Archive for May, 2012

Modules, Oh My

Posted in CCP on May 21, 2012 by khalia

Some other fun things from the Inferno patch notes are the new modules:

Armor Adaptive Hardener I – Low slot. Armor Hardener that adjusts its resistance based on the damage received. Only one can be fitted. Just the tech I version now, but others will follow if this turns out well.

Extrinsic Damage Amplifier I & II – Low slot. A damage amplifier module for drones.

Small/Medium/Large/X-Large Ancillary Shield Booster I. Mid slot. A shield booster that gives a good boost, but has a very high capacitor need. Can use Cap Boosters as charge to negate the severe capacitor need. Only tech I version for now.

MagSheath Target Breaker I – Mid slot. A module that has a chance of breaking the lock of ships targeting you, the chance increases the more ships target you at one time. Also breaks your locks. Reduces scan resolution significantly as a downside. Only one can be fitted at a time and the can not be fitted to capital ships.

Small/Medium/Large Overclocking Processor Unit I & II – A rig that increases the CPU output of your ship, at a cost of reduced shield recharge rate.

Light & Medium Web Drones – Light and medium versions of stasis webifying drones.

Capacitor Battery edits – All capacitor batteries now also provide a defense against Energy Vampires (Nos) and Energy Neutralizer (Neut) effects. A portion of the effect is reflected back on the aggressor.

My thoughts:

The Armor Adaptive Hardener had better give much less of a resistance boost than a Tech II single-resistance armor hardener, which is currently 55%. If it’s more than 25% to any single armor resistance, I’ll be pretty ticked off. This looks to be useful MORE for PvP than for PvE, because in PvE you already know the damage you’re going to receive. This kind of an adaptive advantage needs to be significantly under-powered compared to existing modules or everyone will use one.

Extrinsic Damage Amplifier is going to do all sorts of crazy things for Gallente ships. If the bonus is reasonably good, the Ishtar, Dominix and even Ishkur are going to be a lot more popular in a hurry.

Ancillary Shield Booster allows active-shield users to make a space/tank trade by carrying a bunch of capacitor booster charges around. I see this as being mainly used in PvP to give you a significant but short lived boost to survivability. Decent idea.

MagSheath Target Breaker I – Jester has discussed this to death and I agree with him that this module will have almost no impact on blobbing, which it seems to have been intended to help against.

Overclocking Processor Unit I (rigs) are a nice addition, I guess? For anyone who isn’t passive shield tanking and needs more CPU, it’s a free bonus. I’m not sure how often CPU is a problem in ships, so I can’t tell what problems this solves.

Light & Medium Web Drones – Sweet! This will be great for frigate-sized drone carriers (Ishkur, Incursus) to act as additional tackle for fleet mates, or even in frigate-frigate combat.

Capacitor Battery edits – Depending on the size of the effect, this could be very interesting. If neut effect is reflected back onto the user, he may end up running out of cap before you do; or just by keeping it on all the time may break his own cap stability. I’m assuming reflection of NOS means both of you lose some cap and gain some cap back, depending on percentages… if it flips the percentage into your favor, the NOS will be essentially useless. Time to fit up cap batteries in PvP?

Conclusion: It looks like a good time to be a drone user. The other additions have potential, except for the dead-on-arrival Target Breaker.

War Mechanics Update: CCP Still Missing the Boat

Posted in CCP, War on May 21, 2012 by khalia

The patch notes for Inferno are out.

As I mentioned in my previous post, the overhaul to the War Mechanics systems addressed a number of issues, but not the issue of everyone dropping to alt-corps. Included in the patch notes is a small – but no where near complete – item to address the issue of dropping from corps at war:

If you leave a corporation while the war is on, you cannot re-join until the war is over or 7 days have passed. This does not apply to mutual wars.

This is… something? It still doesn’t prevent the corp members dropping en-mass to a second corp and forcing the aggressors to dec the new corp; repeat ad nauseam. The only real effect the change has is to have people drop from the corp to avoid getting shot at while they move their expensive stuff from place to place. That’s a good change, but still misses a huge problem.

As I suggested in my previous post, the changes I’d like to see are:

  • Players can not leave a corporation that is at war
  • War costs double each week the war is continued

I understand that not being able to leave a corporation at war bothers some people. From my point of view, if you joined a corporation, you agreed to be a war target. There are also some other approaches to preventing alt-corp hopping:

  1. Players can only join one player corporation per 7 days; you can drop to an NPC corp, but not join another player corp for 7 days
  2. Dropping from a corp does not ignore you as a war target; the war follows THE CHARACTER for 7 days or until the original war ends

Either of these would be a useful solution to prevent alt-corp hopping.

War Dec Updates: Better, but missing an obvious issue

Posted in CCP, War on May 12, 2012 by khalia

So I’ve been reading (and watching the videos) for the Inferno updates. The updates for the War Deceleration system are particularly interesting for what they don’t include.

A brief synopsis of the changes:

  • Wars cost more to start (base 20 mil), and cost more for each player in the defending corp
  • Attackers can set a ‘surrender’ condition for ISK
  • When a war has been surrendered, you can’t redeclare war on them for 7 days
  • Defending corps can call in ‘allies’ who join the defending side, possibly for ISK
  • War-shielding and War-shedding tricks have been eliminated
  • Contracts for mercenaries (attacking and defending) have been added
  • Leaving a corp at war will be noted on your character sheet

All of these are good improvements, and I thank CCP for making these changes. However, one of the most problematical issues was not changed: Alt-corp hopping. CCP has not addressed the problem of players changing to an alternate corporation when they have been wardec’d. The last item on the list mentions getting a note on your character sheet if you leave a corporation at war. To be honest, most corporations don’t give a damn – and they don’t have too! If you can just keep alt-corp hopping.

CCP, you need to step up your game. The following changes are necessary:

  • Players can not leave a corporation that is at war
  • War costs double each week the war is continued

These two changes would first prevent alt corp hopping. For the issue of griefing a corporation by keeping wars going to prevent people leaving the corp, we add a penalty of doubling the war cost weekly, which will eventually make the war so expensive that the attacker will be forced to drop it – giving the defending corp time to drop members, etc.