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  • Date of Birth: 2010-02-14 23:45
  • First Forum Visit: 2012-05-11 03:40
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Rowells

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  • ANZAC ALLIANCE Member since
  • Mercenary Coalition Member since

Last 20 Posts

  • Dev blog: Introducing Upwell Refineries in EVE Information Center

    CCP Phantom wrote:
    Rowells wrote:
    I'm too scared to read it. Plz tell me everything is gonna be ok. PLEASE TELL ME ITS OK.


    Just pointing out ...

    [img]http://content.eveonline.com/www/newssystem/media/71988/1/UpwellMoonmining_550.jpg[/img]

    Last time I saw moon fracking like this there were tons of xenonorphs and it was generally bad week for everyone involved.

  • Dev blog: Introducing Upwell Refineries in EVE Information Center

    I'm too scared to read it. Plz tell me everything is gonna be ok. PLEASE TELL ME ITS OK.

  • New Probe and Directional scanning UI and UX Feedback thread in EVE Technology and Research Center

    Unless I missed it, is there any plan to add back the ability to use the "look at" button/hotkey on cosmic anomalies listed in the probe scanner?

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

    firkinballbag wrote:
    from what i can see this topic is pretty much clear that noone likes it noone wants it its not good for the game but heh ho ccp dont care they gonna introduce it anyway so why are we wasting our time putting posts here.i think we all know the ccp motto if its not broke FIX IT.

    From this thread alone maybe.

    Let's not pretend that 150 posts (not 150 people, and not all in agreement) represents the thousands or hundreds of thousands of players in Eve.

    Doing that would be even worse than not taking feedback at all imo.

  • [March] Rorqual and Mining changes in EVE Technology and Research Center

    CCP Fozzie wrote:
    We're confident that Post-March Rorquals will still be vastly more powerful than they were pre-Ascension.

    TBH that's not saying much.

  • [March] Structure, Drone & Fighter improvements from Team Five 0 in EVE Technology and Research Center

    Offering second born child futures to whoever made he repair thing work.

  • [March] Rorqual and Mining changes in EVE Technology and Research Center

    I will fondly remember this time as a time when even supers cowered in fear at the thought of a mining ship.

  • [March] Mobile Warp Disruptor changes in EVE Technology and Research Center

    First.

    Damnit tresspasser

    Very good changes from the looks of it. Assuming no changes to anchor/online time? And will the functionality of leaving a unonlined bubble remain the same as now (out of curiosity)?

  • [November] Rorqual Changes in EVE Technology and Research Center

    Ok, I've been able to use the Rorqual quite a bit more and I shall list my opinions and impressions below.

    Cargo/Bays:
    - increase in ore hold is nice, overall not very consequential, but still a welcome change.
    - increase in the fleet hangar was definitely welcome, however I stil believe that we should allow fleet members to access the ore hold. Fleet hangar is currently a bottleneck that serves no real purpose other than unnecessary complexity and click-fatigue. Once you get beyond a small squad of 4-5 people it becomes a game of queues as the rorq pilot plays ore shuffle online.
    - Collectig ore remotely, this has kind of been an odd scenario that probably falls under a QoL change. Utilizing jet cans to collect ore from across the belt definitely gets the job done, but it's limitations can sometimes be annoying especially as fleet size increases. I would much prefer a kind of ship-to-ship system that allows ore to be transferred directly. Even if it still requires input and reactions from both sides, it does save a little trouble and would also allow pilots to utilize compression services without needing to keep odd lists or needing to always be in access range. This probably also applies to ships like the orca and porpoise as well, but a bit more so for the Rorqual since it's forever stationary.
    - changes to the ship hangar (namely the barge size) is a decent change, however I can't really comment on how much impact it really has.

    Mining:
    - obviously being the king of yield has been a very nice plus, but I still hold on to worries that it will slowly push regular barges into les relevance over time.
    - I do, however, dislike how utterly dependent drones are on speed in the overall equation. Even if it costs more theoretical yield I do believe giving excavators a higher base speed or an MWD would make using the Rorqual easier overall. This also ties into another idea regarding siege, which I will discuss later.
    - one other issue I've seen is that outside of ore anomalies, it can be extremely difficult to use the drones on normal asteroids. It's just comparison of asteroid size and drone yield which leaves an extremely large amount of mining potential wasted. Of course it's easy to just stay in the anomalies, but this seriously hampers any use outside of sov-null and wormholes.

