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  • Locked thread
Normal Barbarian
Nov 24, 2006

ullerrm posted:

Warp Disruptors and Scramblers

* All faction scrams are now +3, all officer scrams are now +6. (Only relevant for FW people hunting stabbed botters.)

Only until they remove supercap ewar immunity. :getin:

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almighty
Mar 9, 2011

That Works posted:



Ah the fun trolling times.

This needs to go into Goonfleet Wiki if it hasn't made it there already.

Carth Dookie
Jan 28, 2013

scandoslav posted:

Only until they remove supercap ewar immunity. :getin:

This does however, gently caress DSTs.

Zephyrine
Jun 10, 2014

This is what meat is supposed to be like, dingus

dotalchemy posted:

I installed Eve last weekend to find my cozy little home in Syndicate all but abandoned, save for three guys who were dicking about on the undock.

Excited to lose a ship and bring glory to our space guild, I undocked in a modest... um... thing that looks like a Thorax but is more expensive and factiony.

They all docked, so I logged out, as flying all the way up to Dek seems like effort.

Greg!


Space Violence moved out of Syndicate when BOS were kicked from the Alliance.


If you want small gang pvp then hole squad would be perfect. It's full of really good people and they're also in the main Alliance now and get SRP (Tax Querns)

If you're willing to repack your ships then I'll gladly get all of it to Deklein or the current deployment for free.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

ullerrm posted:

Damage Controls

* DCs are becoming always-on passive modules. (Big buff for AFK autopiloters.)
* The hull resistance bonus given by DCs is being nerfed, but in exchange, every ship in the game is getting a base 33% hull resistance. (Major EHP buff for any ship that can't, or doesn't, fit DCs -- most notably, Freighters, who pick up about 45-55k EHP each.)
* Tiericide; all existing tiers -- F85, Pseudoelectron, IFFA -- are being replaced with a single "Compact" meta-level. Faction/officer DCs being added. (Huge inconvenience for a lot of fits, especially at frigate levels; pretty much every pseudo/iffa fit will need to come up with a few more CPU, and will lose a lot of armor resists. Faction DCs are Serpentis and the Syndicate LP store; officer DCs are Serpentis and drone officers.)

code:
Stat changes:
  Before:
   F85 Peripheral Damage:       21 cpu,  +9.5% shield,   +12% armor, +54% hull
   Psuedoelectron Containment:  19 cpu, +10.5% shield,   +13% armor, +56% hull
   Internal Force Field Array:  17 cpu, +11.5% shield,   +14% armor, +58% hull
   Damage Control II:           30 cpu, +12.5% shield,   +15% armor, +60% hull
          
  After:
   IFFA Compact Damage Control: 20 cpu,   +10% shield, +12.5% armor, +35% hull
   Damage Control II:           30 cpu, +12.5% shield,   +15% armor, +40% hull
   Faction Damage Controls:     18 cpu,   +14% shield, +16.5% armor, +42.5% hull
Warp Disruptors and Scramblers

* All faction scrams are now +3, all officer scrams are now +6. (Only relevant for FW people hunting stabbed botters.)
* Federation Navy LP store will start selling faction points/scrams equivalent to Shadow Serpentis.
* RF/Domination longpoints got their CPU nerfed to gently caress. (This ruins a lot of fits -- these points are 19 cpu today. After this change, the lowest CPU longpoint today will be 25 cpu. That, plus the damp changes below, basically makes the Arazu/Lachesis near impossible to fit cheaply.)
* Tiericide into enduring/compact/scoped groups, combine rarely used faction mods. (Mostly positive. A lot of frigs will now be scramming at 7.5km instead of 9km, which might change the FW space a bit. Only dome thing is that nobody will use the enduring version other than the Slicer, and maybe some gimmick frig kiters.)

code:
Long points:
  Before:                      After:
   J5:       34 cpu, 20km       J5 Enduring:      40 cpu, 20km, less cap to run
   --                           Fleeting Compact: 32 cpu, 20km
   Faint:    32 cpu, 20km       Faint Scoped:     40 cpu, 22km
   T2:       44 cpu, 24km       T2:               44 cpu, 24km, more cap to run now
   DG/CN/KN: 40 cpu, 24km       DG/CN/KN:         25 cpu, 26km
   SS:       40 cpu, 26km       SS/FN:            32 cpu, 28km
   DB/TS:    40 cpu, 28km       TS/RF/Domi:       40 cpu, 30km (huge cpu increase!)
   RF/Domi:  19 cpu, 30km       --
         
