Not any time this century.
Well, maybe Moas and Cormorants will still be coveredā¦
Itās pretty clear this update was in favor of gankers. I think CCP is betting players will drop more money on PLEX after losing their ships.
CCP: Step 2: Profit!
I did some testing with subcaps, starting with the Vengeance Iāve been flying for the Hunt event. Hereās my take thus far:
- AFs are working the same. No noticeable change. Resists are still OK.
- T1 hulls suffered the most, I think. The resists were poor, to begin with. Good for PvP, tho.
- I fired up my mission alt, did a couple of L4s. Abaddon. Resists are still good.
- With that same alt, I also did a few missions with a Maller and Apoc. Maller is fine, but the Apoc is now limited to sniping. I tried tanking with both, and the Apoc is plain awful.
- Fired up my indy alt, but I donāt remember what my EHP was on the Bustard and Crane. No way to tell how bad it is vs gankers, but from all the salt Iām seeing, it must be bad.
Overall, I think these changes will make PvP frigate fights much faster, and it will heavily favor kiting. Some kiting fits that had trouble killing stronger tanks might have an easier time now. I donāt know. I did kill one Hawk with that Vengeance, but he tried to steal my ā ā ā ā so it wasnāt a real lowsec encounter.
I rate this patch a 3 out of 10. If you already have max skills, youāll be alright. Newbros, not so much. Bad design. CCP already starved the game of ISK, forcing us to waste an ungodly amount of time grinding PvE to buy hardware for PvP, and now theyāre making it a little bit harder, again. If you want to milk us and force us to buy PLEX every ā ā ā ā ā ā ā month, just say it already.
You Have 7 Solo Kills, Your opinion is invalid.
How do I opt out of enough bugs i mean patches to get my old wallet back, my loki working and the red dots gone. Thnx.
One unexpected side effect of this patch is that a Cynabal is now a better L4 mission runner than most T1 battleships. They were never reliant on high resists for missions and the improved Hail is shockingly good. 800dps while orbiting an Angel battleship at close range melts it very quickly.
CCP you have fallen off the wire with these balancing changes.
I would burn the nerf bat. Now. Kill it with fire.
To be fair tho, they would have died all the same prepatch sitting in a 0.5 with the amount of ships being brought to bare
Give it a few weeks it will prolly be the same as before after the initial surge
Marauders definitely got pretty owned tho, like 40% less tankā¦ At least with the new frigate bay you can save your pod/ maybe scoop your modules if you do get ganked lol
So what is surgical about this? seems like a darn carpet bombing.
Not all players have a super cap umbrella or an umbrella at all to rely on, so making my ships easier to kill is not exactly wanted.
And maybe i am the only player that is not that interested in blowing shitz up.
Ohh and are the support fighters now useless? donāt think i can use in a carrier, and i have a few hundred mil invested in bpoās
I do not know wtf you are smoking, but I surely hope you brought enough for everyoneā¦ cause damn it must be good.
It is nice that you keep reinforcing the fact you do not have a clue though, thanks for thatā¦ I guess.
Cypr3ss.
what changed that my cheetah went from cap stable to not cap stableā¦ i have no rresist modules on it whatsoeverā¦ noneā¦ nothing in the change log or patchnotes at all indicate a change to anything on my fitā¦ yet it is no longer cap stable with propā¦ did i miss something?
I am one, i do construction/mining but i guess i am also stupid enough to fly caps, some at least this will make that part even less interesting. But hey my Bowhead gained 110k ehp always something i guess
You probably already know this but just in case you donātā¦
If the ship is fit with active modules for hacking, salvaging, scanning, prop, etc, the fitting screen will automatically portray the ship with all modules active, thus the Cap is unstable.
However when piloting the ship, all modules are not active at the same time. For example, if Data and Relic Analyzer mods are fit, the fitting screen will show them both as active even though when in action only one mod is actually active.
Basically in order to view the correct Cap usage, simulate the fit in the fitting screen and turn off the active modules that arenāt needed.
Thatās if they donāt all quit lol
I wonāt repeat what has already been posted in this thread numerous times. This being an effort on CCPās part to increase the purchase of plex isnāt a conspiracy. Itās math. But if you resort to calling those who donāt agree with you ākidsā, no productive conversation will happen here.
Please do share with us this āmathā of yoursā¦ I think it could be interesting and/or amusing
Regards,
Cypr3ss.
Back when they increased the EHP of capitals and added things like the assault damage control those were actually efforts to decrease the purchase of PLEX. So it cancels out.
Reducing the power of resistance modules? Fine with me.
Getting rid of endless stalemates because of unbreakable logistics power? Fine with me
Tears of ppl unable to adapt? Fine with me.
Seeing that even holy Amarr ships (that are built for armorfits) now get equal buffer with some bulkheads: Heresy! Srsly, raw-HP should be boosted quite a bit if you want to see more buffer and less selfrep/remoterep. Reward buffer!
Fix things:
- Bulkhead Rigs bring +20% (T1) / +25% (T2) Hull-HPā¦ Trimarks just +15% / +20% Armor-HPā¦ thats not right, both have their drawbacks, both should have equal benefits.
- Armor Layering Membranes are still worthless. Even after the nerf, a second EANM II still brings more eHP compared to an ALM II (and increases effective repairsā¦). ALM II must be pushed to at least +20% Armor HP to be worth the trade. (Reinforced Bulkheads bring +25% but cost some Cargo, looks fine for me).