CCP_Falcon

CCP_Falcon



22 Jul

Comment

Originally posted by Serinus

Honestly I don't think we need changes this drastic. Most of the changes that have been made are in the right direction. It's just that the iteration time on them is ridiculously long.

There are much easier and simpler changes that can be made to accomplish this stuff. Deleting HAW guns and a lot of the extra super/titan weapons is certainly a start though.

  • Increase fighter MWD cooldown to 4 minutes. Now supers are still strong but subcaps have easy counterplay. This also allows support fighters to remain as-is without being overpowered.

  • Significantly increase the sig radius of all capitals, reduce tracking of capital guns, significantly reduce the scan res bonus of fax.

Bam, easy changes that can be done in a couple weeks that are another large step in the right direction.

Honestly I don't think we need changes this drastic.

Yes we do - absolutely. The meta needs a serious kick in the balls to get things rolling again.

Personally, I'm pissed off with the status quo, and I want to see sh*t burning again.

"Easy", "Simple" and "Small" changes don't cut it any more. "Iterating" is for when you have a healthy game.

We don't have a healthy game right now in terms of the nullsec PvP meta, and we shouldn't pretend that we do.

Comment

Originally posted by Liondrome

I was actually curious as to your lowsec cyno comment from the previous post where you told us your ideas.

If capitals cannot use cynos anymore. What would you do with capitals in lowsec pockets? They'd essentially be trapped since there are no jump bridges in lowsec capitals can take either.

Standard caps would still be able to move around via stargates - so they could still travel no worries, just with more risk and needing some support.

Supers would end up land-locked, so I'd look to relocate them all to their nearest nullsec NPC station on the day the changes were introduced, if they were ever introduced.

Comment

Originally posted by Seidans

damnn praise falcon our savior

what you think about automated moon mining ? not the old one but something more weak like an ansiblex, no weapon 2 timer after the first one you can steal the fuel/moon goo 1-12h timer for the hull poor yield (refine the goo itself at 50% ?) maybe make them "cloak" this way you can attack and place some moon in an ennemy territory and you need to warp to the moon mining beacon and smartbomb to reveal them

actually you can't attack big alliance athanor cause they offer them 72H to defend, and if you destroy one of them what the point ? you can't mine and pvp alliance don't want to mine anyway

No.

If you want resources, get off your ass and gather them. It should be a group activity - that said, I do agree that it should be more fun. It'd be interesting to see what it'd be like to introduce randomness into mining, the ability to get various yields by chance with each cycle of a mining laser for instance, so you always have a base, but can sometimes "crit" based on skill. Would make it a little more interactive I guess. I'd like to see mining a more active and inclusive kinda gameplay.

Personally, I'd also rip out the ability for Rorquals and Orcas to mine. I'd give the orca a huge ass compressed ore hold and turn it into an ore freighter, and the rorqual into a big resource management platform so that when it went into siege, it was super effective at compressing and refining ore, and giving huge mining bonuses to barges (for both ice and ore). Give each of the ships a defined role so they perform as part of a whole.

I'd also delete the whole pan...

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Comment

Originally posted by WiatrowskiBe

Oh, and restrict titans and supers from using the ansiblex too - they can still use cyno beacons but not the gate.

Aren't supercaps unable to use ansiblex right now?

I honestly can't remember offhand - if that's the case, then it's good.

Ironically the ansiblex is one of the few structures I haven't really interacted with on a player level thus far.

Comment

Originally posted by Originalfrozenbanana

Did you have a 3 martini lunch? I agree with everything you said but given that it flies in the face of the changes CCP has made over the past few years I'm confused as why you're saying them. Glad you did, though.

Because unlike most other companies, here at CCP we're encourage to have opinions and talk about them :P

It's also super fun to shoot the sh*t with you guys and talk shop, even if I don't work in design :D

Comment

Originally posted by Usernames_are_tohard

I do have a couple of modifications to that I would suggest. Instead of removing local reps from triage remove cap boosters and let them combat refit while triage is active so you can have old style triage. It could be crazy powerful but "bring 5 bhaalgorns" is (IMO) a sufficient solution to that problem. Also, instead of 10 sentries give them 2 sentries with massive bonuses to reduce server load.

Oh, I'd just delete capital size cap boosters and make people balance their fits between remote rep and remote cap transfer.

Comment

Originally posted by d0pare

You need to be on CSM mate!

I'm kinda on the other side of the fence ;)

Comment

Originally posted by baadhumans

You should be a developer

Not my call, bud!

Comment

Originally posted by xzenocrimzie

Remove capital rep modules or work them in a way that they can only land reps on ships with capital sized Sig radius. Replace FAX subcap rep ability with rep fighters. The FAX's already have giant drone bays on the model.

Yep, no cap remote reps on subcap targets, minimum sig threshold to be able to use them.

Comment

Originally posted by ErikETF

I know, battleship warp speed/mobility and lock times seem hilariously bad compared to.... well pretty-much anything. Why can a carrier or FAX lock like an inty? Also jump drives.