Scrams:
  Before:                                    After:
   Initiated:  26 cpu, 7875m                    Initiated Compact: 26 cpu, 7500m
   J5b Phased: 27 cpu, 8625m                      J5b Enduring:    30 cpu, 7500m
   Faint Ep:   28 cpu, 9000m                      Faint Ep Scoped: 30 cpu, 8250m
   T2:         36 cpu, 9000m                      T2:              36 cpu, 9000m
   CN:         22 cpu, 9750m                      CN/KN/DB/DG:     22 cpu, 10000m, +3
   KN:         26 cpu, 9750m (nobody uses this)   SS/FN:           26 cpu, 10500m, +3
   DG:         26 cpu, 10500m (few use this)      RF/Domi/TS:      30 cpu, 11250m, +3
   RF:         26 cpu, 10500m, +3
   DB:         22 cpu, 10500m
   SS:         30 cpu, 10500m, +3
   Domi:       26 cpu, 11250m
   TS:         30 cpu, 11250m, +3
Stasis Webs

* Republic Fleet LP store will start selling faction webs equivalent to Domination.
* Tiericide into enduring/compact/scoped groups, combine rarely used faction mods. (Overall good. Basically, anyone using any kind of meta web today will want to use Fleeting tomorrow, with little or no change; anyone who’s using FN or TS today will use the same faction mod tomorrow. This is basically getting rid of all the rarely used poo poo webs. The only dumb thing here is that nobody will use the Enduring version.)

code:
   Before:                                 After:
     Langour:      20 cpu, 52.5% @ 10km      --
     X5 Prototype: 21 cpu, 57.5% @ 10km      X5 Enduring:      25 cpu, 55% @ 10km
     Fleeting:     22 cpu, 60% @ 10km        Fleeting Compact: 20 cpu, 55% @ 10km
     T2:           30 cpu, 60% @ 10km        T2:               30 cpu, 60% @ 10km
     CN:           18 cpu, 55% @ 12km        KN:               16 cpu, 60% @ 12km          
     KN:           25 cpu, 60% @ 12km        CN/DG/DB:         16 cpu, 55% @ 13km
     DG:           18 cpu, 50% @ 13km        SS/FN:            25 cpu, 60% @ 14km
     SS:           25 cpu, 55% @ 13km        Domi/RF:          16 cpu, 50% @ 15km
     DB:           18 cpu, 55% @ 14km        TS:               25 cpu, 55% @ 15km
     FN:           25 cpu, 60% @ 14km
     Domi:         18 cpu, 50% @ 15km
     TS:           25 cpu, 55% @ 15km
Damps

* Damps will now use gun falloff instead of ewar falloff. (Today on TQ, when you use a damp in falloff, it makes a dice roll, and you either get 100% effect or 0% effect. Generally, this is good for damps, because having a strong effect that only occasionally procs is more useful than a weak effect that always works. Tomorrow, if you use a damp in falloff, it always procs, but with a reduced effect, which will then be stacking penalized. Basically, this is a nerf to anyone using damps outside 85km, especially FYF.)
* Tiericide - minor range nerf and strength nerf for most named modules. (This ends up turning into “everyone should use T2 if they can,” which is a big CPU increase. Minor complications to fitting.)

code:
Before:
 Kapteyn:       33 cpu, -14.13% @ 26+52km, 29 cap/cycle
 Low Frequency: 30 cpu, -14.85% @ 28+57km, 26 cap/cycle
 Phased Muon:   28 cpu, -15.30% @ 30+60km, 24 cap/cycle
 T2:            42 cpu, -15.30% @ 30+60km, 36 cap/cycle
 Executive:     28 cpu, -15.57% @ 30+60km, 24 cap/cycle
 Shadow Serp:   30 cpu, -15.84% @ 30+60km, 24 cap/cycle

After:
 Kapteyn Compact:    28 cpu, -14.5% @ 24+40km, 30 cap/cycle
 LF Enduring:        35 cpu, -14.5% @ 24+40km, 28 cap/cycle
 Phased Muon Scoped: 35 cpu, -14.5% @ 27+55km, 30 cap/cycle
 T2:                 42 cpu, -15.3% @ 30+60km, 36 cap/cycle
 Executive:          28 cpu, -15.5% @ 30+60km, 20 cap/cycle
Target Painters

