Version 18.07 - General Feedback

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before (eve uni)

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BTW in solo the claymore went from ×1.375 EHP/s to /0.8 = ×1.25 EHP/s so it’s a nerf to solo claymore. (-9.9% EHP/s)

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I fly Claymores, Sleipnirs, Nighthawks, and Eoses and while I’ve been expecting command ship rebalancing since the great command burst on-griddening of November 2016, I think it was, this isn’t quite what I expected.

Also, I thought the attack/fleet command ship split was the 4 ships that have always had the same hull vs. the 4 ships that changed hulls back around Odyssey in 2013, I think it was (when I started playing, and ofc wasn’t in command ships right away). Now it turns out 2 ships with original hulls and 2 ships with changed hulls are attack, and same for fleet? Confused is me.

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Much appreciated changes to CS, really.

However, you missed the Astarte’s (and Eos’) cargoholds. While Caldari boasts around 650+ m3, the others atleast have appropriate holds, but 400m3 on a gallente CS! What a shame!

The Astarte has a bonus to active tank, but the cargohold just says no to active tanking. And you will need a cap booster.

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Hold on!

Were command ships running amok in Delve or is that a belayed April’s fool in the patch notes??

What triggered all those changes and can we still give suggestions?

Why did you nerf my Nighthawk?

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Unsurprisingly, the Sleipnir now goes faster.

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7.5% to 10% is ×1.6 to ×2 so an increase in DPS by +25%. That’s the same as adding an un stacked BC.

I feel exactly the same way,

Taking away a high slot on a boat that is build to use 2 highs for fleet mods to start with? It was short on highs to begin with and this takes away all flexibility and/or precious damage.
Feels in place that you also scrapped its guns tracking bonus … :woozy_face:

Also swapping the active repper boost to a resistance one??? It’s a Gallente ship not an Amarr one!!!
There were no problems with its resists in the first place and the bonus wont stack to much (especially when using the fleet boost). But active repping is a Gallente speciallity and its removal hurts my (solo) Eos to the core!

Gallente ships are short on mid slots anyway, now you even nerf them on the high ones, adding a low slot (that wasnt missed) doesnt help at all!

Please rethink this!

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Same’s true for the Claymore… I’ll have to see how the added resists do vs. the removed rep bonus… really devalues that active local/RR cap and duration bursting. Which remains at 3%, not getting the buff to 4% that the Sleipnir gets… (sigh)

skill effects, and traits effects, are not stack penalized.

I already answered that :

Yeah, but I’m using 3 claymores, each one with max missiles and 1 of the 3 shield boosts each. mostly for FOF action but they pack furies as well. They have medium deadspace reps and are cap stable with either them running OR the MWDs running. The reps are going to be much less worthwhile now… but the resists even hotter. They were already pretty good with triple max shield boosts + pith C invulns, though.

NO.
as I wrote : your claymore will lose exactly 9.9% of its local rep power. It will however get +25% shield EHP.

Those numbers are correct, whatever your fit is.

The only moment they don’t apply, is when you are receiving remote reps. In that specific case, you increase the tankiness by 25% on the shield layer.

Seems I´m not the only one who is still annoyed by that red dot crap …
Please kill it already!!! :grimacing:

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Hm? I wasn’t trying to contradict your numbers, I just meant that in my particular circumstance, I’m gonna have to see what it feels like to use them for the same thing I had been using them for (mostly L4 missions like Sansha Blockade, Pirate Invasion, etc. with full room aggro and tripped triggers galore without care).

More EHP, less rep/time, yep. Slower bleed with reps feeling more like regen now. Speed tanking and DPS tanking FTW, tho.

always in L4.

I tried the T1 version with two alts , and I felt like it was lacking in punch. and range. Then I tried with two phoons and the punch was here ^^ .
did not try with T2.

Wat?

You mean the slot changes?

Red dots… still no opt out for that abomination!

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After the main recent patch I put in a BR as some things I moved from Array to Cargo ended up getting Red Dotted unlike before - Like the One Item that I moved into Empty cargo hold that I had visual on for the whole time and it gets a Red Dot - :roll_eyes: :face_with_symbols_over_mouth:

And Ctrl-A removes the red dots - BUT ONLY FROM ITEMS VISIBLE IN THE INVENTORY WINDOW WHEN YOU PRESS CTRL-A … so it’s more a CTRL-A…scroll … CTRL-A…scroll … CTRL-A…scroll… CTRL-A…scroll …
Such a productive use of time :crazy_face:

So my BR was closed … converted into a support ticket and then the feedback I got was to BR things like this that seem to be defective and give feedback on forums … I replied that a large number of people already have and seem to have just been ignored … so here’s some more feedback … to ignore I guess :rofl: :pleading_face:

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ok, but what does the X-Men symbol from the 1990s have to do with anything?

Basic google red dot crossed out…

But provenance is a thing, that in this case is obviously quite cool :laughing: :man_superhero:

ITS STIL THERE :frowning:

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