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  • Date of Birth: 2003-07-04 19:44
  • First Forum Visit: 2012-03-26 17:17
  • Number of Posts: 11
  • Bounty: 0 ISK
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Ezra Vouland

Security Status -6.1
  • Deep Core Mining Inc. Member since
  • Caldari State Faction

Last 20 Posts

  • Tokyo 2016 Christmas and New years, 23rd december to january 2017. in EVE Gameplay Center

    Hi

  • [Odyssey] Attack Battlecruiser balance pass in EVE Technology and Research Center

    Quote:
    Correct. Tier 3 BC nullified an iconic class, the battleships for MOST of the possible scenarios. That means they are unhealthy for the metagame. In fact they have MORE firepower than some battleships.


    There are plenty of scenarios that battleships are used, particularly ones where you don't want to get alphaed. Alpha Maels and Rohks are still deployed regularly. Still waiting on FCs to be creative enough to use brawler style battleship fleets.

    Battle ships are slow and it makes a lot of sense to not be deployed on the small scale. Tier3 BCs also die in a fire very rapidly when opposed to BS gunned similarly.

  • [Odyssey] Attack Battlecruiser balance pass in EVE Technology and Research Center

    These changes are alright but I believe unnecessary. The largest issue is people unwilling to provide the proper counter against the tier 3 doctrines.

    PS Give the myrms bandwidth back so we can use 5 heavies/sentries. <3

  • [Retribution 1.1] Combat Battlecruisers in EVE Technology and Research Center

    Brutix for shield buffer bonus of some sort please?

  • [Retribution 1.1] Combat Battlecruisers in EVE Technology and Research Center

    How long did that take to return the Myrim to its original self? Thanks :D

    EDIT: NM, got excited. Still want the Myrm back with 5 Ogre II

  • Capital reps and Armor Links (Confirmed Stealth Nerf) in EVE Technology and Research Center

    That was short lived

  • Capital reps and Armor Links (Confirmed Stealth Nerf) in EVE Technology and Research Center

    ALLKRYDDA wrote:
    Ezra Vouland wrote:
    You still didn't provide the number amount of which will be taken away. Not to mention most the kids crying here are crying over triage, and if are repping 10-12 seconds as triage, are doing it wrong.

    Lets make it simple. If you have a bro in a damnation boosting Rapid Repair and that is now gone, how much armor per second is lost?


    You clearly don't get this change then. Its not about the armor per second as much as its about the cycle time to get armor to the guy in need. If you're in a battleship getting primaried by another fleet with triage archons hangin out on field to rep you, those links help the archons get reps on you faster...honestly I dont think anyone cares how much armor per second thats not the complaint. Its the fact you have to wait an entire cycle timer to get any reps at all. And yes triage should be faster it cuts the cycle time in half so now you're a sitting duck for 6 seconds. I dont know if you've done fleet warfare champ but 6 seconds is about 4 seconds longer than needed pop real quick.


    You clearly aren't getting it. You can calculate armor per second by the amount repped and the activation time over reps.

    I understand how the armor mechanics work, I've been playing the game since 2002. I just want to know what the actual time and armor amount. If people are crying over a few % its more amusing watching the eve community cry hard.

  • Capital reps and Armor Links (Confirmed Stealth Nerf) in EVE Technology and Research Center

    ALLKRYDDA wrote:
    Ezra Vouland wrote:
    While all you neck beards whine towards the typical patch day, "Non Monocle Peasants," in reality how many armor points per cycle is this actually removing?


    I suppose you've never ran remote reps? Here I'll explain a little something for you, you can also see this function happen with local reps. If you're flying a shield tank and you see damage hit and turn on your shield booster. You get shields right after activating that module...just a fact.

    Now on the flip side you're flying armor and activate that module. You go through something like 10-12 second cycle before you get any armor points back.

    So the kicker here, shields right after activation vs armor takes until end of cycle.

    Also to jump on the bandwagon we done a pos rep op with links and i believe my shield reps were 1.4 seconds or something silly...shield reps definitely benefited from gang links.

    And someone else in this post said if you really want to bring armor reps in line with shield reps make them function the same way. 10 to 12 seconds ( i run shield mostly myself anyway and cant remember the armor reppers time) is far to long to be sitting and praying you'll last through the reps.

    Could be off with 10-12 seconds and if I am feel free to correct my time.

    e. because words are hard


    You still didn't provide the number amount of which will be taken away. Not to mention most the kids crying here are crying over triage, and if are repping 10-12 seconds as triage, are doing it wrong.

    Lets make it simple. If you have a bro in a damnation boosting Rapid Repair and that is now gone, how much armor per second is lost?

  • Capital reps and Armor Links (Confirmed Stealth Nerf) in EVE Technology and Research Center

    While all you neck beards whine towards the typical patch day, "Non Monocle Peasants," in reality how many armor points per cycle is this actually removing?

  • CALIFORNIA EVE PLAYERS (USA) in EVE Gameplay Center

    Valencia, CA here... lookin forward to the 7th.

  • EVE Player & Dev Meetup - LA/Hollywood (E3 Expo) - Thurs June 7th in EVE Gameplay Center

    I am curious to meet my fellow local pod pilots. Nice choice for a spot btw guys.

    Also stoked work went back to 4 10s. Thirsty Thursday!