* Significant range buff, mostly in falloff.
* Unknown if Fozzie plans to make them use gun-falloff mechanics instead of ewar-falloff mechanics. No mention of this.
* Tiericide into enduring/compact/scoped groups. (Net positive. Nobody will use the Enduring version, but otherwise, good.)

code:
Before:                             After:
 PWNAGE:  16 cpu, +30% @ 30+60km     Peripheral Compact: 16 cpu, +27.5% @ 30+75km
 T2:      24 cpu, +30% @ 30+60km     Parallel Enduring:  20 cpu, +27.5% @ 30+75km
 RF:      25 cpu, +32% @ 30+60km     Phased Scoped:      20 cpu, +27.5% @ 33+82km
 Domi:    27 cpu, +33% @ 30+60km     T2:                 24 cpu, +30%   @ 36+90km
                                     RF/Domi:            20 cpu, +33%   @ 26+90km
ECM

* Tiericide -- meta levels turn to Compact/Scoped/Enduring, T2 becomes good. (This is a moderate nerf to smaller ECM hulls, especially the Griffin and Kitsune; these ships already have tight fits, so the tiericide will force them to choose between cap stability, losing range, losing strength, or sacrificing other things on their fit in order to get the CPU/capacitor to use T2. Falcons/Rooks especially will need to come up with some cap stability to fit T2 jams, especially if they’re probing Falcons. Scorps are unchanged -- not that anyone uses them much.)

code:
Before:
  Meta 4: 32 cpu, 3.6 onrace / 1.2 offrace @ 28+32km, 38 cap/cycle
  T2:     48 cpu, 3.6 onrace / 1.2 offrace @ 28+32km, 57 cap/cycle
  Legion: 43 cpu, 3.7 onrace / 1.2 offrace @ 28+32km, 57 cap/cycle
       
After:
  Compact:  32 cpu, 3.3 onrace / 1.1 offrace @ 24+27km, 48 cap/cycle
  Enduring: 40 cpu, 3.3 onrace / 1.1 offrace @ 24+27km, 38 cap/cycle
  Scoped:   40 cpu, 3.3 onrace / 1.1 offrace @ 26+29km, 48 cap/cycle
  T2:       48 cpu, 3.6 onrace / 1.2 offrace @ 28+32km, 58 cap/cycle
  Legion:   43 cpu, 3.7 onrace / 1.2 offrace @ 30+33km, 50 cap/cycle
ECM Bursts

* Tiericide -- largely ruins them. (The massive amount of cap/cycle, the short range, and long cycle means that nobody uses these except our trollceptors, and the odd gimmick ecmburst Scorpion. This makes them even less useful; our trollceptors will use Enduring, and the rest of the mod levels will go unused.)

code:
Before:
  Cetus: 28 cpu, 7.2 @ 6km, 192 cap/cycle
  T2:    30 cpu, 7.2 @ 6km, 288 cap/cycle (nobody uses this)

After:
  Compact:  24 cpu, 6.6 @ 5km, 240 cap/cycle (nobody will use it)
  Enduring: 30 cpu, 6.6 @ 5km, 192 cap/cycle (mild nerf to trollceptors, still ~ok~)
  Scoped:   30 cpu, 6.6 @ 5.5km, 240 cap/cycle (nobody will use it)
  T2:       36 cpu, 7.2 @ 6km, 288 cap/cycle (nobody will use it)
  Faction:  24 cpu, 8.0 @ 6.6km, 180 cap/cycle (decent)
  Officer:  38-44 cpu, up to 10.5 @ 8.5km (hilarious on gimmick ecm burst scorps)
Turret Damage Mods

* Tiericide -- eliminate all the meta mods that are never used, ever, and add a Compact meta. (Won’t be used by many ships, if any, but it’s a nice option to have for some AT/solo/ratting poo poo. No longterm effect.)

code:
 Before:
   Meta4:   34 cpu,  9.8% damage, 10.5% rof
   T2:      30 cpu,   10% damage, 10.5% rof
   Faction: 20 cpu, 12.5% damage, 10.5% rof
  
 After:
   Compact: 25 cpu, 8% damage, 9.5% rof
   T2:      30 cpu, 10% damage, 10.5% rof
   Faction: 20 cpu, 12.5% damage, 11% rof
Missile Damage Mods