    Drones (Excavators/Combat):
    - the drone dps is honestly very dissapointing. Iirc the initial devblog quoted 2000dps, which seemed pretty reasonable, however I have not yet found a fit (even using rediculous fits and gimmicks) that could actually reach that number. In reality the dps is significantly lower.
    - the excavator HP is really nice, even if my attention has been drawn elsewhere for the moment, I not have to worry about my drones getting sniped. The shield RR bonus also helps in this avenue and has saved my drones in quite a few close calls.
    - the excavator size can be annoying, but I understand the purpose it serves. However it does leave some room for abuse on the combat side (huge amount of replacement drones), which is worrisome.
    - Excavator cost. Won't get detailed, but it's way too high.

    Boosts:
    - boosts are very nice.
    - the above comment aside, I am still very against the need to siege for max boosting. We can keep tweaking the values and benefits, but by itself I think the difference needs to be scaled down. Particularly so that an unseiged rorq isn't just a slight improvement over an orca. I honestly believe that the two should simply be separated and balanced from there.
    - the range is phenomenal. I can be on the opposite side of the belt and still provide for my fleet members. Haven't yet found a belt so big where I have had to consider positioning as an issue. And considering the bonus that applies to the survey scanner, I'm not sure what to do with 400km+ scan range.

    Tank:
    - aside from capital rats, I haven't had much of a chance to use it in a high-pressure combat scenario. Looking at the theoretical numbers, I can see and understand some desire to scale that back a bit.
    - PANIC, haven't needed to use it so far. Aside from non-mining abuses, I can't really comment on it much.

    Industrial Core:
    - thing is a fuel hog if there ever was one.
    - while not entirely an issue, the lack of mobility can be a bit of a PITA, especially considering how slow the drones are. I've found I need to keep an MWD fit in an attempt to minimize the impact of distance that the drones are prone to. While I wouldn't call for it to be totally removed, I really would like to see the rorq maintain some modicum of on-grid mobility so that it can act similar to how barges currently move as they mine (should they need to). It's a constant cycle of sieging and unseiging, coasting into position, and generally trying to rush movements between sieges.

    General Usage:
    - I'm starting to think more and more that compression should also be disconnected from siege. It's a quick, one-time action that requires a 5 minute siege. It's simply quicker and cheaper to use an astrahus to do the same thing.which brings me to another point...
    - while the increase in overall power and general "being a capital" has made it necessary to keep the Rorqual out of astras and other structures, unless access to hangars inside the structures is soon made possible, getting ore into or out of the smaller structures is a real PITA. Needing multiple characters, extra haulers, or even using cans is just way to complex and annoying. And all of those options still remaining cheaper than just upgrading to a fort or sotiyo really puts an enourmous bill on such a simple task, with no real drawback against some other options that currently work.
    - the jump range increase is a welcome return to its use in logistics of all kinds.

    And that's pretty much all I have for now. Overall it's got plenty of great additions and changes, however I do believe some areas didn't change enough or were overzealous in their improvements.

  • Dev blog: The future of probe and directional scanning UI in EVE Information Center

    Will the dscan changes include the ability to use the look at/dscan button on anomalies in the probe scanner?

  • make eve gender fluid in EVE Technology and Research Center

    Only if they include mayonnaise as an option

  • Multicharacter training ignoring Alpha skill restrictions for training in EVE Technology and Research Center

    Didn't realize it worked that way. I agree, but idk if that would be difficult to implement or not, since you can use it on any character it would simply act as a cheaper(?) PLEX.

    I get what you're looking at though.

  • Eve Online: Hardcore Mode in EVE Technology and Research Center

    Is that you CCP Rise?

  • To make the expensive rigs for L and XL citadels more effective in EVE Technology and Research Center

    Rawketsled wrote:
    How many cubic metres of Veld do I have to refine with a T2 XL to recoup the cost of the rig?

