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[Kronos] Freighters and Jump Freighters Rebalance [Updated]

First post First post First post
Author
Warr Akini
Imperial Academy
Amarr Empire
#2061 - 2014-05-21 18:37:38 UTC
Valterra Craven wrote:
Kaarous Aldurald wrote:
Brib Vogt wrote:

But why is the maximum velocity modifier of -11% replaced with -10% cargo capacity. Thats my whole point


Because velocity isn't a real penalty on a freighter.


That's not technically true. (but this would an extreme example) Lets say you want to afk your freighter with cargo from point a to b. Lets also say that you have a tool that will roughly calculate the amount of time it would take you to afk that distance. You could then set things up in such a way that you could be doing a lot of runs and that would significantly affect your time in the long wrong, especially if you used 3... I could see this mainly affecting people like Red Frog freight if they ran things this way (which they could given all the stipulations they put on you fro cargo value etc)


I think the point with cargo expanders affecting cargo versus velocity was that CCP preferred to make the reward versus tradeoff balanced and was less concerned with protecting autopiloters/AFKers (which CCP has said several times that active should trump passive wherever possible).
Frostys Virpio
State War Academy
Caldari State
#2062 - 2014-05-21 18:39:12 UTC
Captain StringfellowHawk wrote:
Cool... so I can push the armor tank on a Freighter... But the shield tankers get Shafted.... :P More Power to gallente ships!


Or you can hull tank for better tank return on your low slots.
Tippia
Sunshine and Lollipops
#2063 - 2014-05-21 18:39:35 UTC
Captain StringfellowHawk wrote:
Cool... so I can push the armor tank on a Freighter... But the shield tankers get Shafted.... :P More Power to gallente ships!

The Gallente ships don't come off that well if you try to armour-tank them, though…
Aureus Ahishatsu
Deadspace Knights
#2064 - 2014-05-21 18:40:32 UTC
Tippia wrote:
Tau Cabalander wrote:
Aureus Ahishatsu wrote:
How are you calculating the sehp and aehp? those seem really off. Below was my ehp for each of the 4 damage types for the shield of the fenrir.

em 48000
therm 57600
kin 67200
exp 72000

edit: these were calculated with the following equation ehp = base+[base * (resist/100)]

EHP = base / (1 - Resist Percent)

That too. I just noticed the first mismatch without the skills.

48,000 @ 0%   = 48,000 / (1-0.0) = 48,000 base EM EHP
48,000 @ 50% = 48,000 / (1-0.5) = 96,000 base Ex EHP
48,000 @ 40% = 48,000 / (1-0.4) = 80,000 base Kn EHP
48,000 @ 20% = 48,000 / (1-0.2) = 60,000 base Th EHP

An average of (284k / 4 =) 71k base EHP, ×1.25 skill bonus = 88.75k EHP

e: e: e: wtf, fiddly little tables. Lol

Brib Vogt wrote:
But why is the maximum velocity modifier of -11% replaced with -10% cargo capacity. Thats my whole point.
It'll be a -11% capacity, actually. And the reason is the same: because it's a trade-off, and because it mirrors the trade you're making with cargo expanders.


Goddamn.... anyone else wishing we got paid for this.... LOL
Valterra Craven
#2065 - 2014-05-21 18:40:55 UTC
Warr Akini wrote:
Valterra Craven wrote:
Kaarous Aldurald wrote:
Brib Vogt wrote:

But why is the maximum velocity modifier of -11% replaced with -10% cargo capacity. Thats my whole point


Because velocity isn't a real penalty on a freighter.


That's not technically true. (but this would an extreme example) Lets say you want to afk your freighter with cargo from point a to b. Lets also say that you have a tool that will roughly calculate the amount of time it would take you to afk that distance. You could then set things up in such a way that you could be doing a lot of runs and that would significantly affect your time in the long wrong, especially if you used 3... I could see this mainly affecting people like Red Frog freight if they ran things this way (which they could given all the stipulations they put on you fro cargo value etc)


I think the point with cargo expanders affecting cargo versus velocity was that CCP preferred to make the reward versus tradeoff balanced and was less concerned with protecting autopiloters/AFKers (which CCP has said several times that active should trump passive wherever possible).