* Tiericide -- eliminate all the meta mods that are never used, ever, and add a Compact meta. (Won’t be used by many ships, if any, but it’s a nice option to have for some AT/solo/ratting poo poo. No longterm effect.)

code:
Before:
  Meta3:   40 cpu,  9.1% damage, 9.75% rof
  Meta4:   42 cpu,  9.8% damage, 10.5% rof
  T2:      40 cpu,   10% damage, 10.5% rof
  Faction: 24 cpu, 12.5% damage, 10.5% rof

After:
  Compact: 31 cpu,    8% damage, 9.5% rof
  T2:      40 cpu,   10% damage, 10.5% rof
  Faction: 24 cpu, 12.5% damage, 10.5% rof
Drone Damage Mods

* Tiericide -- add a Compact meta. (Won’t be used by many ships, if any, but it’s a nice option to have for some AT/solo/ratting poo poo. No longterm effect.)

code:
Before:
  T1:      30 cpu,   +15% damage
  T2:      30 cpu, +20.5% damage
  Faction: 20 cpu, +23.8% damage

After:
  T1:      27 cpu,   +15% damage
  Compact: 25 cpu,   +17% damage
  T2:      30 cpu, +20.5% damage
  Faction: 20 cpu, +23.8% damage
Sebos / ECCMs

* ECCM and Sensor Boosters are being merged into a single module -- an unscripted sebo now gives sensor strength increases of all four types, equal to half the strength of today’s meta4/T2 ECCM modules. A +strength script will be added to the game, which when used makes it identical to today’s ECCM.
* Similar merger (with new script) of Remote ECCM and Remote Sebos.
* Similar merger (no script needed) for Sensor Backup Arrays and Signal Amplifiers.
* Faction sigamps and remote sebos being added.
* Tiericide. Significant bumps in CPU.

(Overall: Mixed bag. It does not affect petes; today’s Pete fit with 1-2 ECCMs and 2 sebos will be tomorrow’s Pete fit with 4 sebos, 2 sensor scripted and 2 range scripted. [In fact, it may strengthen them due to probing mechanics and omnistrength -- verify on Sisi.] The ability to turn a sebo into an ECCM is a huge buff for logistics, especially the Guardian who can now be resistant to both damps and jams with a single module, which in turn makes it a nerf to ECM for random roamers.)

code:
Sebos:
  Before:                       After:
    Meta 3:  9 cpu, +28.75%       Enduring: 12 cpu, +27.5%, less cap usage
    Meta 4:  8 cpu, +30%          Compact:  10 cpu, +27.5%
    T2:      10 cpu, +30%         T2:       16 cpu, +30%
    Faction: 10 cpu, +32.5%       Faction:   9 cpu, +32.5%
      
Sigamps:
  Before:
    Meta 4: 19 cpu, +30% range, +12% scanres, +1 max locked
    T2:     25 cpu, +30% range, +15% scanres, +2 max locked
  After:
    Compact: 16 cpu, +27% range, +13% scanres, +1 max locked
    T2:      24 cpu, +30% range, +15% scanres, +2 max locked
    Faction: 16 cpu, +34% range, +16% scanres, +2 max locked


RSebos:
  Before:
    Meta 4: 17 cpu,   +38% range, +32% scanres
    T2:     22 cpu, +40.5% range, +33% scanres
  After:
    Compact: 24 cpu, +36% range, +30% scanres
    T2:      36 cpu, +40% range, +33% scanres
    Faction: 24 cpu, +44% range, +34% scanres
Capacitor Batteries

* Neut/nos reflectance replaced with neut/nos resistance.
* Significant rework in sizes and fitting requirements -- today, you use medium on frigs, and large on cruisers. The new fittings/benefits try to make Large usable by BSes, and Mediums for cruisers.
* Tiericide -- eliminate all unused meta levels, just a compact one after. Cosmos version continues to be the best one by a mile. (Cap batteries continue to be useless outside of niche applications, i.e. carriers/supers trying to prevent being neuted, or logi Legions. Their CPU requirements continue to be so high that it’s hard to fit them on most ships.)

code:
Before:
    Small Meta4:   40 cpu,  10 grid,  +90 cap, 7.5% reflect
    Small T2:      50 cpu,  10 grid, +105 cap, 7.5% reflect
    Medium Meta4:  60 cpu,  75 grid, +360 cap, 10% reflect
    Medium T2:     75 cpu,  75 grid, +420 cap, 10% reflect
    Large Meta4:   80 cpu, 250 grid, +600 cap, 12.5% reflect
    Large T2:     100 cpu, 250 grid, +700 cap, 12.5% reflect
    Large Cosmos:  80 cpu, 225 grid, +700 cap, 12.5% reflect

