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Thread: EvE Building Superpower Updates

  1. #21

    Re: EvE Building Superpower Updates

    Oh man i read this wrong lol. The part where it says "remaining shield" i thought it meant whatever the shield was, as in the whole shield that remained. And then targeted made me think it would be aimable. I was thinking that people would be using this power now especially against those teams that have those 15k shields. But nope. Lol

  2. #22

    Re: EvE Building Superpower Updates

    Hey Duke, does the nuke need to be charged to a certain point, or could we launch it in the first 10 mins and get all the damage effects?

    Duke: You get the super power effect when it drops successfully, has nothing to do with charging time. The regular Nuke effect is related to the charging time.
    Last edited by UWE_Duke; 03-24-2017 at 11:39 PM.

  3. #23
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    Re: EvE Building Superpower Updates

    Quote Originally Posted by UWE_Duke View Post
    Seeing other empires using this or that doesn't make it optimal. I don't want to elaborate on how each building power should be used, it just takes some imagination and calculation to make the best use of it. 90% of the cases you lose the war is not because of you chose the wrong super.

    Great builds/strategies are always found/started by a few people/empires and become popular. Nothing wrong to be a follower, but I guess it's more fun to try new things. Trying new supers, even lose some wars, doesn't cost you a dime.
    What super power does the small empire use?
    We don't have bunkers or lab. We make turns using hospital and armory. Armory is next can't wait.
    We used HQ only one's. It takes us almost a week to charge our super powers.
    We have been charging for 4 days and only 58% complete at time of writing.
    IF Gaea and devs give level 1-150 more options to do daily achievements and charge super powers we can experiment more.
    Agent Sara has contributed the most +120 then mobile mobster +20
    All the other contributors are +6 and less.

    Duke: I think armory/nuke/hospital/sniper tower should be pretty good for small empires. I was a big fan of letting Sara charge super faster for you guys, but it was tuned down before the release. If you appeal this harder maybe it can be revisited.
    Last edited by UWE_Duke; 03-24-2017 at 11:42 PM.

  4. #24

    Re: EvE Building Superpower Updates

    Quote Originally Posted by DFish View Post
    Hey Duke, does the nuke need to be charged to a certain point, or could we launch it in the first 10 mins and get all the damage effects?
    Damage percent is what's being counted, that right? The later the launch (after priming), the greater the damage...of some theoretical maximum damage...???

    (So, "No, later is better.)

  5. #25

    Re: EvE Building Superpower Updates

    After playing with and against HQ Superpower for a week or so, I can tell you it is totally overpowered especially when warring against empires with lots of strong titans with lots of health and lts on defenders like Six, Nuts, Strafe and Surgeon. The damage cap / mitigation (when coupled with the aforementioned lieutenants cloned by Vice) essentially neutralizes big hitters like me and creates a huge game imbalance.

    I would recommend that devs update another superpower like Sniper tower that ignores the HQ Superpower and allows hits above the cap / ignores the damage mitigation to maintain parity. Otherwise there is no incentive for empires to build any classes other than healthy titans.

  6. #26

    Re: EvE Building Superpower Updates

    Mean while on UE Of our lives LS is allso currently running hq super with the 2 biggest titans in game
    I agree with the big bully Sniper, this super is horrible for teams that rely on a single player to win a war, brings out way to much team work ! Good job on this SuPer UE !!!!
    ❤️MARKUS

  7. #27

    Re: EvE Building Superpower Updates

    Quote Originally Posted by alpha6776 View Post
    After playing with and against HQ Superpower for a week or so, I can tell you it is totally overpowered especially when warring against empires with lots of strong titans with lots of health and lts on defenders like Six, Nuts, Strafe and Surgeon. The damage cap / mitigation (when coupled with the aforementioned lieutenants cloned by Vice) essentially neutralizes big hitters like me and creates a huge game imbalance.

    I would recommend that devs update another superpower like Sniper tower that ignores the HQ Superpower and allows hits above the cap / ignores the damage mitigation to maintain parity. Otherwise there is no incentive for empires to build any classes other than healthy titans.
    Buffing Sniper Tower will be considered as it's not used much by empires.

    I'm aware of what you meant by "big titans". That's more like they choose to stay together. I can imagine how they became problematic for you to handle when they are running HQ super.

    Something will be done to counter the big accounts staying together. We won't force any empire to disband, but it's not healthy for game balance if someone can win just by stacking big accounts in an empire. Inactive players will also be weakened in EvE. It just has to happen.

