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[Phoebe] Heavy Interdictors

First post
Author
ApolloF117 HUN
The All-Seeing Eye
GaNg BaNg TeAm
#301 - 2014-10-23 19:16:55 UTC
CCP Fozzie wrote:

We're also making one significant addition to the focused point script:

When a Rorqual, Dreadnaught, Carrier, Supercarrier or Titan is pointed by a focused point they will not be able to jump through gates.

This is to counter the power of brawling with your caps on lowsec gates, and if things go bad jumping through and cynoing out since nobody can bubble the other side.


haha yes, because all these capital ships are too fast to web/scram and not bump them to the hell after they used the gate, 12,5km is nothing with 50m/s or less when u got more webs on your capital, and not every cap pilot have "backup cyno" since not everybody can buy plex for wonderful 850-900mAttention isk, bet you didn't even fly a capital ship or saw them in combat without devhax, so rethink this "got focused point, you can't use gate (because to jump through gates you need warpdriveQuestion)". my mind is full of merde
Stitch Kaneland
The Tuskers
The Tuskers Co.
#302 - 2014-10-23 19:17:24 UTC  |  Edited by: Stitch Kaneland
Quote:


Hey Fozzie,

Why setting the second dmg bonus on the Cruiser skill ? Why not set it the same way most other TII (CSs, HACs for example).

That would make more sense to have first dmg bonus + range on Cruiser skill so that every HIC pilot would have the same range, and to switch the second dmg bonus on HIC skill, to reward HIC IV -> HIC V.

HIV lvl V need a better reward (RoF would be cool since it's the bigger).


Did you read this by any chance ?


Yea i would figure HIV lvl 5 would be AIDS lvl 1. Not sure thats much of a reward though.

Joking and typos aside, for the broadsword as an example. Check out rupture, vagabond, muninn. Double dmg bonus is cruiser skill. So broadsword fits the same theme.
FT Diomedes
The Graduates
#303 - 2014-10-23 19:36:27 UTC
Archetype 66 wrote:
Archetype 66 wrote:
CCP Fozzie wrote:


Devoter

Amarr Cruiser Bonuses:
10% bonus to Medium Energy Turret capacitor use
5% bonus to Medium Energy Turret damage

Heavy Interdictor Bonuses:
10% bonus to Medium Energy Turret optimal range
5% bonus to range of Warp Disruption Fields

Role Bonus:
20% bonus to all Armor Resists
Can fit Warp Disruption Field Generators

Onyx

Caldari Cruiser Bonuses:
5% bonus to Kinetic la Missile damage
5% bonus to Missile Launcher rate of fire

Heavy Interdictor Bonuses:
10% bonus to Missile velocity
5% bonus to range of Warp Disruption Fields

Role Bonus:
20% bonus to all Shield Resists
Can fit Warp Disruption Field Generators

Phobos

Gallente Cruiser Bonuses:
10% bonus to Medium Hybrid Turret tracking
5% bonus to Medium Hybrid Turret rate of fire

Heavy Interdictor Bonuses:
10% bonus to Medium Hybrid Turret optimal range
5% bonus to range of Warp Disruption Fields

Role Bonus:
20% bonus to all Armor Resists
Can fit Warp Disruption Field Generators

Broadsword

Minmatar Cruiser Bonuses:
5% bonus to Medium Projectile Turret rate of fire
5% bonus to Medium Projectile Turret damage

Heavy Interdictor Bonuses:
10% bonus to Medium Projectile Turret falloff
5% bonus to range of Warp Disruption Fields

Role Bonus:
20% bonus to all Shield Resists
Can fit Warp Disruption Field Generators

Let us know what you think!


Hey Fozzie,

Why setting the second dmg bonus on the Cruiser skill ? Why not set it the same way most other TII (CSs, HACs for example).

That would make more sense to have first dmg bonus + range on Cruiser skill so that every HIC pilot would have the same range, and to switch the second dmg bonus on HIC skill, to reward HIC IV -> HIC V.

