I get the frustration, but credit where it’s due. @CCP_Bee has been putting in the work. I’ve watched him since he first started streaming, and the guy’s the real deal. If he’s behind this, I’m willing to give it a fair shake before writing it off.
Great update, great ideas, great ships BUT the Odysseus (although a nice ship)
250M for the ISK for BPC
SoE LP has the LP to ISK ratio of 1:1,1k in average, 250k LP for the BPC, so 275k ISK
SoE Resonators are about 3,2M per piece, and you need 250 = 800M
In total 1,325B ISK (not counting minerals and those other things)
1,3B for a battlecruiser???
Wondering why the arc is only for new or returning players, what about existing players?
Also what length of time does CCP consider as a normal game play session?
The only access to this new epic arc is in Kisogo System, Kimotoro Constellation, The Forge Region which is a +1.0 new player starter system in Caldari State Faction space…
What about players who don’t have the standing or security status to enter that system?
And why not just make the arc available in all new player starter systems?
This Arc is nothing more than an introduction to the new features. If you’re at the point you can’t go into that system because of standings, then you clearly have other ways to see them.
I think CCP should change the requirement for the “Capital Jump Conduit Portal”.. The requirement should be “Jump Portal Generation" to lvl 3 or 4 before accessing and using “Capital Jump Conduit Portal”. Something along that line…
Most of this doesn’t affect me personally: I don’t mine, I don’t fly capitals and I’ll probably never fly that SOE ship. But this seems to be an awesome expansion with lots of cool things that make those related play styles more interesting and enjoyable so that’s great.
I’m STILL very worried about the idea of a covert command BC, it feels too OP.
well those who don’t like breacher pods should be happy
Breacher Pod M Damage Duration reduced from 50s to 40s. (From 75s to 60s with max skills).
Breacher Pod M Maximum Damage reduced from 800 to 600 (from 1000 DPS to 750 DPS with max skills).
This is a large reduction to the total amount of damage done per breacher pod, especially against larger ships, with max skills this is a reduction from 75,000 to 45,000 maximum damage per pod.
But I am really not in the mood to explain it’s major design flaws all over again. Yes, it’s a bandaid fix, but it doesn’t solve the problem with the general ship- and mechanics-design.