Any kind of armor / shield rig that promotes passive tanking would now have a penalty to ship velocity instead of signature radius. Any kind of armor / shield rig that promotes active tanking would now have a penalty to ship signature radius instead of velocity. Penalty amount themselves are not changing.
Rig list:
Passive rigs: any kind of resistance, HP gain, shield recharge rate, shield powergrid reduction rig Active rigs: any kind of repair / boost amount, repair / boost capacitor reduction, repair / boost cycle rate or remote repair / boost rig
There will be no skill change for Inferno. Your destroyer and battlecruiser skills are safe for now Battlecruisers will have to wait until we have rebalanced frigates and destroyers to have something clean to compare them with
Plans for the frigate class (remember all of this is still WIP for the time being):
Split and re-purpose frigates into Combat, Attack, Bombardment and Support roles (includes revamping mining frigates into this) Have a look at Rookie frigates to make them more versatile but less efficient than revamped frigates On the power ladder, tech 1 frigates should be less effective than faction / tech 2, but more forgiving and flexible with their fittings
In this topic we will focus on Combat frigate rebalancing, which affects:
Tormentor: role changed from mining frigate to medium range combat vessel Punisher: improved role to fit close-medium range brawler Merlin: overhauled role to fit medium-long range turret platform Incursus: overhauld role to fit close range brawler Rifter: role untouched, it already is made of win and dipped with awesomesauce
and to imagine people were excited about CCP tiericide
holy shit, just realized:
Passive rigs: any kind of resistance, HP gain, shield recharge rate, shield powergrid reduction rig Active rigs: any kind of repair / boost amount, repair / boost capacitor reduction, repair / boost cycle rate or remote repair / boost rig
resistance
Passive rigs
what the fuck?
confirming that anti-EM screens are not at all common on active shield setups
Passive rigs: any kind of resistance, HP gain, shield recharge rate, shield powergrid reduction rig Active rigs: any kind of repair / boost amount, repair / boost capacitor reduction, repair / boost cycle rate or remote repair / boost rig
confirming that anti-EM screens are not at all common on active shield setups
I'd say that resistances are fundamentally passive, yes you use a hardener but the ship has resistances anyway. Same with shield recharge rate.
So resistance rigs affect something passive while repair/boost rigs affect something that is very active (you choosing to turn on that cap-hungry booster).
Passive rigs: any kind of resistance, HP gain, shield recharge rate, shield powergrid reduction rig Active rigs: any kind of repair / boost amount, repair / boost capacitor reduction, repair / boost cycle rate or remote repair / boost rig
On April 24 2012 02:12 419 wrote: and to imagine people were excited about CCP tiericide
holy shit, just realized:
Passive rigs: any kind of resistance, HP gain, shield recharge rate, shield powergrid reduction rig Active rigs: any kind of repair / boost amount, repair / boost capacitor reduction, repair / boost cycle rate or remote repair / boost rig
resistance
Passive rigs
what the fuck?
confirming that anti-EM screens are not at all common on active shield setups
I'd say that resistances are fundamentally passive, yes you use a hardener but the ship has resistances anyway. Same with shield recharge rate.
So resistance rigs affect something passive while repair/boost rigs affect something that is very active (you choosing to turn on that cap-hungry booster).
What's so strange?
given that resist rigs are actually incredibly common on active setups, it makes me wonder whether CCP even knows what fits competent people use for pvp setups. Imagine if CCP implemented a sig penalty for CCCs with the rationale that they are used for active tanking -- it'd be clear they have no idea what they were talking about.
sure they may be 'fundamentally' passive but its completely inconsistent with the philosophy of the changes.
it seems to me like they are nerfing nano and shields instead of nerfing links.
While I agree these changes look like crap, I realize that CCP is only in the early changes of a major ship re-balancing. They are going to screw up somewhere and make something horribly op, all we have to do is pay attention. From what I've seen Hatch is full of fitting experts, I'm sure we'll make use (and abuse the shit out) of any blunders in this process.