HIV lvl V need a better reward (RoF would be cool since it's the bigger).


Did you read this by any chance ?


Not a bad suggestion, but I trained HIC V just for the extra range.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Archetype 66
Perkone
Caldari State
#304 - 2014-10-23 20:09:21 UTC  |  Edited by: Archetype 66
[quote=Stitch Kaneland]
Quote:

Yea i would figure HIV lvl 5 would be AIDS lvl 1. Not sure thats much of a reward though.
Joking and typos aside, for the broadsword as an example. Check out rupture, vagabond, muninn. Double dmg bonus is cruiser skill. So broadsword fits the same theme.


lol :) Joking aside, your comment is not entirely correct because in fact bonuses are not always assigned in the same way.

Vaga
Cruiser skill: 5% RoF and 7.5% Shield boost
Specialized skill: 5% Dmg and 10% Falloff

Munnin
Cruiser skill: 5% RoF and 5% Dmg
Specialized skill: 10% Range and 7.5% Tracking

I'm not sure there is a true reflection behind and that's a shame because it is not so trivial. However it makes sense for the munnin as bonus on range is important and it's matter a lot for this ship. So it's a good reward to have HAC to V.

For that matter, I got a question for you Fozzie:

Unlike most cases dan Eve, the main skill bonuses will not stack with those of secondary skill but are calculated before. Is that intentional?

Example with the Vulture :

Battlecruiser skill: 10% Range and 4% Shield Resists
Specialized skill : 10% Range and 10% Dmg and 3% Links

In the end it gives 125% on the Range instead of 100%. Note that you might think that the subsystem bonus (Magnetic Infusion Bassin) on Tengu provide the same range with its +20% per lvl but because of this, it is actually lower. I'm all for diversity, so it's all good for me, but I'm wondering if it's really designed to be that way.
Lady Rift
His Majesty's Privateers
#305 - 2014-10-23 20:12:30 UTC
FT Diomedes wrote:
Archetype 66 wrote:
Archetype 66 wrote:
CCP Fozzie wrote:


*ship stats*

Let us know what you think!


Hey Fozzie,

Why setting the second dmg bonus on the Cruiser skill ? Why not set it the same way most other TII (CSs, HACs for example).

That would make more sense to have first dmg bonus + range on Cruiser skill so that every HIC pilot would have the same range, and to switch the second dmg bonus on HIC skill, to reward HIC IV -> HIC V.

HIV lvl V need a better reward (RoF would be cool since it's the bigger).


Did you read this by any chance ?


Not a bad suggestion, but I trained HIC V just for the extra range.


the range is the best thing and not everyone has to have the same range. you want max range train the skill. Its not like the range at HIC 1 is small.
Archetype 66
Perkone
Caldari State
#306 - 2014-10-23 21:41:12 UTC
I'm talking about the weapons range, not the warp disruption field range which should remain linked to HIC skill for sure.
Lady Rift
His Majesty's Privateers
#307 - 2014-10-23 22:00:10 UTC
Archetype 66 wrote:
I'm talking about the weapons range, not the warp disruption field range which should remain linked to HIC skill for sure.



oh then I don't really have anything to say. I fly the devoter that still has a cap use bonus instead of something useful.
Harvey James
The Sengoku Legacy
#308 - 2014-10-23 22:33:41 UTC  |  Edited by: Harvey James
after these changes the difference between HACS and HICS are very small ... they all have range bonuses high resists/tank ..

i think HAC's need a revisit too give them a stronger focus..

- more soloability perhaps is there only real difference atm

i would like too see HAC's be refocused for a more attack orientation .. like T2 attack cruisers based on mobility and leave the tanking role too the HIC's .. i would also like too see HIC's be allowed too use a scripted WDFG in high sec whilst being reppable

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

Arronicus
State War Academy
Caldari State
#309 - 2014-10-24 07:54:55 UTC
Harvey James wrote:
also talking about the creodron having the best drone bonuses .. the gurista ships might have a word about that ..
have you seen the amount of dps you can get out of those things ... gila - over 900 dps tracks just aswell as the ishtars heavies do ..

worm is so much better than the ishkur .. over 300 dps same application

and the rattlesnake has insane dps over 2k fits are easy too make ..

