EVE Forums

 
Capture Portrait
  • Date of Birth: 2015-03-16 16:14
  • First Forum Visit: 2015-03-23 10:55
  • Number of Posts: 138
  • Bounty: 0 ISK
  • Likes Received: 709

CCP Larrikin

Security Status -0.2
  • C C P Member since
  • C C P Alliance Member since

Last 20 Posts

  • [March] Balance Tweaks: Fighters, Supercarriers & Burst Projectors in EVE Technology and Research Center

    Questions & Answers

    Q:Regarding the increased fighter signature & bug fix, have you thought about the impact to PvE?
    A: Yes, and run many test :) We believe that carrier ratting will continue to be viable after this change. Balanced carrier ratting is part of the goal of this change, and we'll be watching the results of this change closely, ready to iterate as needed.

    Q:Could the fighter UI show the HP of the damaged fighter?
    A: This won't be coming in March, but it is something we're looking into! :)

    Q:Its annoying when fighters stop after killing a target!
    A: We recognise that fighter behavior isn't ideal. Its something we'd like to iterate on in the future.

  • [March] Balance Tweaks: Focused Warp Scrambling Script in EVE Technology and Research Center

    Helsir Qyrdun wrote:
    As a confirmed HIC and 100mn abuser I can say I like this direction.

    That said, few questions.

    Will links continue to not effect range?

    Correct, Command Bursts will not effect the range of scripted Warp Disrupt Field Generators

    Helsir Qyrdun wrote:
    What is the new cycle time?

    The cycle time hasn't changed. The new scrambling script has the same cycle time as the disruption script.

    Helsir Qyrdun wrote:
    Will either of the scripted points keep caps from jumping gates?

    Yes, both the scrambling script and disruption script will stop capitals from jumping gates.

    Good questions! Added to the Q&A.


    Bei ArtJay wrote:
    Cool change! Will encourage more skirmishing without 100mn again which is good, however I think the people who use them in fleet fights with supers have a point.

    I think that given the number of sirens on grid in your average cap brawl now, and the fact you can now point supers/titans with ceptors and such, and now tackle rorquals, HIC's feel like they have lost a little too much of their specialty.

    I think allowing them to receive reps all the time might not be such a bad idea these days?


    This is an interesting point. It would be possible to give 50% impedance to remote reps or something like that too. But I don't think that really addresses your core point about specialty. This is something I'd like to look at again in the future.

  • [March] Balance Tweaks: Focused Warp Scrambling Script in EVE Technology and Research Center

    Jay Amazingness wrote:
    Saeka Tyr wrote:
    at least let us overheat for range

    due to the longer cycle time this isn't such a bad idea.



    Hrm, I kinda like that idea. Maybe :)

  • [March] Balance Tweaks: Focused Warp Scrambling Script in EVE Technology and Research Center

    Questions & Answers

    Q:Can both scripts (Scrambling and Disrupting) still point a titan?
    A: Yes :)

    Q:Will links continue to not effect range?
    A: Correct, Command Bursts will not effect the range of scripted Warp Disrupt Field Generators

    Q:What is the new cycle time?
    A: The cycle time hasn't changed. The new scrambling script has the same cycle time as the disruption script.

    Q:Will either of the scripted points keep caps from jumping gates?
    A: Yes, both the scrambling script and disruption script will stop capitals from jumping gates.

  • [March] Balance Tweaks: Focused Warp Scrambling Script in EVE Technology and Research Center

    Hi m8s,

    In March, we're releasing a number of balance tweaks and we would love your feedback.

    WARP DISRUPTION FIELD GENERATORS
    The current state of Scripted Warp Disruption Field Generators is a little too oppressive, especially to the small gang PvP scene. We'd like to open up propulsion module options. As such, we're going to make some changes.

    Changes:

    • Remove the Warp Scrambling effect from the Focused Warp Disruption Script
    • Introduce a new Focused Warp Scrambling Script with a -20% range bonus

  • The new Focused Warp Scrambling Script will have the following ranges (with max skills):
    • T1: 16km
    • Meta: 18km
    • T2: 20km
    • Faction: 21km

    The blueprint for the Focused Warp Scrambling Script will be available at all the same place & price as the Focused Warp Disruption Script blueprint is available.

