Logistics Falloff

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Calette Zardina
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Logistics Falloff

Postby Calette Zardina » Fri 27. Nov 2015, 15:33

Hey everyone! We're ready to get feedback on the changes to Remote Reps planned for our Operation Frostline release on December 8th. These changes are designed to be introduced alongside the new T2 Logistics Frigates.

Few notes about this plan:

This includes a full Module Tiericide pass on the Remote Armor Repairers, Remote Shield Boosters and Remote Hull Repairers. We are not adding new types of reppers at this time, but we are considering doing so in the near future (potentially large deadspace reps and/or named and faction hull reps).
Remote armor, shield and hull reps all now have falloff (this falloff reduces effectiveness as you get further from your target, just like the neut falloff)
Armor reps are more focused on optimal, Shield reps are more focused on falloff.
Frigate logistics skews further towards falloff, while cruiser and larger bonuses tend to apply equally to both optimal and falloff.
Rep cycle times are getting slower (~20% slower for armor reps and ~60% slower for shield reps). This will make target switching more powerful against overwhelming logi numbers, and increase danger of overhealing. Overall providing more room for very good logi pilots to shine.
Overall rep/s is remaining fairly constant since rep amount per cycle is increasing.
Capacitor use on shield and armor reps has increased a bit. Logistics ships are getting larger cap pools (but not better cap/s recharge) to compensate. Overall this makes it harder to be fully cap stable but easier to fly with a logi that isn't quite cap stable if you're not repping constantly.
Base ranges on the reps have increased, and ship range bonuses are smaller to compensate. This makes the skill curve less steep and buffs non-range bonused RR ships such as RRBS and T3 Cruiser logi.
Shield reps are getting reduced CPU and increased powergrid requirements. Shield logi fittings are being adjusted to match. This change makes it much more reasonable to fit shield RR on non-bonused ships and goes a long way to alleviating the fitting problems on shield carriers.
We're not adding falloff to Remote Energy Transfers in this release, although that is still in our plan for later.
We're increasing the base range of Capital Remote Capacitor Transmitters by ~17%, but reducing the bonus on carriers/supercarriers so bonused range stays the same while unbonused range increases.

We're not doing a full balance pass on the other logi ships in this release, but there are some tweaks:
Fitting changes for shield logi (extra pwg, less cpu) as mentioned above
Increased cap pools with recharge time increased so that cap/s recharge stays similar
T2 Logi Cruiser rep drone bonuses will apply to all types just like the T1 Support Cruiser bonus
All T1 and T2 Cruiser Rep Drone bonuses will now apply to hull rep drones as well as armor and shield

Range bonuses are being adjusted to match the new base module ranges and falloff addition:
T2 Cruiser Logi: 60% Optimal and Falloff per level (62% for the Etana)
T1 Support Cruisers: 430% Optimal and Falloff role bonus
Armor logi frigate (T1 and T2): 50% Optimal, 600% Falloff role bonus
Shield logi frigate (T1 and T2): 300% Falloff role bonus
Carriers, Supercarriers, Rorqual: 40% Optimal and Falloff per level


Exact stats for the Remote Rep modules can be found in this spreadsheet.

Here are some example falloff curves for a few ship classes. These always assume max skills and T2 repair modules:
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Non-LogiFrig Ship changes:

Basilisk:
Shield Rep Range bonus is now +60% optimal and falloff per level (with base module ranges increased to compensate)
Rep drone bonus now applies to all rep drones (armor, shield and hull)
PWG: 1050 (+225)
CPU: 460 (-50)
Capacitor Pool: 2100 (+725)
Capacitor Recharge Time: 467s (+165.75s)

Scimitar:
Shield Rep Range bonus is now +60% optimal and falloff per level (with base module ranges increased to compensate)
Rep drone bonus now applies to all rep drones (armor, shield and hull)
PWG: 735 (+185)
CPU: 445 (-50)
Capacitor Pool: 1750 (+500)
Capacitor Recharge Time: 390s (+111.25s)

Guardian:
Armor Rep Range bonus is now +60% optimal and falloff per level (with base module ranges increased to compensate)
Rep drone bonus now applies to all rep drones (armor, shield and hull)
Capacitor Pool: 2250 (+750)
Capacitor Recharge Time: 500s (+165s)

Oneiros:
Armor Rep Range bonus is now +60% optimal and falloff per level (with base module ranges increased to compensate)
Rep drone bonus now applies to all rep drones (armor, shield and hull)
Capacitor Pool: 1925 (+550)
Capacitor Recharge Time: 430s (+123.1s)