Over 900 dps fit gila is far more expensive than an ishtar, and can only make good use of medium drones
Worm is nice for pure drone damage, but the ishkur is more useful for burners and where more of a tank is concerned
2k dps rattlesnake fit isn't worth mentioning as it is not worth using. It's completely impractical, just like running missions in a 2k dps vindicator. Almost noone does it for good reason.
Arronicus
State War Academy
Caldari State
#310 - 2014-10-24 07:58:59 UTC
Lady Rift wrote:
FT Diomedes wrote:
Archetype 66 wrote:
Archetype 66 wrote:
CCP Fozzie wrote:


*ship stats*

Let us know what you think!


Hey Fozzie,

Why setting the second dmg bonus on the Cruiser skill ? Why not set it the same way most other TII (CSs, HACs for example).

That would make more sense to have first dmg bonus + range on Cruiser skill so that every HIC pilot would have the same range, and to switch the second dmg bonus on HIC skill, to reward HIC IV -> HIC V.

HIV lvl V need a better reward (RoF would be cool since it's the bigger).


Did you read this by any chance ?


Not a bad suggestion, but I trained HIC V just for the extra range.


the range is the best thing and not everyone has to have the same range. you want max range train the skill. Its not like the range at HIC 1 is small.


Exactly this. The range bonus for the warp disruption field generator is FAR more valuable than the damage abilities of the ship, so leaving it on the HIC rewards players more. Additionally, the damage bonuses are more of an element of the base hull, the Generator range is unique to the HIC class itself, so makes absolutely no sense to be anywhere but on the HIC skill.
Archetype 66
Perkone
Caldari State
#311 - 2014-10-24 09:54:25 UTC
Archetype 66 wrote:
I'm talking about the weapons range, not the warp disruption field range which should remain linked to HIC skill for sure.


That. Thank you for reading.
elitatwo
Zansha Expansion
#312 - 2014-10-24 10:45:41 UTC
Asuka Solo wrote:
...Firstly, Eve is an MMO (Massive Multiplayer Online). Not a Single Player Online game...

Secondly, if you find yourself in a fair fight in Eve Online.... You've done it wrong.


Big smile I was waiting for something like this to respond to.

To clear things up for each of everyone in EVE,

- whenever I go out on a solo-roam means that possible reinforments are possible but not so rewarding

- it also means that I can "interact" with up to 40.000 people

- fair or not fair goes out the door the second I undock since it's unfair that 40.000 could come and murder my boat

- I have never stated at any time that I do not know anyone in the game

- if I call "halp" you may be surprised what is headed your way.. Shocked (ever heard the saying "there is no fury in space..."

- on my first solo-adventure in Querious, I think Red Overlord was living there and they were really good sports!
I killed some of them before they killed me but I also talked to them afterwards and promised not to pod them so they could warp and reship or whatever duties they had to do when my Moa was still alive and well.

You know it's crazy talk but talking to the pilots whom lost their boat to me and still giving me a good fight in local could possibly lead to even more friends or you earn people's respect but you are not forced to give them a hard time about it.

It is more likely they remember you and fight you again and have a good time doing it, which leads to more explosions.

On that note I would like to give the Red Overloards and EVE Uni a shout out for being good sports! You are chilled, nice to talk to and I had a great time fighting you (if you are reading this, you know who Smile)

And the ships you encounter are not your enemies but opponents in an e-sport with spaceships unless you make them enemies.

There are three types of pvpers in EVE,

the ones that like to fly ships and fight what comes along, the ones that are obsessed with some keyboard statistics and people that like to obey other people.

Think about it.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Kagura Nikon
Native Freshfood
Minmatar Republic
#313 - 2014-10-24 11:06:30 UTC  |  Edited by: Kagura Nikon
elitatwo wrote:


There are three types of pvpers in EVE,

the ones that like to fly ships and fight what comes along, the ones that are obsessed with some keyboard statistics and people that like to obey other people.