  • [March] Balance Tweaks: Fighters, Supercarriers & Burst Projectors in EVE Technology and Research Center

    Hi m8s,

    In March, we're releasing a number of balance tweaks and we would love your feedback.

    FIGHTERS
    We'd like to increase the potential counter-play options vs fighters. We're going to do this by increasing their signature radius which makes them a little easier to hit. They are currently around the small-medium drone range. This will put them in the same size category as heavy drones.
    Additionally, we're giving Shadow fighters a balance pass.

    Changes:

    • Light Fighters (Space Superiority) - Signature Radius: 80 (+43)
    • Light Fighters (Attack) - Signature Radius: 100 (+59)
    • Support Fighters - Signature Radius: 120 (+80)
    • Heavy Fighters (Attack) - Signature Radius: 110 (+60)
    • Heavy Fighters (Long Range) - Signature Radius: 120 (+60)
    • Shadows - Signature Radius: 100 (+55)
    • Shadows - EM Damage: 200 (+40)
    • Shadows - Thermal Damage: 200 (+40)

  • These changes bring Fighters closer in-line with the signature of Heavy Drones.
    Lastly, there was a bug when our AI evaluated the threat of fighters. NPCs didn't consider fighters as threatening as they should have. This bug has now been fixed, and NPCs will more often shoot at fighters.
    You may also want to check out this thread about brand new fighter hotkeys (thanks Five-0!)


    SUPERCARRIERS
    After our discussions with the CSM, they brought up the state of the Wyvern fighter hangar bay (and shield supers in general). While we'll re-asses the state of shield supers after the release of Shield Slaves, we think their points about fighter hangar bays had some merit.

    Changes:
    • Wyvern Fighter Hangar Bay): 90,000 (+10,000) m3
    • Hel Fighter Hangar Bay: 110,000 (+10,000) m3


    BURST PROJECTORS
    We're going to increase the effect duration of burst projectors. The difficulty in using them doesn't really justify their existing small effect time.

    Changes:
    • ECM Jammer Burst Projector Effect Duration: 40 (+10) seconds
    • Sensor Dampening Burst Projector Effect Duration: 60 (+30) seconds
    • Weapon Disruption Burst Projector Effect Duration: 60 (+30) seconds
    • Target Illumination Burst Projector Effect Duration: 60 (+30) seconds
    • Warp Disruption Burst Projector Effect Duration: 40 (+20) seconds
    • Stasis Webification Burst Projector Effect Duration: 40 (+20) seconds

  • [December] Defender Missiles in EVE Technology and Research Center

    Icarus Narcissus wrote:
    Will these modules also impact guided bombs from structures?

    Nope. :)

    Vivace Naaris wrote:
    So the distance of two bombs from the launch point will not make a difference? If one is 5km, another 15 or 20km, it could just as easily go for the 15-20km one?

    Correct.

    Mila Strelok wrote:
    CCP Larrikin wrote:
    The Defender Launcher I has a 120 second reactivation timer.

    Cycle time or reload ammo time?

    Its nether. Its the reactivation delay like on a cloaking module.

    Dejara Thoris wrote:
    Do missile guidance disruptors work on these new Defender missiles?

    They don't. But I think they probably could...what do you think?

    Loran Chelien wrote:
    What if a defender missile is going after a bomb and that bomb gets blown up by another defender missile, does it retarget to another bomb?

    The defender missile won't re-target another bomb. It will wander off into the distance like all missiles fired at something that is destroyed or leaves grid before the missile hits. Lost, and alone :(

    Malakai Asamov wrote:
    Why would you not announce the details of this new feature at EDU in person?

    Because I'm not at EDU :(

    Spark Progenitori wrote:
    also some variety in bombs would be cool: velocity, range, aoe, maybe even other effects along the lines of void bombs (web, sensor strength, tracking disruption)

    Variety in bombs is something we're looking at :)

  • [December] Defender Missiles in EVE Technology and Research Center

    VCBee 2fast2furious wrote:
    Just to confirm, do Defender Missiles 2.0 distinguish between friendly and non-friendly bombs?

