Here are the Interdictor Changes Thread:
https://forums.eveon...842&find=unread
Essentially, sabre stays similar, rest of interdictors are getting significant combat buffs.
Posted 15 October 2013 - 06:22 PM
Here are the Interdictor Changes Thread:
https://forums.eveon...842&find=unread
Essentially, sabre stays similar, rest of interdictors are getting significant combat buffs.
Posted 15 October 2013 - 06:35 PM
I have a desire to buy some dictors for pretty much the first time in my EVE career...
Posted 15 October 2013 - 10:55 PM
Thank you, Giz. Updating OP.
I'm glad I'm skilling into the Flycatcher now that I've seen the changes, it's going to be fun.
Posted 16 October 2013 - 01:35 AM
Posted 18 October 2013 - 03:47 PM
Updates:
Posted 20 October 2013 - 09:09 PM
Pretty impressive video of inty warp speed changes:
Posted 21 October 2013 - 06:23 AM
I dunno why, but I have the feeling that it's a good idea to stock up on Warp speed rigs, unless ofc you can produce them yourself....
Posted 21 October 2013 - 01:22 PM
I dunno why, but I have the feeling that it's a good idea to stock up on Warp speed rigs, unless ofc you can produce them yourself....
Meh ... I doubt the price will change much, and if it does, it will correct quickly. Production is easy, build-components are readily available. And even though the rigs will become much more useful, they will still be situational as rigs that are actually useful in a fight will stay much more common then rigs that only effect the speed of getting to a fight (or just traveling).
I also have doubts about the warp speed implants that will be introduced unless they become available in slots that aren't used a lot, like slot 10.
Posted 21 October 2013 - 03:49 PM
I dunno why, but I have the feeling that it's a good idea to stock up on Warp speed rigs, unless ofc you can produce them yourself....
Meh ... I doubt the price will change much, and if it does, it will correct quickly. Production is easy, build-components are readily available. And even though the rigs will become much more useful, they will still be situational as rigs that are actually useful in a fight will stay much more common then rigs that only effect the speed of getting to a fight (or just traveling).
I also have doubts about the warp speed implants that will be introduced unless they become available in slots that aren't used a lot, like slot 10.
Confirming slot 10 is awesome for the WU-100X implant to reduce gunnery CPU usage. And mindlinks
Posted 21 October 2013 - 06:02 PM
I think either implants or rigs are going to be fairly essential for BSs in small/medium gangs, also its my understanding that the player-made implants will have an "Omega" implant which is going in slot 6. The rest are slots 1-5 I assume as its a set.
I suspect I'll find out soon with the "mad nano-geddon" (© Granger ) as that's an extreme case.
Hopefully sisi is back on the Rubicon build shortly after tomorrow's TQ patch. Time to start looking seriously at shipfits now, rather than just messing about going "wheeee this is fast"
Posted 21 October 2013 - 09:24 PM
I wouldn't buy up warp speed rigs last time I checked ( two weeks ago). Due to the upcoming changes they are overbought and price went up some 600-700% above their build cost. They are cheap and easy to make but there's not a lot of supply because there hasn't been a demand for them. They may be up now but with that kind of profit margin the market will correct itself as many industrial people jump in to build and sell them to people that will actually buy them now.
Posted 21 October 2013 - 10:46 PM
Announced at Eve Vegas, a bunch of (mostly mid-slot) modules that currently cannot be overheated will be able to be overheated come Rubicon. Fozzie confirmed that sensor damps will be able to be overheated, but also said that he'll be making another change to damps because otherwise they will be way too overpowered when overheated.
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Posted 22 October 2013 - 03:12 AM
I wouldn't buy up warp speed rigs last time I checked ( two weeks ago). Due to the upcoming changes they are overbought and price went up some 600-700% above their build cost. They are cheap and easy to make but there's not a lot of supply because there hasn't been a demand for them. They may be up now but with that kind of profit margin the market will correct itself as many industrial people jump in to build and sell them to people that will actually buy them now.
I think that their price will spike a bit more before stabilizing when the market will be saturated after Rubicon.
My indy is already producing a few, just in case I either feel like trying them or selling them.
I wonder how much difference will they actually make, if it's gonna be worth to have a fleet inty or two fitting those or it's just a waste of rig slots.
Posted 22 October 2013 - 09:33 PM
Announced at Eve Vegas, a bunch of (mostly mid-slot) modules that currently cannot be overheated will be able to be overheated come Rubicon. Fozzie confirmed that sensor damps will be able to be overheated, but also said that he'll be making another change to damps because otherwise they will be way too overpowered when overheated.
Finally you can truly OVERHEAT EVERYTHING!!!! (overheating target painters plzkthxbye)
Edit: aawwwwww no DC? It seems fair but is also somehow disappointing ..
Posted 22 October 2013 - 09:42 PM
He did specifically state that Damage Control Units will NOT be overheatable
What you do for yourself dies with you, what you do for others is immortal.
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Posted 23 October 2013 - 02:25 PM
Damage Control Units will NOT be overheatable
Damnit ! How many more updates must we wait for...
