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Player Features and Ideas Discussion

 
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[Rubicon 1.1] Overheating Iterations

First post
Author
Angelica Dreamstar
Aliastra
Gallente Federation
#81 - 2014-01-17 12:01:44 UTC
SMARTBOMBS!

*Deeeeep sigh*


I just came............ thanks CCP Fuzzy! ;)

bingo, his pig not being a goat doesn't make the pig wrong, just him an idiot for shouting at his pig "WHY ARENT YOU A GOAT!" (Source)

-- Ralph King-Griffin, about deranged people playing EVE ONLINE

Khan Farshatok
Macabre Votum
Northern Coalition.
#82 - 2014-01-17 13:36:45 UTC
Red Teufel wrote:
probably the single stupidest thing and waste of development time ever ccp. litteraly you must of figured hey its eaither i work on a hard jesus feature orr... orrr I just look like i'm still working on balancing by changing things that...need no changing. O_o



have you not seen the capital tracking nerf?
Rek Seven
University of Caille
Gallente Federation
#83 - 2014-01-17 15:57:20 UTC
The more i think about it, the more i think we need rigs/mods to dramatically reduce heat damage and maybe increase the effectiveness of overheating.
Arthur Aihaken
CODE.d
#84 - 2014-01-17 16:56:55 UTC
Rek Seven wrote:
The more i think about it, the more i think we need rigs/mods to dramatically reduce heat damage and maybe increase the effectiveness of overheating.

Just embrace the nerf...

I am currently away, traveling through time and will be returning last week.

Michael Harari
Genos Occidere
HYDRA RELOADED
#85 - 2014-01-17 17:00:50 UTC  |  Edited by: Michael Harari
While looking at heat, can you also take a look at heat release by particular weapons?

For example, an LML destroyer with thermo V will burn out its entire high rack with only 6 shots.

Frigate arty is another hilariously high heat weapon.

Also, nanite pasting is a mechanic that is extremely buggy - are there plans to look at the code for this?
Riot Girl
You'll Cowards Don't Even Smoke Crack
#86 - 2014-01-17 17:05:10 UTC
Rek Seven wrote:
The more i think about it, the more i think we need rigs/mods to dramatically reduce heat damage and maybe increase the effectiveness of overheating.

I think some buffs to overheating mechanics would help compensate for all the extra overheating.
Alx Warlord
The Scope
Gallente Federation
#87 - 2014-01-17 17:15:28 UTC  |  Edited by: Alx Warlord
Ok Fozzie, to be constructive. Add something NEW to Overheat mechanism, like a cooling module that reduces the heat and uses nanite to repair nearby modules, or a skill to bring modules back to life using time and nanite... Also the overheat in EVE is too empirical, It does not have a clear math.

If you add a new fitting slot for the ships like a null energy slot just to mess with overheat mechanics would be good too..

And there is always the possibility to give minmatar a Heat electronic warfare to burn other ships modules...

You have many, many options... try harder!
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#88 - 2014-01-17 17:16:40 UTC  |  Edited by: Komodo Askold
Red Giant, overheated smartbombs?

So tasty...

Which attributes of them will be affected by overheating? RoF, range, damage?
Hatsumi Kobayashi
Perkone
Caldari State
#89 - 2014-01-17 18:51:21 UTC
Re-requesting heat emission and heat damage attributes for the affected modules pretty please?

No sig.

Markku Laaksonen
School of Applied Knowledge
Caldari State
#90 - 2014-01-17 21:53:42 UTC
CCP Fozzie wrote:
Harvey James wrote:
its funny you mention almost everything but ecm mods how come?


ECM can already overheat.


This is my favorite change.



Roll

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Jebediah Gurkenburken
Drone Renter Federation
#91 - 2014-01-18 01:01:38 UTC
The rumor has it that CCP Fozzie was hired to rebalance card games:
http://i.imgur.com/b67pWR2.png
Inspiration
#92 - 2014-01-18 15:11:09 UTC  |  Edited by: Inspiration
With heat taking such a central theme and affecting nearly every module...i sure hope the heat builds up a lot less then now. Especially in the light of nerfing modules in order to get the current properties back by means of overheating.

