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[Rubicon 1.1] Overheating Iterations

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C C P Alliance
#1 - 2014-01-16 15:10:42 UTC  |  Edited by: CCP Fozzie
Hello everyone! Now we arrive at the more significant package of balance changes in today's announcements.

As I announced at EVE Vegas, changes to overheating were on the plan for Rubicon, specifically expanding heat functionality to many modules that did not have it before. This set of changes was bumped from the main Rubicon release due to time and will be arriving in Rubicon 1.1, along with some associated balance changes to some modules heavily affected by the heat iteration.

I'll be talking about the heat specific changes in this thread, and splitting the associated balance changes off into their own threads to help focus the discussion.

Those other threads cover:

Tracking Disruptor and Sensor Dampener Changes

Capital Turret Changes

Omnidirectional Tracking Link Changes

I'd advise reading this OP all the way through before jumping to those ones quite yet.


Ok! Time to look at overheating itself.

Heat is one of our favourite combat mechanics as it provides opportunities for good decision making, bad decision making, and the excitement that comes from not knowing how your decision making will compare to that of your opponents. Big smile

The main goals of this change are to lower the barrier of entry a little so that newer players can choose to jump into overheating earlier, and to expand the heat mechanic to a lot of modules (mostly active midslot modules) that one would expect to use heat but currently do not.

Firstly, we are reducing the Power Grid Management skill requirement to train Thermodynamics from level 5 to level 4. This means that post 1.1 the requirements to train Thermodynamics will be Capacitor Management III, Science IV, and Power Grid Management IV. PGM is still a great skill to get to level 5, but now you can start overheating before starting that relatively long train.

Next, we are expanding what modules can use heat. Modules gaining heat functionality are:
  • Tracking Computers
  • Sensor Boosters
  • Remote Tracking Computers
  • Remote Sensor Boosters
  • Remote ECCM
  • Tracking Disruptors (see associated thread)
  • Sensor Dampeners (see associated thread)
  • Target Painters
  • ECM Bursts
  • Smartbombs
  • Target Spectrum Breakers
  • Interdiction Sphere Launchers
  • Omnidirectional Tracking Links (see associated thread)

The overheating effects of the modules will be as follows:
TC, SB, Omni, Remote TC, Remote SB: 15% strength
Remote ECCM: 30% strength
TD, Damp, Painter, ECM Burst: 20% strength
Smartbombs, TSB, Bubble launcher: -15% duration

Most of these modules will be getting heat generation rates in the same range as similar modules, with the notable exception of smartbombs. Overheated smartbombs will give off a lot of heat (less than prop mods but more than most other modules) to ensure that a full rack of them cannot be sustainably overheated for extended periods.

That's the changes we are making to heat itself in Rubicon 1.1. There are obviously other changes we want to make in the future including improvements to the UI and feedback for colorblind players, but those will need to wait for future releases.

Please take a look at the other threads linked at the top of this post for information on the other module balance changes being made to Ewar modules, Capital guns, and Omnidirectional Tracking Links in concert with these heat changes.

These changes will be on SISI in an upcoming update and we look forward to hearing your feedback.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Minmatar Republic
#2 - 2014-01-16 15:18:34 UTC
CCP Fozzie wrote:
Hello everyone! Now we arrive at the more significant package of balance changes in today's announcements.

As I announced at EVE Vegas, changes to overheating were on the plan for Rubicon, specifically expanding heat functionality to many modules that did not have it before. This set of changes was bumped from the main Rubicon release due to time and will be arriving in Rubicon 1.1, along with some associated balance changes to some modules heavily affected by the heat iteration.

I'll be talking about the heat specific changes in this thread, and splitting the associated balance changes off into their own threads to help focus the discussion.

Those other threads cover:

Tracking Disruptor, Sensor Dampener, Target Painter Changes

Capital Turret Changes

Omnidirectional Tracking Link Changes

I'd advise reading this OP all the way through before jumping to those ones quite yet.


Ok! Time to look at overheating itself.

Heat is one of our favourite combat mechanics as it provides opportunities for good decision making, bad decision making, and the excitement that comes from not knowing how your decision making will compare to that of your opponents. Big smile

The main goals of this change are to lower the barrier of entry a little so that newer players can choose to jump into overheating earlier, and to expand the heat mechanic to a lot of modules (mostly active midslot modules) that one would expect to use heat but currently do not.

Firstly, we are reducing the Power Grid Management skill requirement to train Thermodynamics from level 5 to level 4. This means that post 1.1 the requirements to train Thermodynamics will be Capacitor Management III, Science IV, and Power Grid Management IV. PGM is still a great skill to get to level 5, but now you can start overheating before starting that relatively long train.

Next, we are expanding what modules can use heat. Modules gaining heat functionality are:

The overheating effects of the modules will be as follows:
TC, SB, Omni, Remote TC, Remote SB: 15% strength
Remote ECCM: 30% strength
TD, Damp, Painter, ECM Burst: 20% strength
Smartbombs, TSB, Bubble launcher: -15% duration

Most of these modules will be getting heat generation rates in the same range as similar modules, with the notable exception of smartbombs. Overheated smartbombs will give off a lot of heat (less than prop mods but more than most other modules) to ensure that a full rack of them cannot be sustainably overheated for extended periods.

That's the changes we are making to heat itself in Rubicon 1.1. There are obviously other changes we want to make in the future including improvements to the UI and feedback for colorblind players, but those will need to wait for future releases.

Please take a look at the other threads linked at the top of this post for information on the other module balance changes being made to Ewar modules, Capital guns, and Omnidirectional Tracking Links in concert with these heat changes.