  8. #28
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    Re: EvE Building Superpower Updates

    Sara's help is been revoked ????

  9. #29

    Re: EvE Building Superpower Updates

    Quote Originally Posted by Allwyn View Post
    Sara's help is been revoked ????
    Don't think so. You noticed any difference?

  10. #30
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    Re: EvE Building Superpower Updates

    Quote Originally Posted by UWE_Duke View Post
    Don't think so. You noticed any difference?
    Need to wait and watch... 2 hrs remaining for the 24hrs mark where Sara helps... will get back

  11. #31
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    Re: EvE Building Superpower Updates

    Since we are on the subject. I have noticed the different colors on the contribution list any clue what are those?

  12. #32

    Re: EvE Building Superpower Updates

    Quote Originally Posted by UWE_Duke View Post
    Buffing Sniper Tower will be considered as it's not used much by empires.

    I'm aware of what you meant by "big titans". That's more like they choose to stay together. I can imagine how they became problematic for you to handle when they are running HQ super.

    Something will be done to counter the big accounts staying together. We won't force any empire to disband, but it's not healthy for game balance if someone can win just by stacking big accounts in an empire. Inactive players will also be weakened in EvE. It just has to happen.
    Are you actually considering telling ppl which empires to join ? Or penalising them for playing with those they choose ? That sounds highly unreasonable. The sniper tower buff and the inactive nerf makes sense but deliberately trying to penalise ppl for spending money in a pay to win game surely goes against the business model ?

  13. #33

    Re: EvE Building Superpower Updates

    Hurting an empire for having big accounts is a joke imo... am honestly sick of people crying because 3/4 empires have bigger accounts. Let accounts be where they want to be without hurting what they and empire members have spent years of building.... inactive accounts I can understand but let's be honest removing them accounts still aren't going to help the people on here crying about inactive meetsheilds

  14. #34

    Re: EvE Building Superpower Updates

    Quote Originally Posted by UWE_Duke View Post
    Buffing Sniper Tower will be considered as it's not used much by empires.

    I'm aware of what you meant by "big titans". That's more like they choose to stay together. I can imagine how they became problematic for you to handle when they are running HQ super.

    Something will be done to counter the big accounts staying together. We won't force any empire to disband, but it's not healthy for game balance if someone can win just by stacking big accounts in an empire. Inactive players will also be weakened in EvE. It just has to happen.
    Impressive, once again alpha tells UE to jump and they ask "how high"? Duke are you just thinking out loud or are the devs planning this? Define "inactive accounts"... red dot accounts? Not active during said EvE? Now UE wants to penalize big healthy Titans that spent countless $$$ on LTs and adding to not only defense but health as well. We have been told for years 90 member empires are coming but now you say one empire can't have big accounts. Let's face it, there are only 3 empires that have the toons to compete for #1, who are the devs to say where players can go? Sorry player, you spent way too much money in our game, you must go to chosen now!

  15. #35

    Re: EvE Building Superpower Updates

    How about you guys let Duke somewhat explain what he means before jumping to conclusions, eh?
    He just said, and I quote "We won't force any empire to disband". Instead of jumping all over him, be patient and use a bit of respect.

  16. #36

    Re: EvE Building Superpower Updates

    Quote Originally Posted by NutzOfDeez View Post
    How about you guys let Duke somewhat explain what he means before jumping to conclusions, eh?
    He just said, and I quote "We won't force any empire to disband". Instead of jumping all over him, be patient and use a bit of respect.

    I'd love to hear him explain. He said "something will be done to counter big accounts sticking together" ... Whatever happens with supers happens, every empire has equal opportunity to use whatever Super they like. Let The strategizing begin lol

  17. #37

    Re: EvE Building Superpower Updates

    Oh no don't nerf AF, already 5 of em crying here������

  18. #38

    Re: EvE Building Superpower Updates

    Duke,

    Thanks for the response and here are my thoughts to the extent you are interested.

    I am glad to hear that Gaea will consider buffing an existing superpower to counter the huge buff that was given to HQ Superpower. While Markus (who commented above and who is in fact a good UE friend of mine) thinks the HQ buff is tops, one must also consider that Markus is one of AF's top healers and who utilizes a cloned Six to defend...the change I propose does not make his job easier but clearly that creates eve parity.

