agreed, this will also hit marauders, as they will not recieve hitpoint buffs, but will get the resist nerf.
I dunno man, these changes… this is not eve, this is not ccp, and i’m not paying for this ■■■■… i can’t see 2min of thinking put into this patch… gonna quit before the patch, I deserve better after 16 years
“Surgical Strike”… more like “Surgical Knife” and use it to cut the throat of anyone who dares to engage in any kind of non-CCP endorsed activity.
Just wondering about supers change, are we going to lose combat light fighters tubes together with support tubes? OR we’ll still have an option to use 2/3 and now 1/4 (light/heavy) tubes?
Hi everyone, these changes are all in line with the stated goals of the EVE Ecosystem Segment, found here:
Happy to discuss and aggregate your feedback.
Well, you have every right to believe this changes are not good. I don’t know yet if they are good or bad myself.
But, this is nothing but numerical changes of some ship statistics. So yes, I’m sorry, but sentence like “This is not EvE, this is not CCP!”, for something that is just a balance change on the ships statistics?
Definitelly is completelly dramatizing, no doubt.
What’s the worst that could happen? Meta change a bit so if you wanna be optimized you might need to fly an other ship?
Shouldn’t be such a big deal for a supposedly 16 years player.
My only worry is that this reduction, coupled with the buff to close range ammo, will be a massive boost to suicide gankers, and thats something this game doesnt need
Is so much more relevant now supers cant use support fighters, carriers have a genuine use
All the skills, modules, and ships invested in burner mission are useless now, good job CCP.
I guess the same for all PVE that pushes their ships to extreme.
TIDI is the real issue
Am I the only one who thinks it’s ironic that such a sweeping change is named after what is supposed to be a form of attack that focuses damage entirely into a small area or to a single target?
I’m always a fan of seeing more ships getting blown up, and this update will definitely accomplish that. I suspect that there will be some wildly unanticipated consequences because of its sweeping nature though; there will be huge buffs to Bomber gangs and hisec suicide gankers, and there will undoubtedly be a large amount of fluctuation in the economy as the new norms of supply and demand settle down. So…maybe I would have started off smaller? But, whatever. CCP does what CCP does.
Questions though:
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Are Damage Controls, Assault Damage Controls, and/or Hull Energizers impacted by the resist module change, and if so do they retain their hull resist bonuses? My gut says “yes” and “yes”, but they were conspicuously absent from the list of modules that CCP included.
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Are rigs that modify shield or armor resists impacted? My gut says “yes”, but I’m hoping for “no” as that would would make rig choices more important while still very much limiting the resists of ships.
Can you please stop using logic in this place?
We are here to cry for every supposed nerf without even thinking about why it can actually be a buff for us, stop disturbing our activity.
I have massive misgiving about this change but the comments are so entertaining.
Had to be a goon to whine that much…
I feel you, I literally bought my first super (Nyx) yesterday. I guess devs will change their mind if more people cancel subscription.
Edit:
Note: I’ve misread the blog and thought that there will also be coming a 20% nerf to shield extenders.
I’ll keep the post as is for … uh … posterity. Still, I’m a tad worried about my ship. : p
Greetings.
I was the guy who invented a cheap ship for ganking shuttles (or lightly tanked frigates) and their pods, in one go, under sentry fire. The fitting was invented by me and is, in modified variants, standard now. It’s called the double-volley or tripple-volley thrasher.
While everyone else is probably going to rejoice about the nerf to EHP,
I’m here to point out that this effectively nerfs the tripple-volley-ganking thrasher into oblivion.
With a 20% reduction for invuls and a coming 20% reduction for shields,
it will be (most likely, as I can’t test it yet) impossible to shoot three volleys
(Alpha + two shots) under sentry fire in even a 0.5.
As I can not estimate the severeness of the nerf,
I am not sure if even two volleys will be doable.
The RoF of 250mm Artillery is between four and five seconds.
If the tank does not last long enough,
then doing two volleys will also be come impossible to do relatively cheaply,
or at all, depending on skill level and PG/CPU requirements of modules.
I would like to know if there would be a way of making sure that at least the double-volley variant can still operate as it used to. It was not only a cheap ship to use (with relatively low skills, easily available even for new players), but also increased the amount of gameplay around ganking by quite a bit.
It’s actually even the best thing ever specifically for the current event,
for ganking travelling or afk shuttles/frigates and their pods in one go under sentry fire.
Thank you.
Well, at this point I may as well just switch all my brawling fits to polarized guns with passive buffer tank…
Yes I agree
(I fixed your typo)
What a move, bravo
As i mentioned in another post, these changes are great, except for the massive boost to suicide ganking. Which I think most agree is bad for the game.
So could you explain the reasoning behind that part of the equation?