Also some mentioned a dedicated "heat absorbing" kind of module..hell makes some sense.

Heat specific rigs make even more sense IMHO, easier to justify the ship wide application and avoids the problem of high / mid / low slot use, which would be impossible to balance.

I am serious!

Nagarythe Tinurandir
Einheit X-6
#93 - 2014-01-18 15:18:21 UTC
Inspiration wrote:


Also some mentioned a dedicated "heat absorbing" kind of module..hell makes some sense.




Radiator fin
; can be fittet in high, med and low, one per slot category.
-> nice mod for all those unused "utility" highs unusable because of fittings.
Bob Niac
Aliastra
Gallente Federation
#94 - 2014-01-18 17:41:50 UTC
Why ECM burst? unless it gets racial scripts, it's still not very useful, imho. Well maybe useful with a Falcon or something, but usually not worth it.

[u]I <3 Logistics:[/u] Pilot of all  T2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use.

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#95 - 2014-01-18 17:57:31 UTC
Is heat damage ever going to wrap around?

Pretty sure that was how it was supposed to work, years back when it was introduced.
Angrod Losshelin
Imperial Academy
Amarr Empire
#96 - 2014-01-18 19:22:07 UTC
Pretty much an amazing change that will make things interesting! Good Job!

Check out my Podcast! My Blog!

Optimo Sebiestor
The New Eden School of trade
Organization of Skill Extracting Corporations
#97 - 2014-01-19 12:57:18 UTC
Remote ECCM?? I thougth the supers were already hard to kill Shocked
Kopfy
#98 - 2014-01-19 13:18:24 UTC
You seem to miss two things in that list of yours. Overheating of cap recharge rate and ship base speed which both gives hull damage.

Would be awesome if you actually implemented it. Only for consistency of course and not for the hilarity of seeing ships explode with full shield and full armour.
Arcos Vandymion
Ministry of War
Amarr Empire
#99 - 2014-01-19 14:45:39 UTC
Domanique Altares wrote:
CCP Fozzie wrote:
we want to make in the future including improvements to the UI and feedback for colorblind players, but those will need to wait for future releases.


Here's some feedback:

Why? Why 'in the future?' Why 'Soom[tm]?'

You just gave us a ton more stuff to OH, and leave the same deplorable UI in place with which to do it. The right click drop down is horrible; the UI just straight out ignores SHIFT+Click at times. All the time we hear about how you're going to 'fix' the UI problems for the color blind, and yet every time there is a UI change, there's more red and green added than a Christmas display.

The UI team seems to be on the ball with delivering well intended and well received quality of life changes. Do you guys plan to actually be on the same page at any point, so that when you release mechanical changes like this, you have appropriate UI QOL changes to back them? It really would be fantastic. I realize that these are not easy changes, but it's always 'a later release,' and seems to rarely be hand in hand.

I don't expect a specific date on this; that's unrealistic. But are red/green colorblind issues even on the whiteboard? Are they on anyone's radar at all for the relative near future, as opposed to a completely indeterminate time?


I have no idea in coding but a freely choosable coloursetup would be nice and CCP should be able to pull it. I mean the whole UI background can be changed. Why not add some selection fields for this or specific colour (like the red on deactivating modules or the green for the OH). A bit of Deus Ex: HR/Mass Effect Omnitool orange here and Steam-like blue there or whatever one wants to pick. You can allready set the background to pink and go carebearing if you want to. So it shouldn't be to hard to make OH buttons freely choosable Pinkamena (because mental "Space Ponies" (Achievment in Sins) would totally do that) colour either.
Yazzinra
Scorpion Ventures
#100 - 2014-01-19 16:25:58 UTC
Kopfy wrote:
You seem to miss two things in that list of yours. Overheating of cap recharge rate and ship base speed which both gives hull damage.

Would be awesome if you actually implemented it. Only for consistency of course and not for the hilarity of seeing ships explode with full shield and full armour.


if you ever run for CSM, you have my vote.

not being sarcastic either. that's brilliant.