Think about it.



There are more.. what you listed are extremes. You have peopel that worry or do nto worry with the killboard. You have peopel that want to think in their fights and peopel that just prefer to obey and be in a strong fleet where nothing can be their fault. You have peopel that want to fly solo and peopel that like huuuge blobs.

And for each of these factors there are several gradations.



Unfortunately not a single time ccp have made changes thinkign on the peopel that like smaller fleet or like thinking .

"If brute force does not solve your problem....  then you are  surely not using enough!"

Harvey James
The Sengoku Legacy
#314 - 2014-10-24 12:12:45 UTC  |  Edited by: Harvey James
Arronicus wrote:
Harvey James wrote:
also talking about the creodron having the best drone bonuses .. the gurista ships might have a word about that ..
have you seen the amount of dps you can get out of those things ... gila - over 900 dps tracks just aswell as the ishtars heavies do ..

worm is so much better than the ishkur .. over 300 dps same application

and the rattlesnake has insane dps over 2k fits are easy too make ..

Over 900 dps fit gila is far more expensive than an ishtar, and can only make good use of medium drones
Worm is nice for pure drone damage, but the ishkur is more useful for burners and where more of a tank is concerned
2k dps rattlesnake fit isn't worth mentioning as it is not worth using. It's completely impractical, just like running missions in a 2k dps vindicator. Almost noone does it for good reason.


i get the 2k vindi .. too get 2k dps it probably sacrifices tank or is shield fit .. but the rattlesnake doesn't sacrifice anything

also it makes scorp navy issues at 580mil look overpriced and obsolete

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

elitatwo
Zansha Expansion
#315 - 2014-10-24 14:07:24 UTC
Kagura Nikon wrote:
...
There are more.. what you listed are extremes. You have peopel that worry or do nto worry with the killboard. You have peopel that want to think in their fights and peopel that just prefer to obey and be in a strong fleet where nothing can be their fault. You have peopel that want to fly solo and peopel that like huuuge blobs.

And for each of these factors there are several gradations.

Unfortunately not a single time ccp have made changes thinkign on the people that like smaller fleet or like thinking .


Thank you Kagura for being on the same page.

By reading your posts I can assume that you like the thinking for yourself part and the small / very small gang part as much as I do. So I am officially accusing you of being smart Smile

Yes, there are more than the three extremes but you already know that would create a giant wall of text that not everyone would like to read.

And you are right spot on.

It is okay that CCP encourages the human nature of "grouping" and working together and when Kil2 was hired to CCP, I was so hoping that he would understand that there are smart folks in the game that can think for themselves and pushing themselves to become better pilots.

It is however sad to see where EVE is headed right now. You know it and I know it, the rest doesn't really seem to care or cannot "see" the direction just yet.

I was hoping that CCP would care for "Bringing Solo Back". Sad Well, hope is the last thing to go but for the last three years it is looking grim.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Zqu
Nobody in Local
Deepwater Hooligans
#316 - 2014-10-24 15:42:36 UTC
CCP Fozzie wrote:
xttz wrote:
CCP Fozzie wrote:
Hey everyone. I'm back from Vegas now and all caught up on the thread.


Slightly unrelated, but since I couldn't make it to Vegas, could you please comment on this?

CCP Greyscale wrote:
xttz wrote:
Your initial blog mentioned a rebalance of starbase weapons, but there's been no word on them since then. Is it still planned for the next update?


I'm not entirely sure what the status is on that, it's something Fozzie was investigating. Your best bet at a fast answer is to find someone at Vegas and get them to ask him :)


We've ran into some issues that aren't deal breakers but that do require more QA time, so we just made the call today to push those changes to December and allow us more testing time.



I'm very curious to what sort of changes you guys have been looking at. Has there been any announcement yet?