On a more serious note i can hardly wait for those warping speeds, finally an interceptor feeling like one... I log on to SiSi daily to get my fix
Posted 24 October 2013 - 11:04 AM
He did specifically state that Damage Control Units will NOT be overheatable
I'd be an ass and say OH bonus on a DC is a 30% bonus to duration
Posted 24 October 2013 - 12:24 PM
He did specifically state that Damage Control Units will NOT be overheatable
I'd be an ass and say OH bonus on a DC is a 30% bonus to duration
Personally I am still waiting for the full passive DC that doesn't need to be run at all. Can't be fit on cap ships at all of course (that should be the nerf CCP is looking for).
Posted 24 October 2013 - 12:34 PM
Posted 24 October 2013 - 07:51 PM
I wouldn't buy up warp speed rigs last time I checked ( two weeks ago). Due to the upcoming changes they are overbought and price went up some 600-700% above their build cost. They are cheap and easy to make but there's not a lot of supply because there hasn't been a demand for them. They may be up now but with that kind of profit margin the market will correct itself as many industrial people jump in to build and sell them to people that will actually buy them now.
I think that their price will spike a bit more before stabilizing when the market will be saturated after Rubicon.
My indy is already producing a few, just in case I either feel like trying them or selling them.
I wonder how much difference will they actually make, if it's gonna be worth to have a fleet inty or two fitting those or it's just a waste of rig slots.
I think you'll find its a waste of a slot for inties.
For a BS then its looking more like a "must have one" rig. Without a T1 cheap rig then the BS loses 2 secs/10AU on cruisers and 1 sec/10AU on BCs. The acceleration/deceleration sequence loses the BS a LOT more time but thats not looking easy/cheap to change. So you may as well try and save some time by upping max warp speed as accel/decel time increases due to upping warp speed are trivial compared to losing 5 secs on a 50AU warp.
Swings & roundabouts and some interesting choices....
Posted 24 October 2013 - 07:56 PM
For a BS then its looking more like a "must have one" rig. Without a T1 cheap rig then the BS loses 2 secs/10AU on cruisers and 1 sec/10AU on BCs. The acceleration/deceleration sequence loses the BS a LOT more time but thats not looking easy/cheap to change. So you may as well try and save some time by upping max warp speed as accel/decel time increases due to upping warp speed are trivial compared to losing 5 secs on a 50AU warp.
In what scenario do you see that mattering for BS level combat?
Posted 24 October 2013 - 08:08 PM
For a BS then its looking more like a "must have one" rig. Without a T1 cheap rig then the BS loses 2 secs/10AU on cruisers and 1 sec/10AU on BCs. The acceleration/deceleration sequence loses the BS a LOT more time but thats not looking easy/cheap to change. So you may as well try and save some time by upping max warp speed as accel/decel time increases due to upping warp speed are trivial compared to losing 5 secs on a 50AU warp.
In what scenario do you see that mattering for BS level combat?
I see it mattering in any small/medium gang moving at pace but needing some extra DPS. I do take your point but I don't like slow shit so I tend to try daft things
Posted 25 October 2013 - 05:44 PM
For a BS then its looking more like a "must have one" rig. Without a T1 cheap rig then the BS loses 2 secs/10AU on cruisers and 1 sec/10AU on BCs. The acceleration/deceleration sequence loses the BS a LOT more time but thats not looking easy/cheap to change. So you may as well try and save some time by upping max warp speed as accel/decel time increases due to upping warp speed are trivial compared to losing 5 secs on a 50AU warp.
In what scenario do you see that mattering for BS level combat?
I see it mattering in any small/medium gang moving at pace but needing some extra DPS. I do take your point but I don't like slow shit so I tend to try daft things
Which I think pushes alternatives like ABC use in that particular scenario.
While I also bemoan time spent warping as less than interesting game play on its own, I actually like that it adds meaning to another variable for ships to be balanced around and adds more gameplay where meaningful decisions can be made for choosing a particular ship for a job. If this means small gang BS (or even more so, solo BS) become obsolete due to warp time it may result in the balance team being able to compensate them more in other aspects someday to promote their use.
I see it as a good change for the game overall despite the pain felt in particular use cases. And I don't actually ever see the meta dropping something like a large trimark for a warp speed rig on standard fits (maybe shield BS get another oblique buff?).
Posted 26 October 2013 - 11:40 AM
At the moment the fleet warps at the speed of the slowest ship, (assuming a Warp Fleet action as opposed to 'everyone warp yourselves') - will that still apply? Mainly it just looks like inties will need to hold their targets solo for longer while fleet attempts to catch up.
And I agree with Rynnik - the idea of dropping a tank/dmg rig on a BS for faster warp speed is a non-starter.
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Posted 26 October 2013 - 02:09 PM
At the moment the fleet warps at the speed of the slowest ship, (assuming a Warp Fleet action as opposed to 'everyone warp yourselves') - will that still apply?
Yes, that was confirmed.
https://forums.eveon...554#post3685554