They don’t currently have an ECM resistance bonus.
Why LP taxes? Bounty taxes worked fine all these years.
Also how do people give input to changes before they are dropped?
If you make a proposal, maybe people like them, maybe they don’t. But if you only give us a chance to comment when something is inevtiablly going live, it means the CSM is the only way you can get feedback before you decide to do something.
Player Features & Ideas Keep in mind historical trends/etc when making suggestions.
Why not? My ISK as an incursion runner comes from LP also. Someone needs to feed the large corporate overlords.
Looks promising, really.
@Marauders: A mobility nerf was overdue, I am not sure it is strong enough. I would have preferred lowering the MJD bonus a bit and leave the agility as it is but with the mass increase to make them align slower. They simply should be slower in warp than all the T1 Battleships. Also still think the Damage Bonus is too high, -30% RoF instead of -50% would do imho.
@Battleships: Rokh & Maelstrom definitely deserved a boost, hope it is strong enough, they were seen way too rarely on the field. Hyperion and Abaddon should get some attention as well. The Abaddon really needs that 8th low slot (its the top-of-the-line-Amarr-BS for gods sake! Even Leshaks and Megathrons have 8 lows… This is a SIN in design, given that Amarr are the kings of Armor doctrines). Hyperion should get more cap and a slight buff in speed+agility to make it a King-Brawler in Smallscale scenarios.
@Lancers: Them being cynoed in while an opposing fleet (or JF) is already in warp and then sniping them all when they land so they can’t jump WILL be a problem. Just sayin so nobody can say “uhh we couldn’t really forsee this”. This mechanic screams for being used by large groups who can escalate in case the Lancer comes under attack vs everyone else who cannot. Read it here first.
@Resources, Blueprints, Sizes: nice changes. Like most of them. Make stuff more affordable, more people may use it. More can be blown up.
@Taxes, LPs: fine thing. Not really sure how the Item Value Estimation will affect the Job Fees, in Systems with high index (WHs with inhabitants who really live there…) production might become completely unlucrative… We will see.
H y pE
ISK Donation Project
Please consider adding a project type to accept raw ISK donations.
Project Rewards
Please consider adding project rewards. Award put in escrow (contract), then awarded to top contributor or drawn/split among top-N. Eventually, allow physical items (skins, ships, etc.).
Planets have already been turning and had shadows before this change, so they already had a dauly/night cycle for all it’s worth. It has little gameplay impact though.
Good question.
Marauders have a 100% sensor strength boost to make ECM half as effective while Bastion is actice. I don’t think that has been removed?
(To be honest I think the removal of all EWAR resistance is harsh, perhaps too much. Just not consistent that ECM is not changed here.)
Why did you choose to change PI, which already suffers from being mostly non-interactive, to go without any interaction twice as long?
I see no good reason to halve the size of PI goods.
Why would you even say only way is capital escalations kill marauder wth we kill all time and normal ships only thing on these makes sense at all is give Krones love since weakest atm the rest are fine as are no need capital escalation too kill them at all and i die too small ships in vaguer as is now
I agree it just another dumb thing CCP thinks makes game better when what doing is pushing people away from game as have been since sold to korean corp idiots
I agree
Ships like the Rokh are still not entirely viable because of the combination of these factors:
- Need cap to fire weapons
- Shield-tanked, so no spare mids
- No utility high slots
Right now, no one uses Rokhs for brawling because it’s a battleship with basically five mids, since a cap injector is mandatory. Either the mid slots need to be maxed out on it, or a utility high needs to be provided.
This applies to pretty much every ship in the Caldari blaster lineup. All of them need additional slots in some capacity:
- Merlin (1 mid or 1 high)
- Moa (1 mid or 1 high)
- Eagle (1 mid or 1 high)
- Ferox (1 mid or 1 high)
- Vulture (1 mid or 1 high)
- Rokh (2 mids or 1 mid and 1 high)
Some Amarr ships are also susceptible to this due to the lack of utility mids, like the Omen hulls and the Absolution.
The Maelstrom straight-up needs another mid slot (without increasing the tank bonus to 10%), and the Tempest needs…something (maybe a small armor increase/resist bonus).
I like almost all of this stuff. It’s good to see CCP iterating on things instead of just leaving them forever, even if I do wish it had come sooner.