I honestly miss massed battleship fights.

I really miss battleship slugfests and dread slugfests too. That's my kinda fighting. Flying in and punching each other in the face until one side falls over or pulls out.

I just fundamentally don't like force aux hulls. My view would be to delete them, give the logistics role and triage role back to carriers, then refund any SP that was wasted into force aux training.

I love the idea of putting triage modules back on carriers, just the same as a dread has the siege module - these both define the roles of the hull, but if you want to fit a carrier for combat support you can, it's just not as effective.

For me, I'd slot caps into the following roles:

Titan - Flagship, no offensive combat other than a doomsday. I'd also delete all doomsdays other than the lance, and create one lance for each race that deals their damage type. I'd also make using the lance have a decent cooldown, and it'd consume fuel too. Other than that, Titans would be total...

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Comment

Originally posted by Drunk_On_Ritalin

and make them able to refit with weapons timer?

yes plz daddy.

Nah, screw that - you'd need to commit and select a defined role for the hull, one or the other, and switching needs an actual refit.

Comment

Originally posted by ConohaConcordia

Keep the 3D models for future ships though. Say what you would like about FAXes but the in game model is really nice

Yeah, visually they're great :)

Comment

Originally posted by theonlyXns

Move cap logi to a BS that can fit cap reps?

I see current T2 logi being effective, but not impossible to kill. I feel if a cap ship has logi, the only way to whelp it is to drop the kitchen sink. Logi, while still needing to be effective and present, needs to not be an unkillable brick. Even with carriers, I can see it happening (but not as bad as a fax, so either way it's a win eh)

A battleship that could fit cap logi would be a terrible idea. Just the same as a battleship that could fit dread guns. They'd immediately just become the defacto platform to use that gear on.

Stripping the ability for capitals to be able to tackle, web, ECM and all manner of other support roles, then giving them a specific, defined role puts them in a better position, in my opinion.

I've always been of the opinion that force aux hulls are just something that was never needed - carriers had the role down fine and were versatile enough that you could fit them either for combat support or logistics support.

The key word there is SUPPORT. They should never be a be all and end all hull.

Comment

Originally posted by Ivoidbringerr

For the love of god do it then please!

Please undo one of the most cancerous, fun destroying, clearly not thought through decisions in CCP history

Not up to me, mate! <3

Comment

Originally posted by bluescreen2315

Are you guys compensating skillpoints for future nerfs?

Or is where a plan to adapt trainingtime for capitals once changes are made?

There are no plans to make these changes, it's just me talking shop and thinking about ideas - I don't work in game design ;)

Comment

Originally posted by theonlyXns

I agree with this. A carrier should just be a fighter boat, dread a DPS farm, FAXs honestly should maybe only be links (no cap logi, efff that), with a MOM being FB/clone support, and the Titan just being that OHGODEPEENOHKO bridge.

Specific roles with specific bonuses. Even when combined, there atill needs to be a need for subcaps, such as tackle, ewar, logi. Like I said, no cap-sized logi ships. If it dies, it dies. They already have a huge ehp and dps advantage

It was more fun when half the galaxy didn't have a super either and even just having 500m was like 'awyusImRICH'

Edit: I'm also a fan of BSes with cap guns. That'd be fun.

I'd prefer just to delete force aux to be honest, and give carriers their split role back so that they could focus on EITHER anti-cap DPS or support, without mixing the two.

Comment

Originally posted by Gerier

Faxes are really a fun-killer. If you cannot Alpha a target you're pretty much useless on the grid and can only watch as they slowly bash down your Structure.

Christ, I'd love to just CTRL+A > Delete force auxiliaries and give regular carriers their split role back.


19 Jul

Comment

Originally posted by Satire_or_not

CCP Listened*

While I won't disagree that they have been on a decent run lately, I feel it's a bit early to start making blanket statements like that.

They have had good PR runs in the past too, only to either 'leave well enough alone' and leave features uniterated on to the detriment of the game or do a complete 180.

But I will say that seeing /u/ccp_falcon and Hilmar in the wild talking frankly about the game does give me the hope that things are changing for the better.

Hilmar and I have been talking to each other a lot more about EVE recently, given that we're both vets from release. There's been lots of discussion about shaking things up and making some long overdue changes.

There's also been some pretty cool chatter between people at CCP in the last couple of months, very interested to see how it materialises in future.

Comment

For the skilling spree, you'll get SP as a reward for killing any NPC, so you can hit up agent missions, go belt ratting, cosmos, go looking for triangles or drifters, whatever you feel like!

Hitting agent missions might be the best for you if you're looking to increase your standings with a given corp or faction at the same time.

It's up to you really, so long as you're killing NPCs, you're all good!

Comment

@CCP_Falcon thanks for responding to us thou, its pretty damn rare and probably risky on your side to do so but we appreciate it.

It’s not risky at all, here at CCP we’re encouraged to have our own opinions, and to engage and interact with the community when it comes to them.

:wink: :heart: