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Polarized weaponry (affectionately known as glass cannons)

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Author
CCP Paradox
#1 - 2014-10-22 11:00:41 UTC  |  Edited by: CCP Paradox
*** Update, the latest version will be on Singularity on 29/10 ***

Hi pilots,
The new weapons as teased at EVE Vegas 2014 for the Pheobe release in November.
There are twelve weapons in total, and I have seeded these on the Singularity market*. We are eager to hear feedback on these weapons, so please try them out.

After fitting, you will notice all your resistances will drop to 0%. Here is a quick list of the 12 modules so you can search on the market.

Small Sized
Polarized Small Pulse Laser
Polarized Light Neutron Blaster
Polarized 200mm AutoCannon
Polarized Rocket Launcher

Medium Sized
Polarized Heavy Pulse Laser
Polarized Heavy Neutron Blaster
Polarized 425mm AutoCannon
Polarized Heavy Assault Missile Launcher

Large Sized
Polarized Mega Pulse Laser
Polarized Neutron Blaster Cannon
Polarized 800mm Repeating Cannon
Polarized Torpedo Launcher

Known Issues:

  • One or more turrets may appear bright red. The final skins should be in from 29/10


-CCP Paradox on behalf of Team Banana Stand

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Ralph King-Griffin
New Eden Tech Support
Transgress
#2 - 2014-10-22 11:07:57 UTC  |  Edited by: Ralph King-Griffin
Shockeddo they fire nergelings or something?

Edit: this comment was from when they were called "blighted"
Archetype 66
Perkone
Caldari State
#3 - 2014-10-22 11:11:46 UTC
:)

What Kind of bonuses they provide ? +30 alpha ? Rof ? Omni dmg ?
Archetype 66
Perkone
Caldari State
#4 - 2014-10-22 11:12:41 UTC  |  Edited by: Archetype 66
Edit : triple post. Posting going weird with new forum on phone :s
CCP Paradox
#5 - 2014-10-22 11:14:43 UTC
Archetype 66 wrote:
:)

What Kind of bonuses they provide ? +30 alpha ? Rof ? Omni dmg ?


We want you to try them out on Singularity as this is for feedback from the test server. If we were to write the numbers down, it would turn into just a number-crunching feedback post instead of people actually trying them out in game.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Archetype 66
Perkone
Caldari State
#6 - 2014-10-22 11:15:32 UTC  |  Edited by: Archetype 66
Edit : triple post. Posting going weird with new forum on phone :s
Strata Maslav
V0LTA
WE FORM V0LTA
#7 - 2014-10-22 11:38:29 UTC  |  Edited by: Strata Maslav
For the purposes of intelligent PvP I think it would great if these guns were easy to visibly identify, for example having all variants having a specific color theme.

These are definitely going to best on a speed tanked or kitey ships!
Owen Levanth
Sagittarius Unlimited Exploration
#8 - 2014-10-22 11:43:39 UTC
Archetype 66 wrote:
:)

What Kind of bonuses they provide ? +30 alpha ? Rof ? Omni dmg ?


Your phone is broken.
Desert Ice78
Gryphons of the Western Wind
#9 - 2014-10-22 11:46:09 UTC
I assume the only purpose for these weapons are hi-sec ganks?

I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg

CCP Zulu: Came expecting a discussion about computer monitors, left confused.

Bhane Celesto
Brutor Tribe
Minmatar Republic
#10 - 2014-10-22 11:57:05 UTC
Desert Ice78 wrote:
I assume the only purpose for these weapons are hi-sec ganks?


They're expected to be faction prices, think 8 figures per module, so far too expensive.
Burneddi
Oruze Cruise
White Stag Exit Bag
#11 - 2014-10-22 11:57:35 UTC
Desert Ice78 wrote:
I assume the only purpose for these weapons are hi-sec ganks?

They are too expensive for that.
Vesan Terakol
Trollgrin Sadface
Dark Taboo
#12 - 2014-10-22 11:58:49 UTC  |  Edited by: Vesan Terakol
Guys, stop using Google Translate for naming stuff in the game! I can see where the name comes from ( skrælnuð - more in the sense of burned out, overloaded, or that they "burn out" your defenses), but it sounds horribly out of place.

Are there considered variants for the long range weapon systems too?
Tappits
Sniggerdly
Pandemic Legion
#13 - 2014-10-22 12:07:21 UTC  |  Edited by: Tappits
I think it would be cool if you could mix and Mach guns.
So instead of it dropping your resistances to 0% by fitting one, Each gun fitted reduces resistances by a % like 50% for smalls 35% for medium and 25% for large. It will give you the ability to mix up a few guns for a smaller tank but not completely removing all tank from fitting one gun.

This would then give a benefit to fitting them to faction/T2 ships that fit less guns compared to their stock variations. i.e Phantasm, Marauders
Natasia Nicia
Balls Deep Industries
#14 - 2014-10-22 12:07:45 UTC
CCP Can you confirm the mechanics behind the 0% resistances?

which of the below scenarios are correct currently?


  • When these modules are fitted all resistances are 0 regardless of any modules fitted
  • When these modules are fitted the base resistances of the ship are reduced to 0 but any modules fitted afterwards will increase the resistances as normal
  • When fitted Armour and Shield resistances are 0% even with modules, but a damage control will still apply it's resistances


Also please could you confirm, do they fire T1 & faction ammo only? or will they be able to load and shoot T2?
Mario Condello
Dropbear Preservation Society
#15 - 2014-10-22 12:08:35 UTC
Vesan Terakol wrote:
Guys, stop using Google Translate for naming stuff in the game! I can see where the name comes from ( skrælnuð - more in the sense of burned out, overloaded, or that they "burn out" your defenses), but it sounds horribly out of place.
?



I think it kind of works, makes them sound cursed or something
Keija Ijonen
Caldari Provisions
Caldari State
#16 - 2014-10-22 12:08:40 UTC
Heavy Neutron Laser? A typo I presume?
CCP Paradox
#17 - 2014-10-22 12:11:17 UTC
Keija Ijonen wrote:
Heavy Neutron Laser? A typo I presume?

Yeah, copy/paste fail. Thanks, corrected it now Blink

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

War Kitten
Panda McLegion
#18 - 2014-10-22 12:12:59 UTC
Natasia Nicia wrote:
CCP Can you confirm the mechanics behind the 0% resistances?

which of the below scenarios are correct currently?


  • When these modules are fitted all resistances are 0 regardless of any modules fitted
  • When these modules are fitted the base resistances of the ship are reduced to 0 but any modules fitted afterwards will increase the resistances as normal
  • When fitted Armour and Shield resistances are 0% even with modules, but a damage control will still apply it's resistances


Also please could you confirm, do they fire T1 & faction ammo only? or will they be able to load and shoot T2?


The keynote said they fire T2 ammo.

As for the others, I expect someone (not at work like myself) will be logging in, testing all the things, and reporting back soon. CCP seem to want us to try them out rather than actually explain the details 30 minutes before someone else does it for them.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Skyler Hawk
The Tuskers
The Tuskers Co.
#19 - 2014-10-22 12:14:14 UTC
I appreciate that you don't want to provide details on their damage and suchlike, but could you state their PG and CPU requirements so that we can use them in fitting tools?
afkalt
Republic Military School
Minmatar Republic
#20 - 2014-10-22 12:14:20 UTC
I'll totally be trolling the ass off people in a NOmen with these.
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