoku Legacy
#47 - 2014-01-16 19:10:08 UTC
CCP Fozzie wrote:
MeBiatch wrote:
CCP Fozzie wrote:
Harvey James wrote:
its funny you mention almost everything but ecm mods how come?


ECM can already overheat.



and when heat was added to ecm you reduced its affectiveness by 10% too?

or is ecm perma op?


We've nerfed ECM several times since it was given heat.


indeed you have .... i'm guessing you still have plans to change ecm further along the line?

these changes are fine and all perhaps even nicer with the idea of Heat warfare links at a later date ... but how about more ship balancing when are we going to see ...T2's and T'3 and pirates get balanced??

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

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#48 - 2014-01-16 19:18:50 UTC
CCP Fozzie wrote:
MeBiatch wrote:
CCP Fozzie wrote:
Harvey James wrote:
its funny you mention almost everything but ecm mods how come?


ECM can already overheat.



and when heat was added to ecm you reduced its affectiveness by 10% too?

or is ecm perma op?


We've nerfed ECM several times since it was given heat.


And yet it's still immensely overpowered for griefing solo pvpers and wrecking small gang fights.
Damhest
Monkey Attack Squad
Goonswarm Federation
#49 - 2014-01-16 19:35:39 UTC
Interdiction Sphere Launcher 15% ROF overheat bonus is just plain stupid and useless. As it was already said, it will actually DECREASE your effectiveness as an interdictor.
And what about Warp Destruction Field Generator?
Both of them COULD use 15% overheat bonus to RANGE. It would make sense especially in the case of bubble generator - similar to how warp disruptor works.
Altrue
Exploration Frontier inc
Tactical-Retreat
#50 - 2014-01-16 19:43:14 UTC  |  Edited by: Altrue
Damhest wrote:
Interdiction Sphere Launcher 15% ROF overheat bonus is just plain stupid and useless. As it was already said, it will actually DECREASE your effectiveness as an interdictor.
And what about Warp Destruction Field Generator?
Both of them COULD use 15% overheat bonus to RANGE. It would make sense especially in the case of bubble generator - similar to how warp disruptor works.


I agree for the Warp field generator.

About the RoF on the Sphere Launcher, you have to keep in mind that in Eve, devs also have to leave some room for player creativity. Indeed you won't overheat your Shpere launcher everyday but who knows ?
Maybe once you'll need to launch that extra bubble one server tick earlier to catch that Titan that just decloaked near you after seeing you miss him with your bubble.
Or maybe you will "invent" a combo involving being ejected from a forcefield into an ennemy fleet with an interdictor, in which case, given your speed, this extra second you wouldn't get by not overheating would prevent you from bubbling the whole ennemy fleet.

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Warde Guildencrantz
Caldari Provisions
Caldari State
#51 - 2014-01-16 19:43:32 UTC  |  Edited by: Warde Guildencrantz
Overheating HIC bubble/scripted point for range would be something very useful to have

For me, the scripted infinite point specifically (would make the T2 version much more valuable to train), but the bubble would be nice for 0.0'ers as well i guess.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Sara Navorski
Sebiestor Tribe
Minmatar Republic
#52 - 2014-01-16 19:44:41 UTC  |  Edited by: Sara Navorski
Mournful Conciousness wrote:
Allowing smartbombs to be overheated is a buff to lowsec smartbomb gatecamps, hulkageddon and pipebomb attacks.

I've never been the subject of a pipebomnb or hulkageddon attack, but I have seen a player rage-quit eve never to come back after getting smartbombed at a gate twice in one day.


On the guy who ragequit. So what?

On sb buff, It's a weapons system that barely gets used in low. Maybe now it'll get a little more love in attacking frig gangs etc.
Warde Guildencrantz
Caldari Provisions
Caldari State
#53 - 2014-01-16 19:51:13 UTC  |  Edited by: Warde Guildencrantz
Mournful Conciousness wrote:
Allowing smartbombs to be overheated is a buff to lowsec smartbomb gatecamps, hulkageddon and pipebomb attacks.

I've never been the subject of a pipebomnb or hulkageddon attack, but I have seen a player rage-quit eve never to come back after getting smartbombed at a gate twice in one day.



If you get hit by more than 1 volley of smartbombs, you are not travelling the right way. If you can't tank 8 large smartbombs (2400 damage) your ship shouldn't be in lowsec. They can only hit you with a single volley of bombs (pretty much regardless of their cycle time) if you warp to 0 on a gate in lowsec. You rarely see more than 1 person smartbombing a gate.

You rarely see bombing in highsec, you would need at least 15-20 people to kill a ship over 25k ehp, and its not worth the isk lost on the battleships in highsec.

Of course hulkageddon is different, because people dont care, but that isn't every single day.

Pipebombs, of course, are a different story, since if you have many people bombing you will not be able to survive in anything with less than 30k ehp. Especially if you are caught in a drag bubble in null. That's why they work though, and overheating will essentially only improve this application and the ability to pop drones quickly in a fleet fight.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#54 - 2014-01-16 20:22:20 UTC
is the bubble heat related to reload at all?

because otherwise being able to overheat a bubble launcher is completely and utterly useless
Ovv Topik
Sebiestor Tribe
Minmatar Republic
#55 - 2014-01-16 21:17:57 UTC
DRONE DAMAGE AMPS!!!

Drones are the only weapon system that cant be overheated.

Don't miss this opportunity to include them.

If they multiply the damage of drones remotely, it makes no sense that that remote mutiplier cant be overheated??!

Do it Fozzie! U da man!

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Chainsaw Plankton
FaDoyToy
#56 - 2014-01-16 21:18:25 UTC
I think I need to take my shirt off, this disco is getting hawt! Pirate

@ChainsawPlankto on twitter

Michael Harari
Genos Occidere
HYDRA RELOADED
#57 - 2014-01-16 21:54:16 UTC  |  Edited by: Michael Harari
So unless I did the math, wrong, max possible td strength goes to 91%

You can scram kite a laser battleship with that.

A blaster frigate that tries to orbit 500 will literally be out of range.

A tded maelstrom will have about twice the tracking of a sieged nag
Pak Boosterspice
Imperial Academy
Amarr Empire
#58 - 2014-01-16 22:00:26 UTC  |  Edited by: Pak Boosterspice
The focus on today's thermo revs seemed to be on mid & high slot modules. Are the low slots (Damage Control Unit, armor hards, etc) in 1.1 or later?
Michael Harari
Genos Occidere
HYDRA RELOADED
#59 - 2014-01-16 22:12:33 UTC
Pak Boosterspice wrote:
The focus on today's thermo revs seemed to be on mid & high slot modules. Are the low slots (Damage Control Unit, armor hards, etc) in 1.1 or later?


Armor hardeners can already be heated
Yankunytjatjara
Ministry of War
Amarr Empire
#60 - 2014-01-16 23:15:33 UTC
Cool stuff!

But please, for the love of god, finally FIX AFTERBURNERS! It's still useless to train them up to V because of the heating problem: the AB burns immediately. Before your change the AB would last forever, but now that its duration is shortened without heat modification, it's bad for the quick heat buildup! In frigates this is a total killer...

It's your fault m8 fix it ;)

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