-

Kagura Nikon
Native Freshfood
Minmatar Republic
#317 - 2014-10-24 16:38:58 UTC
ApolloF117 HUN wrote:
CCP Fozzie wrote:

We're also making one significant addition to the focused point script:

When a Rorqual, Dreadnaught, Carrier, Supercarrier or Titan is pointed by a focused point they will not be able to jump through gates.

This is to counter the power of brawling with your caps on lowsec gates, and if things go bad jumping through and cynoing out since nobody can bubble the other side.


haha yes, because all these capital ships are too fast to web/scram and not bump them to the hell after they used the gate, 12,5km is nothing with 50m/s or less when u got more webs on your capital, and not every cap pilot have "backup cyno" since not everybody can buy plex for wonderful 850-900mAttention isk, bet you didn't even fly a capital ship or saw them in combat without devhax, so rethink this "got focused point, you can't use gate (because to jump through gates you need warpdriveQuestion)". my mind is full of merde



THEY WILL NOT MOVE after jumping. They use immediately their cyno.

An ALL capitals that get into PVP do have a backup cyno. If not they deserve to lose the ship. No one with half a brain cell get into pvp with a capital ship without any reserve cyno on his fleet ready to be used.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Serendipity Lost
Repo Industries
#318 - 2014-10-24 16:58:56 UTC
Asuka Solo wrote:
CCP Fozzie wrote:
Hey everyone. I'm back from Vegas now and all caught up on the thread. Thanks for the feedback so far.

A number of the suggestions posted here (allowing hictors to prevent interceptors from warping, allowing focused points to stop all ships from jumping, allowing focused points to stop ships from docking) would unbalance the game too far towards inescapable camps. We have absolutely no intention of making any of those changes at this time.


So basically break the game for caps, but don't allow caps to break sub-cap PvP.

Kthnx.

Who wants my stuff?


I'm not seeing how a single infinite point keeping a single interceptor from burning back and jumping would unbalance the game into inescapable gate camps. The inty can always burn away if he likes. The inty bubble immunity was a great addition to the game. I just think a further enhancement would to put at least one counter to invinciceptor. You singled out specific caps for jump blocking, I'm just proposing that a hic focused point do the same for the inty.

The infinite point already holds an inty from warping..... doesn't it??? This is a request for a focussed point effect to also keep them from jumping back, not a bubble effect.
Ghaustyl Kathix
Rising Thunder
#319 - 2014-10-25 17:52:32 UTC
Serendipity Lost wrote:
I'm not seeing how a single infinite point keeping a single interceptor from burning back and jumping would unbalance the game into inescapable gate camps. The inty can always burn away if he likes.
Yeah, but what about the other 190+ non-interceptor sub-caps? If interceptors are such a problem, smartbomb them on their out-gate or something.
FT Diomedes
The Graduates
#320 - 2014-10-26 00:36:10 UTC
Serendipity Lost wrote:
Asuka Solo wrote:
CCP Fozzie wrote:
Hey everyone. I'm back from Vegas now and all caught up on the thread. Thanks for the feedback so far.

A number of the suggestions posted here (allowing hictors to prevent interceptors from warping, allowing focused points to stop all ships from jumping, allowing focused points to stop ships from docking) would unbalance the game too far towards inescapable camps. We have absolutely no intention of making any of those changes at this time.


So basically break the game for caps, but don't allow caps to break sub-cap PvP.

Kthnx.

Who wants my stuff?


I'm not seeing how a single infinite point keeping a single interceptor from burning back and jumping would unbalance the game into inescapable gate camps. The inty can always burn away if he likes. The inty bubble immunity was a great addition to the game. I just think a further enhancement would to put at least one counter to invinciceptor. You singled out specific caps for jump blocking, I'm just proposing that a hic focused point do the same for the inty.

The infinite point already holds an inty from warping..... doesn't it??? This is a request for a focussed point effect to also keep them from jumping back, not a bubble effect.


No, this is a bad change. You've just consigned scouts or solo players to death if you add this mechanic. If you really want to kill that interceptor, jump back through with him and catch him on the other side.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.