    They do not, they target a random bomb within intercept range. It does not consider friendly or non-friendly bombs.

    Rowells wrote:
    So, in regards to how it selects a bomb, is it truly random or does it pick the closest one?

    Its truly random.

  • [December] Defender Missiles in EVE Technology and Research Center

    Sentient Blade wrote:
    So in order to guard your fleet effectively, you really need to put these almost directly on top of your existing fleet (which to need them would be something slow and heavy, say battlecruisers or battleships)... But they're destroyers... so realistically one or two bombs gets through and they're going to explode due to the low EHP of destroyers, especially when sig-bloomed by MWD.

    They'll probably get annihilated by a small wing of RLML caracals anyway prior to bombs launching, but I'd say a passive bonus resistance to bomb damage wouldn't go amiss when fitting to destroyers.


    This is by design. We want to ensure there is plenty of counter-gameplay to destroyers screening a fleet from bombs with defenders.


    Altrue wrote:
    These missiles shouldn't do enough damage to oneshot a bomb. Why not have bombs take two hits to explode for instance?

    Given the random nature of the defender-to-bomb targeting, this would make defender missiles mostly useless, unless used en-mass.

    Altrue wrote:
    Or maybe introduce a new type of bombs with a 20km diameter area but that can take one defender hit without dying.

    Thats a cool idea. Part of the effect of this change is that we have additional design room with bombs, such as hardier bombs, or new types of Ewar bombs. To clarify, we're not promising these things, just suggesting at some of the design space this change enables.

  • [December] Defender Missiles in EVE Technology and Research Center

    Reserved

  • [December] Defender Missiles in EVE Technology and Research Center

    Hi Space Friends,

    Coming with the December release, we're going to be releasing a feature we talked about at EVE Vegas 2016.


    Defender Missile Skill
    The skill, Defender Missiles, will no longer require Missile Launcher Operation. All alpha characters will be able to train this to Level 1. The skill will provide a 10% per level bonus to Defender Missile velocity. No other skills will effect Defender Missiles.


    Defender Missiles
    Defender Missiles will no longer shoot down missiles aimed at you. Instead they will launch at a random bomb (non-structure) within its flight range. A single defender missile will kill any bomb. These defender missiles can only be loaded into a new defender launcher (described below)
    The Defender Missile I has a base range of 30km (45km at max skills), and a flight time of 3 seconds.
    During the December patch downtime, all existing defender missiles (and their blueprints) will become the new Defender Missile I


    Defender Launchers
    The Defender Launcher I can only load Defender Missiles. It may only be fit to Destroyer class vessels (Destroyers, Interdictors, Command Destroyers and Tactical Destroyers). Once activated, it will scan local space for any bombs,and if it finds one within range, launch a defender missile to intercept it. If it doesn't find any bombs within range, it will still cycle.
    The Defender Launcher I has a 120 second reactivation timer. It doesn't require a launcher hardpoint, and has low fitting requirements (10 cpu, 2 powergrid), but uses some capacitor (50gj) to activate. You can only fit one defender launcher.


    Command Destroyers
    Command Destroyers receive at 50% role bonus to decreasing the reactivation timer on Defender Launchers.


    Bomb Changes
    Bombs now have a Minimum Velocity of 1m/s that you must be traveling at before you can launch. This is to fix some issues that can happen when your velocity is 0, causing the bomb not to move and just explode on you.


    You can checkout these changes (and more) on Sisi soon. We appreciate any feedback you have!

    Cheers,
    CCP Larrikin and Team Phenomenon

  • NPC Mining Operations have now begun on Singularity in EVE Technology and Research Center

    Ncc 1709 wrote:
    are there any plans for Rouge drone mining ops?


    Yes, but not for the Ascension Release.

  • NPC Mining Operations have now begun on Singularity in EVE Technology and Research Center

    Michael Pawlicki wrote:
    Have the mining NPCs been enabled to drop the strongboxes, or is this not enabled yet?


    Only the NPC haulers can drop the strong boxes.