I know, was just playing devils advocate :)
Walter Hart White
Heisenberg Minings
#2066 - 2014-05-21 18:42:38 UTC
My main issue now is that you can't shield tank freighter but you can armor tank...
Vincintius Agrippa
Crimson Serpent Syndicate
#2067 - 2014-05-21 18:45:22 UTC  |  Edited by: Vincintius Agrippa
.[/quote]

whoa whoa whoa, u have absolutely no idea what ur talking about.

PvP players mine too.
PvP players market trade too.
PvP players mission too.
PvP players use freighters too.
PvP players manufacture too.

no, the game does not depend on carebears for anything. they are no back bone for anything. This is a PvP game. u should look up the definition of PvP and 'carebear'. (or here)

edit
no'2 definition is better

Quote:
As an insult, the term applies less to players who merely prefer PVE to PVP and more to individuals who question the basic legitimacy of PVP or who greatly overreact to their avatars' deaths'


Quote:
The key perceived difference between 'carebears' and players who simply PvE is their attitude towards PvP encounters.
[/quote]

.........And you guys like to pretend that all you do is pvp.

Pay closer attention to what I was trying to say,
1. This game isnt solely about pvp. Never has, Never should be. I doubt anyone would enjoy the game if it was full of nuthing but gankers, greifers, and blobs. Once again its SANDBOX, make of it as you will.
2. Non pvp'ers and non pvp activities ARE the backbone of this game. For, if no one is building and no one is mining, what do you fight in? Capsules? Likewise, Pvp is also a backbone because they buy a significant amount of the things being built.
3. Mining: Carebear activity
Missioning: Carebear Activity,
Market trading carebear activity. Regardless of where and how you choose to do so. Most of which Is done with alts I assume.
4. Neither you or your alts is mining, missioning, or trading 23hrs a day 7 days a week like carebears in highsec. Or, any more than a few hours a day. If your are its afk. If its afk your a carebear just like the guys in highsec. If you arent, your still a carebear because your mining all day.
5. Your isk alts don't count.
6. Mining in nullsec doesnt make you not a carebear.
7 Missioning in null sec does not make you not a carebear.

8. Major alliances don't count because all of that mining and missioning happens in their space. So all those alts are "secure" so to speak.

Long story short, Carebearing supports eve. No matteer how you try to disguise it. End of discussion.

Edit: Fine, PVE isnt like regular carebearing. It's like PVE Carebearing.
Only YOU can prevent internet bullying!
Tippia
Sunshine and Lollipops
#2068 - 2014-05-21 18:46:25 UTC
Walter Hart White wrote:
My main issue now is that you can't shield tank freighter but you can armor tank...

The question is, why would you want to do either?
Kalnoch
LazyBoyz Band of Recreational Flyers
#2069 - 2014-05-21 18:46:42 UTC
Really? You cite that JF only had one meaningful rig to use (cargohold) and so you give low slots, well they still really only have one meaningful module, that being cargohold since you decided to go and nerf the crap out of their cargo capacity. Requiring 3 T2 cargo expanders to get back to where you were? That is absolutely insane, way to NOT give me any more customization CCP. 2 cargohold expanders doesn't even get you to the base cargo capacity without ANY skills.

For example, 270,000 base cargo capacity for Nomad, pre patch, which is really 324,000 since you are required to have freighter 4 to fly the thing. Now post patch with same minimum skills you only get 158,400, and with 2 T2 expanders you only get to 257,499.

It should NOT take all 3 of my slots I am now given just to GET BACK to pre patch levels, that is not any sort of added customization ability, that is a nerf to make one of the most expensive ships in the game just that little bit more expensive. I get the trading some space for more speed or faster align time or whatever, but this is just stupid.

The freighter stuff looks just fine though, with 2 expanders you basically get back to where you were.
Tau Cabalander
Retirement Retreat
Working Stiffs
#2070 - 2014-05-21 18:46:53 UTC  |  Edited by: Tau Cabalander
Math is hard....