    Assuming you are comparing it to the other options, you will never recoup the cost of the rig against an azbel or two raitarus

  • To make the expensive rigs for L and XL citadels more effective in EVE Technology and Research Center

    Cost of 2x Raitarus + T2 rigs for all ores/ice = <15bil
    Cost of Sotiyo + 1x T2 rig for all ores/ice = ~330bil

    To give you an idea, with the money you save you could buy and PLEX 128 freighters to haul the ore where you need it.

    That aside, since they both effectively refine the exact same amount, the only way you could recoup cost is through any assumed transport fees. If for some odd reason you don't need to transport the minerals, you will never recoup those costs.. Same goes for the azbel.

    That's why most of the current setups have a main manufacturing sotiyo, azbel, or raitaru and then a second or third raitaru for refining. The markets also show that there is a terribly low demand for L and XL rigs, most likely reflective of their prohibitive costs.

  • Adding T1 and T2 "Excavator" mining/ice harvesting drones in EVE Technology and Research Center

    Rawketsled wrote:
    The progression is actually this;

    1x Excavator,
    2x Excavators,
    3x Excavators,
    4x Excavators,
    5x Excavators.

    Then I geuss that would make the outlier in that aspect. Almost all other drone categories have two or more tiers of progression. Only exceptions I can think of are salvage drones and EWAR drones. Don't believe I've seen number of drones as a progression since carriers stopped using them.

    Lugh Crow-Slav wrote:
    you know those drones that were so OP they needed a solid nerf bat to the groin? yeah lets buff the crap out of them!!!

    Considering that all the suggested drones have significant drops in yield, and that CCP at least attempted to push the price down (to what degree we may never know), I believe "buff the crap out of them" is quite a bit of an overstatement. Also they didn't touch ice drones so would those also fall into your categorization?

    Tabyll Altol wrote:
    And yet another wine thread how expansive those drones are. And they are meant to be cheaper.

    No change needed here. The price is player driven.

    -1

    Player Driven =/= player designed

    The fact that CCP does change build requirements, compositions, manufacturing, and drop rates all point to the fact that CCP also has quite a bit leeway in adjusting things to how they see fit. Yu can probably go back and look at announcements about the previous list and watch the markets change immediately after and much further down the line.

    On a side note, you wouldn't happen to have any good cheese or pistachios for my wine? I'm not very picky, I my tastes tend to be very expansive.

  • Rebalance Capital Shield Extender and Armor Plates in EVE Technology and Research Center

    HandelsPharmi wrote:
    I was wondering, why no module tiericide was done to this 3 capital shield extenders....
    Not even a small difference in mass penalty / signature radius vs. fitting requirements.

    This items are very new and I assumed that CCP balanced them already.

    You'll notice that not every Faction module that got tiericided, received unique stats. Not uncommon for a Faction module to have one or more identical modules.

  • [February] Insurance in Upwell Structures & more from Team Five 0 in EVE Technology and Research Center

    Quote:
    Fighter squadrons now inherit the POS password of their controlling ship, allowing them to access authorised forcefields
    Drones & Fighters: Leaving grid or entering a forcefield (as the controlling ship) now deactivates all fighter abilities

    Uh...what does this mean?

  • Adding T1 and T2 "Excavator" mining/ice harvesting drones in EVE Technology and Research Center

    Danika Princip wrote:
    If you're already paying three billion plus for a rorqual and fit, are you really going to blink at the drone prices?

    Yes? If 3 bil is the fit, you could buy and fit two more rorqs for the current drone prices with some left over. At their lowest price, you could buy two extra rorq hulls.

    At the moment, just the 6-6.5b in drones is closer to a cheap super fitting package. I don't even know of many regular capitals that run that price unless you're intentionally buying exspensive modules.

  • Adding T1 and T2 "Excavator" mining/ice harvesting drones in EVE Technology and Research Center

    Do Little wrote:
    Right now CCP controls the availability of Excavator drones because they control the drop rate for the AI chips. In spite of this the Excavators were hauling in so much ore they needed a 30% nerf.

    Given that these drones are exclusive to the Rorqual, I'm not sure we need variants. If CCP want more of them in the game or a lower price point all they need to do is increase the drop rate for the constrained components.

    It's more a matter of offering a progression than anything else. As it stands, it's either the excavator drone or regular drones (lol). There's not much room for meaningful choices or trade offs. This proposal goes a little beyond a simple cost-point discussion.