    Just to clarify, thats NPC Haulers that are apart of the new NPC mining ops :)

  • NPC Mining Operations have now begun on Singularity in EVE Technology and Research Center

    As of today on Sisi:

    • You'll be-able to see the Mining Ops on your directional scanner, or probe them down.
    • We've altered the coloration of the MIning Ops NPC standings bracket coloration to better follow player overview standards:
  • Red/Orage = Hostile
    White = Neutral
    Light Blue/Dark Blue = Friendly

  • NPC Mining Operations have now begun on Singularity in EVE Technology and Research Center

    nate albush wrote:
    ive seen some others fight the npc spawns but i cant seem to find one because ive been looking for more than an hour and havent seen one. you need to increase the spawn rate because if its like this on the main server its going to take like 10 times longer find even one of em

    The best place to find the high-sec mining ops is near the stations of those corps running them. The list of high-sec corps with mining ops are >
    • Amarr: Ducia Foundry
    • Amarr: Joint Harvesting
    • Amarr: HZO Refinery
    • Caldari: Deep Core Mining Inc.
    • Caldari: Poksu Mineral Group
    • Caldari: Minedrill
    • Gallente: Astral Mining Inc.
    • Gallente: Material Acquisition
    • Gallente: Allotek Industries
    • Minmatar: Minmatar Mining Corporation
    • Minmatar: Vherokior Tribe
    • Minmatar: Thukker Mix


  • Cynical Komercisto wrote:
    CCP Paradox wrote:
    I have now enabled the Guristas Production Mining Operation on Singularity.

    Do these only spawn in a system with a guristas outpost or any system that normally spawns guristas rats?

    The best place to find them is near Guristas stations.

  • NPC Mining Operations have now begun on Singularity in EVE Technology and Research Center

    Chan'aar wrote:
    So from the Vegas stream these mining groups seem to have a local base. A station belonging to one of the corps doing the mining.

    Do the mining operation spawn where ever they have a station or is it just in their home regions?

    So will we find Gallente mining operations from the Astral mining corp in Caldari systems where there is a Astral mining station or will there only be Astral Mining operations within the Gallente Regions?


    Correct. The best place to find these is near stations belonging to that corporation.

  • [ASCENSION] Jump Range Changes in EVE Technology and Research Center

    2nd post updated with common questions & answers!

  • [ASCENSION] Jump Range Changes in EVE Technology and Research Center

    Questions & Answers

    Q: Will the jump range of Black Ops Battleships/Jump Freighters change?
    A: No.

    Q: Whats the bridge range of Titans?
    A: Same as the jump range, 6LY.

    Q: What about the range of POS Jump Bridges?
    A: Its unchanging. Historically its always been 5LY and has never been tied to Titan bridge range.

    Q: How is Jump Fatigue changing?
    A: Its not. If you jump 7LY in a Carrier, you will get 80m Jump Fatigue, and 8m Jump Reactivation Timer.

  • [ASCENSION] Jump Range Changes in EVE Technology and Research Center

    Based on the discussions we had internally and then with the CSM at the recent summit, we're looking at increasing the base jump range of combat capitals for the Ascension expansion.


    Goals

    • Reintroduce a natural path for capital combat to escalate.
    • Differentiate the power projection of Capitals and Super-Capitals.
    • Allow alternative logistics and force projection paths into space that is currently very difficult to access.
    • Open up chokepoints and allow jump paths to be a little less predictable.


  • Changes
    • All Capitals (Carriers, Force Auxillaries, Dreadnoughts) have their base jump range increased to 3.5 (+1) light years (7 (+2) light years max skills)
    • All Super-Capitals (Supercarriers, Titans) have their base jump & bridge range increased to 3 (+0.5) light years (6 (+1) light years max skills)


    We hope this change will alleviate some of the problems capital pilots are currently facing. This is only an incremental change, as we said at Fanfest we believe that the capital force projection system needs further work.

  • [118.8 - SEPTEMBER] HAW CPU Tweaks in EVE Technology and Research Center

    OP updated with Rapid Torpedo Launcher tweaks!

Forum Signature

Game Designer | Team Phenomenon | https://twitter.com/CCP_Larrikin