    It is telling that LS, AF and DT all are using HQ Superpower at this point. It's totally OP and every one of those empires has a functional equivalent of one, two or three of me (including, without limitation - Freak, X, Trixie, Kieran, Freeman, etc. - if you're not on this list it doesn't mean to aren't an awesome sniper or ghost, I'm just rattling off the names that spring to mind).

    If you don't use HQ super as things are configured the aforementioned empires run over healer in minutes in a tidal wave of tag, plague and overkill powershots as the opponent is forced to slog through 20k health Titan after Titan with dampened hits because of HQ Superpower used by the opponent.

    My point is that if an empire decides to predominate the field with healthy titans and then use a superpower that magnifies that advantage, there should be an offset in a countervailing superpower. What I propose is like two empires using RL and it cancelling the power out for each of them. Parity will help prevent game imbalance and latent player apathy.

    As to an eve penalty for inactive meatshields...not sure I like it as we have a few, but I understand the rationale. There will always be an ebb and flow in player activity so I would need to understand the proposed change to comment with any substantive remark.

    With regard to who chooses to play where, I believe that the players have the right to play where they want and with whom. It is true however that the top 3-4 empires all have very high level toons and that tends to make it boring to eve over and over running the same route with the same effect.

    It might make sense to have a game mechanic that maximizes effectivity of all classes within the empire if there is a blend of classes, levels, etc. Once again, I'd like to understand the proposed changes to comment further.

    Finally, we at LS would love to see more empire upgrades as we have been maxed for months and getting dailies done to power our super is a pain as we cannot donate items or money to the empire. Let's unlock 90 players and faster token regen asap..additionally, I can't kill 10 players 50 levels higher than me...but that's an Alpha first world problem.

    I'm sure this post will create a veritable storm of criticism, but hey, I argue for a living so let's get it on 👊🏽

  19. #39

    Re: EvE Building Superpower Updates

    Quote Originally Posted by Check View Post
    Oh no don't nerf AF, already 5 of em crying here������
    Who's crying?

  20. #40

    Re: EvE Building Superpower Updates

    Quote Originally Posted by alpha6776 View Post
    Duke,

    Thanks for the response and here are my thoughts to the extent you are interested.

    I am glad to hear that Gaea will consider buffing an existing superpower to counter the huge buff that was given to HQ Superpower. While Markus (who commented above and who is in fact a good UE friend of mine) thinks the HQ buff is tops, one must also consider that Markus is one of AF's top healers and who utilizes a cloned Six to defend...the change I propose does not make his job easier but clearly that creates eve parity.

    It is telling that LS, AF and DT all are using HQ Superpower at this point. It's totally OP and every one of those empires has a functional equivalent of one, two or three of me (including, without limitation - Freak, X, Trixie, Kieran, Freeman, etc. - if you're not on this list it doesn't mean to aren't an awesome sniper or ghost, I'm just rattling off the names that spring to mind).

    If you don't use HQ super as things are configured the aforementioned empires run over healer in minutes in a tidal wave of tag, plague and overkill powershots as the opponent is forced to slog through 20k health Titan after Titan with dampened hits because of HQ Superpower used by the opponent.

    My point is that if an empire decides to predominate the field with healthy titans and then use a superpower that magnifies that advantage, there should be an offset in a countervailing superpower. What I propose is like two empires using RL and it cancelling the power out for each of them. Parity will help prevent game imbalance and latent player apathy.

    As to an eve penalty for inactive meatshields...not sure I like it as we have a few, but I understand the rationale. There will always be an ebb and flow in player activity so I would need to understand the proposed change to comment with any substantive remark.

    With regard to who chooses to play where, I believe that the players have the right to play where they want and with whom. It is true however that the top 3-4 empires all have very high level toons and that tends to make it boring to eve over and over running the same route with the same effect.

    It might make sense to have a game mechanic that maximizes effectivity of all classes within the empire if there is a blend of classes, levels, etc. Once again, I'd like to understand the proposed changes to comment further.

    Finally, we at LS would love to see more empire upgrades as we have been maxed for months and getting dailies done to power our super is a pain as we cannot donate items or money to the empire. Let's unlock 90 players and faster token regen asap..additionally, I can't kill 10 players 50 levels higher than me...but that's an Alpha first world problem.

    I'm sure this post will create a veritable storm of criticism, but hey, I argue for a living so let's get it on 👊🏽
    Alpha first world problem 😂🙌

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