After:
    Small Compact:  40 cpu,   8 grid,  +110 cap, 22% resist
    Small T2:       60 cpu,  12 grid,  +125 cap, 25% resist
    Small Faction:  40 cpu,   8 grid,  +140 cap, 27% resist
    Medium Compact: 48 cpu,  60 grid,  +440 cap, 22% resist
    Medium T2:      72 cpu,  90 grid,  +500 cap, 25% resist
    Medium Faction: 48 cpu,  60 grid,  +560 cap, 27% resist
    Large Compact:  60 cpu, 320 grid, +1100 cap, 22% resist
    Large T2:       90 cpu, 480 grid, +1250 cap, 25% resist
    Large Cosmos:   45 cpu, 240 grid, +1250 cap, 25% resist
    Large Faction:  60 cpu, 320 grid, +1400 cap, 27% resist
Tracking Computers

(TODO -- no major changes, it looks like, other than remote tracking comps which very few people use)

This is an awesome post, thank you. Saving this info.

KaoliniteMilkshake
Jul 9, 2010

Eesh. Time to redo all my fits of everything, again. I'm more than a little disappointed that CCP is nerfing ECM and tackle again, overall, but that's nothing, I suppose, to the major hit suicide ganking is taking.

Evernoob
Jun 21, 2012
I am very glad that they combined the different ECCM flavors into one module.
Even better that they inject the functionality into the Sensor Booster, and add an extra script to it. This will indeed be highly valuable for small gang/solo PvP.

Now if only they combined the 4 ECCM skills into one. Typically that skill is what prevents me from having Mastery 5 on a ship. I just can't be arsed to train all 4 of them to 5.

PS : the increased fitting requirements on the DCU for the IFFA will hurt a lot of frigate fits, but all in all I think it is worth it if you don't have to turn it on anymore.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Evernoob posted:

I am very glad that they combined the different ECCM flavors into one module.
Even better that they inject the functionality into the Sensor Booster, and add an extra script to it. This will indeed be highly valuable for small gang/solo PvP.

Now if only they combined the 4 ECCM skills into one. Typically that skill is what prevents me from having Mastery 5 on a ship. I just can't be arsed to train all 4 of them to 5.

PS : the increased fitting requirements on the DCU for the IFFA will hurt a lot of frigate fits, but all in all I think it is worth it if you don't have to turn it on anymore.

Yeah, making DCUs passive is a huge boon. Every time I decloak somewhere I tend to forget to switch on my DCU, having it passive will eliminate a huge headache from my dumb rear end.

MacPac
Jun 2, 2006

Grimey Drawer
Caring about highsec lol

suck my woke dick
Oct 10, 2012

:siren:I CANNOT EJACULATE WITHOUT SEEING NATIVE AMERICANS BRUTALISED!:siren:

Put this cum-loving slave on ignore immediately!

MacPac posted:

highsec lol

MacPac posted:

Caring lol

froody guy
Jun 25, 2013

CCP posted:

As a side note, we are not going to require the use of the infamous Starbase Charters in high-security space as we feel it is an overkill requirement.

:sotw:

blowfish posted:

MacPac posted:

MacPac posted:

highsec lol
Caring lol

:pgabz:

froody guy
Jun 25, 2013

Also whoever made a SA smiley for peter gabriel, that was about time!

:golfclap:

froody guy
Jun 25, 2013

@Eonwe

:frogout: friend

That Works
Jul 22, 2006

Every revolution evaporates and leaves behind only the slime of a new bureaucracy


almighty posted:

This needs to go into Goonfleet Wiki if it hasn't made it there already.

That would be cool. I think between baiting T20 into that, making vilerat-flowchart.jpg and dropping the cyno on shrike I did some cool eve stuff back in the day :unsmith: .

Lack of Gravitas
Oct 11, 2012

Grimey Drawer

froody guy posted:

@Eonwe

:frogout: friend

:eonwe:

:pgabz: isn't the only good thing to come out of the Star Citizen thread :v:

GrandTheftAutism
Dec 24, 2013

by Fluffdaddy

ullerrm posted:

Damage Controls

* DCs are becoming always-on passive modules. (Big buff for AFK autopiloters.)
* The hull resistance bonus given by DCs is being nerfed, but in exchange, every ship in the game is getting a base 33% hull resistance. (Major EHP buff for any ship that can't, or doesn't, fit DCs -- most notably, Freighters, who pick up about 45-55k EHP each.)