Etana:
Shield Rep Range bonus is now +62% optimal and falloff per level (with base module ranges increased to compensate)
Rep drone bonus now applies to all rep drones
PWG: 1150 (+250)
CPU: 520 (-40)
Capacitor Pool: 3000 (+996)
Capacitor Recharge Time: 420s (+141.25s)

Osprey:
Shield Rep Range role bonus is now +430% optimal and falloff (with base module ranges increased to compensate)
PWG: 470 (+45)
CPU: 380 (-30)
Capacitor Pool: 2100 (+725)
Capacitor Recharge Time: 420s (+145s)

Scythe:
Shield Rep Range role bonus is now +430% optimal and falloff (with base module ranges increased to compensate)
Rep drone bonus now applies to all rep drones (armor, shield and hull)
PWG: 345 (+35)
CPU: 285 (-30)
Capacitor Pool: 1750 (+500)
Capacitor Recharge Time: 350s (+110s)

Augoror:
Armor Rep Range role bonus is now +430% optimal and falloff (with base module ranges increased to compensate)
Capacitor Pool: 2250 (+750)
Capacitor Recharge Time: 450s (+150s)

Exequror:
Armor Rep Range role bonus is now +430% optimal and falloff (with base module ranges increased to compensate)
Capacitor Pool: 1925 (+550)
Capacitor Recharge Time: 385s (+121s)

Bantam:
Shield Rep Range role bonus is now +300% falloff (with base module ranges increased to compensate)
CPU: 200 (-15)
Capacitor Pool: 615 (+205)
Capacitor Recharge Time: 307.5s (+102.5s)

Burst:
Shield Rep Range role bonus is now +300% falloff (with base module ranges increased to compensate)
CPU: 190 (-15)
Capacitor Pool: 560 (+160)
Capacitor Recharge Time: 280s (+80s)

Inquisitor:
Armor Rep Range role bonus is now +50% optimal range and +600% falloff (with base module ranges increased to compensate)
Capacitor Pool: 675 (+225)
Capacitor Recharge Time: 337.5s (+112.5s)

Navitas:
Armor Rep Range role bonus is now +50% optimal range and +600% falloff (with base module ranges increased to compensate)
Capacitor Pool: 595 (+170)
Capacitor Recharge Time: 297.5s (+85s)

All Carriers/Supercarriers/Rorqual:
Remote Rep and cap transfer range bonuses are now +40% per level (with base module ranges increased to compensate)

Let us know what you think!

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Calette Zardina
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Re: Logistics Falloff

Postby Calette Zardina » Fri 27. Nov 2015, 15:34

Ich finde das hier seeehr interessant!

Insgesamt gehe ich davon aus dass mit dem Cap-Recharge nerf vs Max-Capacitor increase die Guardian / Basilisk besser werden. Zudem in einem BRAWL mit Close-Range Guardians kann man denn noch MEHR reppen als vorher / ausser man geht auf 20-50km range.. dann gibts ja dann denn Falloff! Ich denke dieses können wir ev. mal für uns zum Vorteil verwenden :-)

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Leona Leopard
Smutje der Prophecy
Posts: 20
Joined: Wed 18. Nov 2015, 19:06

Re: Logistics Falloff

Postby Leona Leopard » Sat 28. Nov 2015, 12:47

naja, denk vielleicht nochmal etwas weiter, das ist ein massiver nerf für alle logis, und wie es bisher ausschaut der todesstoss für capchains
der optimal geht in keller und der cycle wird deutlich länger, dazu kommen die neuen destroyer mit dem mjd dingens was jede 'haufenbildung' zukünftig zum selbstmord macht, durch die reduzierte reichweite aber gleichzeitig erzwungen wird. orbiten verbietet sich dann von selbst und capchains aufrechterhalten wird unmöglich, zumindest in grösseren fleets

Galtogrim
Matrose der Zealot
Posts: 10
Joined: Mon 4. Jan 2016, 19:22

Re: Logistics Falloff

Postby Galtogrim » Mon 4. Jan 2016, 19:38

Aye.
Cap chains sind in den großen Fleets an sich ab dem Moment eines Kampfes nutzlos, da diese nur mühsam wieder aufgebaut, jedoch umso schneller wieder an anderer Stelle unterbrochen werden.

Meiner Meinung nach darf man nur jeweils max 3 Schiffe in Mini-chains halten um bei unterbrochenen Teilstücken eben nicht die ganze Logigewalt trocken gelegt zu bekommen... kp ob das nicht bereits cemacht wird ;) Seit ich im WH bin lese ich nur wenig über eve.

Mit den "Neuerungen" sind sie (cap logi) meiner Meinung nach völlig überflüssig geworden. Nicht alles was auf dem Papier gut aussieht ist auch realistisch einsetzbar.


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