These changes will be on SISI in an upcoming update and we look forward to hearing your feedback.



Why not make smartbombs overheat be a RANGE increase instead of ROF?

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

Amarr Empire
#3 - 2014-01-16 15:19:16 UTC
FIRST Big smile
Minmatar Republic
#4 - 2014-01-16 15:21:40 UTC
Juno Libertas wrote:
FIRST Big smile



you fail....

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

Tactical-Retreat
#5 - 2014-01-16 15:31:39 UTC  |  Edited by: Altrue
My my my... A Smartbomb Damage Bonus ?

Kagura Nikon wrote:

Why not make smartbombs overheat be a RANGE increase instead of ROF?


Yes that's exactly what I was thinking.

Good change to lower Thermodynamics skill requirements by the way, same for the ability to overheat new modules, too !

What about some New Player Experience concerning Overheat now ? Say at the end of advanced military ?

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Goonswarm Federation
#6 - 2014-01-16 15:34:08 UTC
My cold heart warms at the smartbomb changes.

Leader of the Goonswarm Economic Warfare Cabal.

Creator of Burn Jita

Vile Rat: You're the greatest sociopath that has ever played eve.

Goonswarm Federation
#7 - 2014-01-16 15:36:25 UTC
All hail the armor doctrines. No one ever enjoyed flying that shield **** in the first place.
Minmatar Republic
#8 - 2014-01-16 15:37:16 UTC
Just when I thought that armor fleets in null sec pvp need a buff you deliver it! Excellent. Those extremely overpowered shield fleets are now history!
The Initiative.
#9 - 2014-01-16 15:40:24 UTC
Everything you have said here is actually well balanced and I agree with this update. These modules definitely needed the overload bonus and I've always wondered why they didn't.
#10 - 2014-01-16 15:40:29 UTC
why would the heat changes favor armor?
Caldari State
#11 - 2014-01-16 15:42:24 UTC
Heating Smartbombs is pretty much the best Buff for SmartbombBlackops Ever thank you
#12 - 2014-01-16 15:50:06 UTC
darius mclever wrote:
why would the heat changes favor armor?


Armor leaves more mids for ewar
Point Blank Alliance
#13 - 2014-01-16 15:50:43 UTC
CCP Fozzie wrote:
we want to make in the future including improvements to the UI and feedback for colorblind players, but those will need to wait for future releases.


Here's some feedback:

Why? Why 'in the future?' Why 'Soom[tm]?'

You just gave us a ton more stuff to OH, and leave the same deplorable UI in place with which to do it. The right click drop down is horrible; the UI just straight out ignores SHIFT+Click at times. All the time we hear about how you're going to 'fix' the UI problems for the color blind, and yet every time there is a UI change, there's more red and green added than a Christmas display.

The UI team seems to be on the ball with delivering well intended and well received quality of life changes. Do you guys plan to actually be on the same page at any point, so that when you release mechanical changes like this, you have appropriate UI QOL changes to back them? It really would be fantastic. I realize that these are not easy changes, but it's always 'a later release,' and seems to rarely be hand in hand.

I don't expect a specific date on this; that's unrealistic. But are red/green colorblind issues even on the whiteboard? Are they on anyone's radar at all for the relative near future, as opposed to a completely indeterminate time?
Shadow Cartel
#14 - 2014-01-16 15:52:17 UTC
Could frigate prop mod overheating be less risky sometime? Sometimes the MWD burns out after just two cycles.

Also the UI, lol, I think just about everyone hates it.
#15 - 2014-01-16 15:54:44 UTC  |  Edited by: Jimmy Carey
WTB Advanced Thermodynamics (Reduces damage to modules connected to the module your overloading by 10% per level)

=D?
Shadow Cartel
#16 - 2014-01-16 15:54:46 UTC  |  Edited by: Warde Guildencrantz
overheating smartbombs? i hope it increases damage, not bombing rate or range

wait, it doesnt. well heat would be useless for bombing frigs on warp then

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

The Gorgon Empire
#17 - 2014-01-16 15:57:04 UTC
CCP Fozzie wrote:
Bubble launcher: -15% duration

This bonus is completely useless for a new ancillary interdictor sphere launcer.
Less rof means closer bubbles to each other, that means they will cover smaller space and they will be easier to kill with smartbombs. So bubble launchers would never be overloaded by someone with rudiments of the brain.

Also there is no Salvager on the list. Who needs eve without possibility of overloading a Salvager?
Goonswarm Federation
#18 - 2014-01-16 15:57:25 UTC
TrouserDeagle wrote:
Could frigate prop mod overheating be less risky sometime? Sometimes the MWD burns out after just two cycles.

Also the UI, lol, I think just about everyone hates it.


Indeed. The way overheating works right now is just too random and combined with the UI there honestly isn't that much skill involved. Activate heat and pray to whatever god you believe in.
Goonswarm Federation
#19 - 2014-01-16 16:01:04 UTC
Also just a side point, does overheating a bubble launcher even matter? I'm not sure how the breakpoints work here but they have 5 seconds duration which I think translates to 5 ticks. -15% would make that 4.25 seconds which I think still also translates as 5 ticks? Someone correct me if I'm wrong on this. Hopefully it's at least 1 second faster but that's not how other mods in the game work.
Evil Monkies Incorporated
#20 - 2014-01-16 16:05:27 UTC
Hey Fozzie You da man!
I wished drone damage amplifiers would been overheatable but i guess omni links being overheateable will open up for new experiences in the game.

Why not add strip miners and other mining gear to the list too? Big smile
To help competiting industrialists to be able to have mods that can be overheated too. Pirate
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