Well, there goes my primary justification for hull tanking RIGHT OUT THE loving WINDOW THANK YOU VERY MUCH :ccp:

I could live with the first one, though, DC should have been that way to begin with tbh.

froody guy
Jun 25, 2013


:chanpop:

gently caress me sideways and make me spin!! What a time to be a goon!! :downsbravo:

froody guy fucked around with this message at 13:59 on Feb 12, 2016

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

ScreamingLlama posted:



Well, there goes my primary justification for hull tanking RIGHT OUT THE loving WINDOW THANK YOU VERY MUCH :ccp:

I could live with the first one, though, DC should have been that way to begin with tbh.

Your justification may be gone, but the math overall doesn't change much. If you want, you can still hull tank Gallente-ships or whatever.

GrandTheftAutism
Dec 24, 2013

by Fluffdaddy
I could, but how much EHP is it going to cost me?

Oodles
Oct 31, 2005

I wonder if there's a way to calculate how much isk's worth of ships I've lost vs how much I've made.

I wonder if I'm anywhere near breaking even.

ChickenWing
Jul 22, 2010

:v:

ScreamingLlama posted:



Well, there goes my primary justification for hull tanking RIGHT OUT THE loving WINDOW THANK YOU VERY MUCH :ccp:

I could live with the first one, though, DC should have been that way to begin with tbh.

pleas do'nt poast a meme

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

ScreamingLlama posted:

I could, but how much EHP is it going to cost me?

As a far warning, I'm bad at math:

1. Old DC T2: 60% resists, 0% natural resists
2. New DC T2: 40% resists, 33% natural resists

This means, even if EVE's weird system of diminishing returns is taken into account (those 40% should be 40% of 66,66666~% = ~26,5%), you still end up with more EHP then before, so it's actually a light buff. Then you take into account how the new T2 DC has slightly more shield and armor resists, and you get even more EHP.

So the answer is: You "lose" something like negative 6-7% EHP compared to before and it's now passive.

Doesn't sound so bad.

froody guy
Jun 25, 2013

So long to all the skill related shenanigans and the transition from carrier to fax.

CCP posted:

No More Force Auxiliary Skills

Our original plan was to introduce a new dedicated Force Auxiliary skill. After player feedback we've decided to go another direction. Force Auxiliaries will instead use a renamed Carrier Skill. If you've already purchased a Force Auxiliary skillbook, the purchase price and any skillpoints trained will be refunded.

Source

Evernoob
Jun 21, 2012
Not what I hoped for (i would have used the full SP refund scheme), but probably the fairest option :

My guess the old "Racial Carrier" will be renamed to "Racial Capital Support Ship", with the Triage module skill being the prereq for the FAX, and some fighter related skill being the prereq for flying a carrier.

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

ahahahaha CCP Leeloo no longer responsible for CSM

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
Wait a minute, capital ancillary shield boosters are coming and they can still be stacked?

This sounds like a good way to neuter bomb waves: Stack a ton of them, switch them on when the bombs come to neutralize the damage and after the bombing runs are through you reload your shield boosters.

Will shield capitals be the new meta, or did I overlook something obvious?

Evernoob
Jun 21, 2012
"The armor versions of these modules will be limited to one per ship just like their smaller cousins."


This does imply that the shield variant can be stacked.

So question : Should I fit a Triage module on my Archon or not when Citadel Expansion hits? (which ship will have higher value, the FAX BPO's will still be crap quality when seeded, and research on capital ship BPO's take a LONG time)

Evernoob fucked around with this message at 16:30 on Feb 12, 2016

Roller Coast Guard
Aug 27, 2006

With this magnificent aircraft,
and my magnificent facial hair,
the British Empire will never fall!



Whoever would have thought that handing control of a democratic process to a citizen of a former Soviet Bloc nation could end badly.

ChickenWing
Jul 22, 2010

:v:

Oh my god the last two days have been amazing EVEwise


CCP continue posting good things :shittydog:

GrandTheftAutism
Dec 24, 2013

by Fluffdaddy

Oodles posted:

I wonder if there's a way to calculate how much isk's worth of ships I've lost vs how much I've made.