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So, sometime between May 10th and June 10th we get our logo
All common Rogue Drones will no longer drop alloys and will instead have bounties in line with other NPCs. Meta 0 modules in NPC loot tables have been replaced with Metal Scraps. The brackets of spawn containers (for hacking containers in mini profession sites) are now being grayed out after being viewed to make it easier to know which containers are not hacked yet. NPC's will always aggress you when you warp into their aggression range.
Mission runners beware, especially Mach pilots, this could change a LOT. Be careful the first time going back to missions like worlds collide etc.
Polycarb + 2x CDFE or Polycarb/1x cdfe/1x anti-em to become the new standard for cookie cutter nano setups, possibly? Or maybe I'll just put damage rigs on everything, hmmmm. Will have to know more before we start tinkering. Stocking up on medium astro and damage rigs now probably isn't a bad idea regardless.
Or you could actually train skills to lower the effect...
But yeah, those are some pretty shitty changes, I think its going to be kind of funny for the dual MAR SFI though, yes it takes a hit on sig radius but its gonna be zooming pretty fast.
All common Rogue Drones will no longer drop alloys and will instead have bounties in line with other NPCs. Meta 0 modules in NPC loot tables have been replaced with Metal Scraps. The brackets of spawn containers (for hacking containers in mini profession sites) are now being grayed out after being viewed to make it easier to know which containers are not hacked yet. NPC's will always aggress you when you warp into their aggression range.
Mission runners beware, especially Mach pilots, this could change a LOT. Be careful the first time going back to missions like worlds collide etc.
When I saw this it had me worried as well. Some missions are going to be brutal if everything instantly aggroes on warpin.
On April 24 2012 05:34 JJoNeEightY wrote: Polycarb + 2x CDFE or Polycarb/1x cdfe/1x anti-em to become the new standard for cookie cutter nano setups, possibly? Or maybe I'll just put damage rigs on everything, hmmmm. Will have to know more before we start tinkering. Stocking up on medium astro and damage rigs now probably isn't a bad idea regardless.
polycarb with DCU doesn't sound bad.
shield rigging V is like a 50% reduction in penalty? so like -10% velo penalty with 2x CDFE, not that horrible
On April 24 2012 05:34 JJoNeEightY wrote: Polycarb + 2x CDFE or Polycarb/1x cdfe/1x anti-em to become the new standard for cookie cutter nano setups, possibly? Or maybe I'll just put damage rigs on everything, hmmmm. Will have to know more before we start tinkering. Stocking up on medium astro and damage rigs now probably isn't a bad idea regardless.
Penalise speed on anyone not active is a nerf to anyone not using legion/tengu links. You could get some weird active shit outrunning all the stuff that was previously a threat to it.
On April 24 2012 05:34 JJoNeEightY wrote: Polycarb + 2x CDFE or Polycarb/1x cdfe/1x anti-em to become the new standard for cookie cutter nano setups, possibly? Or maybe I'll just put damage rigs on everything, hmmmm. Will have to know more before we start tinkering. Stocking up on medium astro and damage rigs now probably isn't a bad idea regardless.
Penalise speed on anyone not active is a nerf to anyone not using legion/tengu links. You could get some weird active shit outrunning all the stuff that was previously a threat to it.
On April 24 2012 05:34 JJoNeEightY wrote: Polycarb + 2x CDFE or Polycarb/1x cdfe/1x anti-em to become the new standard for cookie cutter nano setups, possibly? Or maybe I'll just put damage rigs on everything, hmmmm. Will have to know more before we start tinkering. Stocking up on medium astro and damage rigs now probably isn't a bad idea regardless.
Penalise speed on anyone not active is a nerf to anyone not using legion/tengu links. You could get some weird active shit outrunning all the stuff that was previously a threat to it.
And yet Kwark, when we show them, when we give them the actual numbers; they would ignore us as mere theorycrafters.
Good work CCP, on working to balance a game that none of you actually play.