Surgical Strike – Coming 15 April

and what can solo cata ALREADY gank?

retriever, covetor, t1 industrials… anything else?

It still won’t do much to procurers and skiffs.

I mean… You can even do MINOR conduits with things that cost MUCH LESS than 1B. 200M is enough. Granted, it will take 40 minutes to clean, but still is doable.

But well, what do I know, I’ve no experience in EvE according to this thread :smiley:

If people need fits that cost billions to do EMERGING, no wonder they are like “20% nerf will make PvE impossible!!!” LMAO.

It’s mostly true.

Not to say that you can’t obtain a lot of damage, but you’ll generally do even more with the close range guns, no matter the fit.

Kool… Kool… Super kool…

All the super capital and pve krab salt aside, good to see CCP is trying to stir up another shxtstorm

15% buff to all short-range ammo, so Hecate could get ever more popular(top 10 most used pvp ship for years BTW) because now it could easily deal 1000dps?

I really thought CCP will do a more detailed and “specific” balance pass(Navy Battleship rework etc.), but all I see here is lack of thinking.

For example, plated capital ships are already better than shield fit capitals, because they don’t need cap to activate resist modules, meanwhile, active dread fit is the best fit for a dread roam fun, yet CCP saw FAX still OP so “let’s nerf capital cap booster!”

Do CCP themselves even fit capitals? Captial cap boosters are already extremely costly to fit in terms of PG consumption, as a result, many armor FAX fits are using triple even quad heavy cap boosters instead of capital cap boosters.

The capital cap booster nerf won’t touch current armor meta of capital warfare for a bit, rather, it basically destroys any shield fit capital ships.

Is this “working as intended”?

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Over half of the cost of my fit is ship itself (with subsystems). I was just really surprised that they need 2B and all green/blue to run emerging conduits.

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I remember when they added them, they stressed out, that more players can get into the fight. Not like Abyss later on.

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Everything you said is the point of the patch. They explicitly said so in numerous points in the blog. They even said why. This wasn’t an accident or an oopsie, it was the goal.

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[quote=“Brother_Iron, post:123, topic:230569”]
Level 3/4 missoins for a newbie? hahahaha, not with the resistance nerf, they will require an omega clone and 6 months of skilling before that’ll be possible. [/quote]
It should take an omega to run a level 4 unless there’s a team. Hard to imagine there’s even an expectation that alpha, which is meant to be an introduction to the game (or some low isk making utility toon) to be able to run high level pve sites.

[quote]
What’s next blackout 2.0? [/quote] We can only hope there’s a blackout 2.0, and 3.0 etc. (and yes I’m completely serious–it was the most fun months of my 7 years by a long shot))


That being said, I would have preferred a different route, rather than blank across the board resistant change because this will sharply reduce the flexibility of many ships to adapt to many roles. I think increased stacking penalties for resistant would have been much preferred to this.

GJ on the cap ship changes. Keep hitting them and making them more expensive. And please consider a maintenance charges on capital ships (sort of like fuel cost for structures) to keep them combat effective–that would reduce the iron mountains for iron mountains sake.

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An amazing update and yet another one to the right direction. keep up the good work CCP loving every bit of the new changes :smiley:

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Well, it’s a massive blow to all players who are struggling with the survival part.

On the other hand, some of them will probably be able to take advantage of the damage buff that is also included in this patch to clean some things faster.

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So it’s all about building fast long ranged glass canons now and hope you get to shoot something before you blow up.
15% extra Damage for close range is a joke to make up for this.
I have to get on a target, blow it up and tank long enough to deagress and escape if i want to engage a gang of cruisers with my brawling battleship.
Don’t we have enough kity gank garbage already?
I really don’t care about Caps anymore - Carryers are a joke if you catch them solo, now even a Dread won’t be able to deal with more than 5 hostiles. Whatever - they just get too OP in large numbers and reballance is needed - i agree with that.
But why do it in the dumbest way possible?
You want to nerv Caps so leave this change to affect only Caps.
Or buff HP output on sub cap local reps by 100% to make up for removing resists.
Really nice joke giving me a “frigate escape bay”, then allow a gang of 3 Cruisers to insta pop my battleships so im better off bringing only the frigate in the first place…

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HM you re joking or serious? I mean can you please URL it or say where to read? I am curious

How?

If you are close range, you are gaining about as much damage as you loose tankiness. Actually, you might gain MORE damage than you loose tankiness, since the 15% buff apply to your total damages, while the 20% nerf doesn’t apply to all your tank.

How is that a joke, when it is proportionnal, if not even bigger?

No, my ISK just magically appears in a puff of Veteran.

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That made me laugh. :smiley:

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Ultimately people play games to feel good.

ANYTHING that happens or IS DELIBERATELY DONE that reduces feeling good for any reason reduces their interest in the game.

At some point that interest can be reduced beyond the threshold where they remain customers.

It is ALWAYS easier, cheaper, more productive and more PROFITABLE to keep existing customers rather than trying to attract new customers, even if the only profit comes from FREE word of mouth advertising (and new customers) created by happy customers.

Making unhappy customers negates all the above.

You are making unhappy customers. Fact.

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I was wondering how CCP came to the conclusion of reducing all hardener resists by 20% will affect PVE like Tier 5 abyssal sites or high level DED sites on where resists really matter?

If CCP thinks this is the right choice moving forward they should at least tone down the incoming damage on the high level PVE sites like abyssal and DED sites so players will still be able to participate in those activities.

Most of the changes proposed here seems to only think about the pvp side of the game and not the PVE side which a vast majority of players do to earn isk to buy ships for use in pvp.

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Its like your saying Pirat and Code, just without using their names. And yes, shooting them is almost like running lvl 4 missions :smiley:

It’s fine. We’ll just have astero fleets ready on Blops and harvest those sweet sweet bomber tears. Apparently 50 bombers vs. 1 Rorqual is elite pvp but 100 asteros vs. 50 bombers is ganking :rofl:

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@CCP_Dopamine @CCP_Rattati
Was it your intention to buff every NPC in the game? This nerfs all T1 frigates, cruisers, industrials, mining frigates, destroyers and battlecruisers. How is this good for new player retention? How does making the most difficult PVE content nigh on impossible help veteran players? How will this change interact with the Eclipse content that I was just yesterday looking forward to? Was it your intention to force all players to redo all their fits and if so what was the strategic goal of this?

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