I wonder if I'm anywhere near breaking even.

If you're anything like me, you don't have a prayer :D


Libluini posted:

As a far warning, I'm bad at math:

1. Old DC T2: 60% resists, 0% natural resists
2. New DC T2: 40% resists, 33% natural resists

This means, even if EVE's weird system of diminishing returns is taken into account (those 40% should be 40% of 66,66666~% = ~26,5%), you still end up with more EHP then before, so it's actually a light buff. Then you take into account how the new T2 DC has slightly more shield and armor resists, and you get even more EHP.

So the answer is: You "lose" something like negative 6-7% EHP compared to before and it's now passive.

Doesn't sound so bad.

Time to go buy some bulkheads then!

GrandTheftAutism fucked around with this message at 16:55 on Feb 12, 2016

brand engager
Mar 23, 2011

Libluini posted:

As a far warning, I'm bad at math:

1. Old DC T2: 60% resists, 0% natural resists
2. New DC T2: 40% resists, 33% natural resists

This means, even if EVE's weird system of diminishing returns is taken into account (those 40% should be 40% of 66,66666~% = ~26,5%), you still end up with more EHP then before, so it's actually a light buff. Then you take into account how the new T2 DC has slightly more shield and armor resists, and you get even more EHP.

So the answer is: You "lose" something like negative 6-7% EHP compared to before and it's now passive.

Doesn't sound so bad.

The hull resists come about to be about the same as before the change with a t2 DC.
It's 100 - 67 * (1 - 0.4) which is 59.8%

Hexel
Nov 18, 2011





:vince: :vince: :vince: :vince:

Dr. Pangloss
Apr 5, 2014
Ask me about metaphysico-theologo-cosmolo-nigology. I'm here to help!

froody guy posted:

So long to all the skill related shenanigans and the transition from carrier to fax.


Source

This is good news for me. I'm just now planning on cross training into my second carrier, and have logi 5 following up on that shortly thereafter. It's nice to know that I won't have to train a whole second set of 12x skills just to try out being a triage pilot, although I guess I will have to buy another hull.

I'm looking forward to their fighter dev blog. And when they put the new fighter stuff on SiSi, I might actually log in there for the first time just to try it out.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

SperginMcBadposter posted:

The hull resists come about to be about the same as before the change with a t2 DC.
It's 100 - 67 * (1 - 0.4) which is 59.8%

Well, I warned him! Still, with the slightly higher shield + armor resists, you end up with a net positive in EHP.

ChickenWing
Jul 22, 2010

:v:

Dr. Pangloss posted:

I'm looking forward to their fighter dev blog. And when they put the new fighter stuff on SiSi, I might actually log in there for the first time just to try it out.

Yeah, I'm going to sideline my current training plan to slot that stuff in, I'm really hyped for EVE-homeworld.

Jack the Lad
Jan 20, 2009

Feed the Pubs

I just got an email about the skill extractor/injector thing, and reading the last few pages here the module changes also sound pretty cool.

Is now a good time to come back, and is there much going on? I was last active in mid-to-late 2014 and it seems like a lot has changed.

Oodles
Oct 31, 2005


Be interesting to see if her and Falcon remain within the organisation.

FruitNYogurtParfait
Mar 29, 2006

Sion lied. Deadtear died for our sins. #VengeanceForDeadtear
#PunGateNeverForget
#ModLivesMatter

Oodles posted:

Be interesting to see if her and Falcon remain within the organisation.

we can hope verone gives up his life long dream of working at ccp

ChickenWing
Jul 22, 2010

:v:

Jack the Lad posted:

I just got an email about the skill extractor/injector thing, and reading the last few pages here the module changes also sound pretty cool.

Is now a good time to come back, and is there much going on? I was last active in mid-to-late 2014 and it seems like a lot has changed.

IMO do what I'm doing and wait until the Citadel patch launches. I'm getting the feeling that's going to be about the climax of EVE paradigm shifts until player made stargates. Starting with Citadel likely means you'll be on the ground floor for any cool shakeups.

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PookBear
Nov 1, 2008

Helicon One posted:

Whoever would have thought that handing control of a democratic process to a citizen of a former Soviet Bloc nation could end badly.

Was leeloo the one that got really mad if you called out a Russian csm? Because lmao. I'm actually suprised CCP hasn't hired gorski car. The constant passive aggressive shut he does as mod isn't that far from a lot of past actions by CCP.

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