Charon:

Average Shield EHP = 50000 * (0.25 / (1 - 0% EM) + 0.25 / (1 - 20% Th) + 0.25 / (1 - 40% Kin) + 0.25 / (1 - 50% EX))
= 73958.33 (pre-Kronos 8874.99)

Average Armor EHP = 15000 * (0.25 / (1 - 50% EM) + 0.25 / (1 - 45% Th) + 0.25 / (1 - 25% Kin) + 0.25 / (1 - 10% EX))
= 23484.84 (pre-Kronos 31313.13)

Average Hull EHP = 77500 * (0.25 / (1 - 0% EM) + 0.25 / (1 - 0% Th) + 0.25 / (1 - 0% Kin) + 0.25 / (1 - 0% EX))
= 50000 (pre-Kronos 106250)

Total Average EHP = 147443.17 (pre-Kronos 146438.12)

EDIT: I hate math
Dave Stark
#2071 - 2014-05-21 18:47:09 UTC
Tippia wrote:
Walter Hart White wrote:
My main issue now is that you can't shield tank freighter but you can armor tank...

The question is, why would you want to do either?

because maths is hard.
Dave Stark
#2072 - 2014-05-21 18:48:14 UTC
Kalnoch wrote:
Really? You cite that JF only had one meaningful rig to use (cargohold) and so you give low slots, well they still really only have one meaningful module,

TIL, 670k ehp isn't meaningful.
Dirk MacGirk
Specter Syndicate
#2073 - 2014-05-21 18:49:14 UTC
Grenn Putubi wrote:
Can someone justify to me how altering all the freighters' tanks to rely more heavily on armor or shield and then giving all the freighters low slots but no mids is fair? It's going to provide a clear advantage to the armor tank freighters when they can forgo cargo space in favor of tank modules when traveling through dangerous space and the shield tank freighters can not.

I was fine with them getting rig slots because it would allow all the freighters to still compete on an even field, but giving low slots and no mids really changes the balance. If you're going to start giving the freighters module slots then you need to actually give them all slots they can use effectively.

Shield tank freighters should get at least 1 mid slot and 1 less low slot, then adjust their cargo holds so that they have greater base cargo space and end up competitive with the armor freighters using 3 cargo expanders while using only 2.


Mid slots wouldn't help shield tanks because none have the CPU to fit anything that goes in there anyway. They would need not only mid slots, but also a role bonus to -100% CPU for Invuln Field or something.

Maybe that should be a thing. One mid slot for an invuln on Charons and Fens?

I would almost think just changing all freighters to armor is probably the easiest and cleanest option. Unless the shield roleplayers would then get upset that Charons and Fenrirs were not living up to lore.
Kalnoch
LazyBoyz Band of Recreational Flyers
#2074 - 2014-05-21 18:50:13 UTC  |  Edited by: Kalnoch
Captain StringfellowHawk wrote:
Cool... so I can push the armor tank on a Freighter... But the shield tankers get Shafted.... :P More Power to gallente ships!


Did you even bother looking at the fitting? You can't fit any sort of tank module on any of them. Can't even fit a DC 2.

EDIT: Missed the Resistance Plating, nevermind :(
Sobaan Tali
Caldari Quick Reaction Force
#2075 - 2014-05-21 18:50:22 UTC
Walter Hart White wrote:
My main issue now is that you can't shield tank freighter but you can armor tank...


Now try hull tanking either. The EHP potential difference between Providence/Obelisk - Charon/Fenrir is not as bad as it sounds.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Shizuken
Venerated Stars
#2076 - 2014-05-21 18:50:26 UTC
CCP Fozzie wrote:


The base cargo capacity of Freighters is being decreased so that a set of three Tech Two Expanded Cargoholds adds 21-25% cargo above the previous maximum values. For Jump Freighters, three T2 Expanders will increase cargo capacity by 1-2%.
This means that Freighters can get significantly higher maximum capacity than before using modules, and we're increasing the volume of packaged capital ships (to 1.3 million m3) and unpackaged station containers (to 2 million m3) to compensate.