Marauder changes are well deserved and overdue. It may sting a bit in pve for those who got used to it, but bastion returning to 60 seconds is a great move. Combined with the removal of ewar resistance, this gives much more scope for them to actually have counterplay in terms of outmaneuvering them or disabling them, without having to take an axe to the dps or tank that they rightfully are good at.
I am a bit uncertain about the Vargur change specifically, though. The Vargur is widely acknowledged to be the most oppressive marauder by a significant margin, and the slot change is arguably a buff to most fits that will likely overall balance out the slightly reduced rep amount (ignoring the bastion thing for the moment). I might suggest doing a similar thing to them as was done to the paladin and reduce the tracking bonus from 7.5% to 5%. This would put the overall package of Vargur-specific changes in what IMO would be the right place - a small but notable reduction in power relative to other marauders.
I also welcome the changes to the Rokh. This is exactly what the ship needs to be relevant, and I look forward to seeing more of them in space. While this ship is being looked at, I would like to suggest one additional change that I think would be a strong positive - increasing the Rokh’s launcher hardpoints from 4 to 8, allowing it to viably do missile fits in addition to turret fits. You don’t need to do anything else to the ship - its bonuses can stay the same, and its fitting even works decently well too.
This would be a welcome help in broadening options overall, since caldari have one fewer combat battleship hull than the other races. It would also provide a somewhat variant take on missiles in the T1 lineup specifically, as while it would have the same number of effective launchers as the raven and typhoon it would get there via raw launcher count rather than rate of fire bonuses, and it would also provide a tank-bonused missile hull which does not currently exist, at the expense of the range or application bonuses of the other T1 missile hulls. I think a Rokh that could viably do both missiles and turrets would be an interesting addition to the battleship lineup.
Ah, thats good news. Thanks. You wouldnt happen to have said stream to hand would you?
its probly on ccp’s twitch
Instead of just a 15% buff to Large Railguns tracking & rate of fire, could it be 15% to Large Hybrid Turrets? That would give the Blaster Battleships a bit more brawling power and help them also in the PVE area. Kronos w/ Blaster and of course, a Blaster Rohk would be nice to play with.
Nerfing the Marauders is harming those of us who live in WH. C5 farming will be tricky now. They are always harming the gameplay of WH corporations, it is unfair that they continue like this. PVP is not won or lost by these actions, it is won by good fleets or lost by bad fleets. Enough of messing with the gameplay and harming those of us who live in WH.
Nerfear los Marauder es perjudicando a los que vivimos en WH. El farmeo de C5 se vera compicado ahora. siempre estan perjudicandio la jugavilidad de las corporaciones de WH es injusto que sigan asi. El PVP no se gana o pierde con estas aciones, se gana con buenas flotas o se pierde con malas flotas. ya vasta de meter mano a la jugabilidad y perjudicar a quienes vivimos en WH.
It’s true, since as a new player I’ve been training with my corp for a few months and now this is going to screw me up for my gameplay in which it seems silly to me
I am a little baffled by these changes.
Mauraders: They are strong yes, but, that bastion basically locks them into a fight, and most of the time, they either have to win or lose, almost never comes down to escaping. chaning cycle time to 60 sec basically ruins marauders. Capital NPC spawns are basically gonna kill you every time in a site if you just happen to be unlucky, thank you for that.
Dreads and jump freighters: The new dread function means almost nothing to almost everyone in the game. Why would i undock and warp a SLOW, weak, low HP capital just to stop someone from taking a gate? Barely anyone uses capitals in an offensive manner so what makes you think we are going to use that when no big targets fly around null 70% of the time(im aware there are groups that still roam in caps ofc). In relation to jump freighters, that basically only applies to low sec campers, and that is it, im glad youre focusing on 1% of the population instead of fixing the underlying issues surrounding the capital we already have.
Conclusion: Over the past year or 2 CCP has done nothing but nerf nerf nerf and lower everything to a garbage level of play. Maybe focus on something like t1 BS being worth a fortune while having the only utility of a full-on BS fleet and nothing else. Reduce capital cost, I know you hate capitals CCP, that’s fine, but the way capitals are now, they are damn near useless. Please CCP just stop nerfing everything, why not buff things to be more in line with things that are good? Stop hurting players by making it harder to build, and then also make it harder to make isk, that isn’t good for anyone.