I am still not sure why CCP is so afraid of caps in highsec, especially even unassembled ones. It would make trading them easier.
Draconus Lofwyr
The Scope
Gallente Federation
#2077 - 2014-05-21 18:51:14 UTC  |  Edited by: Draconus Lofwyr
for the most part, these are much better changes than the original rig proposal, i do have one small issue with the change in regards to the jump freighter cargo space reduction.

with the proposed changes, a fully tanked jump freighter cargo is reduced below the standard hold space of a cargo expanded rorqual. and the rorqual has much higher ability to active tank than a jump freighter with many more fitting options and a lower jump fuel usage. there may need to be some minor tweaks on the jump freighter to make it competitive for use such as a bonus that reduces cargo space penalty on re-enforced bulkheads to keep their utility viable. As it is, with the ore compression changes, the rorqual will already be more advantageous for carrying compressed ore due to the 250k ore hold on top of the 170k of normal storage potential.
Walter Hart White
Heisenberg Minings
#2078 - 2014-05-21 18:51:40 UTC
Kalnoch wrote:
Captain StringfellowHawk wrote:
Cool... so I can push the armor tank on a Freighter... But the shield tankers get Shafted.... :P More Power to gallente ships!


Did you even bother looking at the fitting? You can't fit any sort of tank module on any of them. Can't even fit a DC 2.

Read Fozzies OP again. Read it aloud. Tank example is written right there.
Valterra Craven
#2079 - 2014-05-21 18:52:49 UTC
Tippia wrote:
Walter Hart White wrote:
My main issue now is that you can't shield tank freighter but you can armor tank...

The question is, why would you want to do either?


To boost tank a marginal amount without having to loose what cargo is left after the re balance....
Tippia
Sunshine and Lollipops
#2080 - 2014-05-21 18:53:03 UTC  |  Edited by: Tippia
Vincintius Agrippa wrote:
Pay closer attention to what I was trying to say,
1. This game isnt solely about pvp. Never has, Never should be. I doubt anyone would enjoy the game if it was full of nuthing but gankers, greifers, and blobs. Once again its SANDBOX, make of it as you will.
2. Non pvp'ers and non pvp activities ARE the backbone of this game. For, if no one is building and no one is mining, what do you fight in? Capsules? Likewise, Pvp is also a backbone because they buy a significant amount of the things being built.
3. Mining: Carebear activity
Missioning: Carebear Activity,
Market trading carebear activity. Regardless of where and how you choose to do so. Most of which Is done with alts I assume.
4. Neither you or your alts is mining, missioning, or trading 23hrs a day 7 days a week like carebears in highsec. Or, any more than a few hours a day. If your are its afk. If its afk your a carebear just like the guys in highsec. If you arent, your still a carebear because your mining all day.
5. Your isk alts don't count.
6. Mining in nullsec doesnt make you not a carebear.
7 Missioning in null sec does not make you not a carebear.

8. Major alliances don't count because all of that mining and missioning happens in their space. So all those alts are "secure" so to speak.
A few problems with all that, though.

1. Everything in the game is subject to PvP. Everything is a competition against other players in one form or another. It must be full PvP exactly because it's a sandbox. Being a sandbox doesn't mean you get to do what you want; it means everyone gets to do what they want, which includes doing stuff to you that you don't want them to do. The only way for you to be able to do what you want is to force your will onto other players. It's your will (a player) versus someone else's will (a player) — PvP.
2. You are confusing non-combat with non-pvp. Even the non-combat activities in EVE are PvP due to the competition and opposition you face from other players.
3. Just because an activity can be done by carebears doesn't mean it's a carebear activity. Carbear is a mindset, not an activity. All of the things you listed are PvP-based activities that carebears happen to like because they don't blow up so much when doing them. The people who control those activities, though, are PvPers through and through. They are out to beat you, not to be left alone.
4–7. The activity does not determine the carebear — the mindset does.

Quote:
Long story short, Carebearing supports eve. No matteer how you try to disguise it. End of discussion.
No. Industry and combat supports EVE and come together in the engine that is the market. Neither can exist without the other. Carebears are utterly irrelevant to the equation since the activities can and will go on without them.