[00:33] <capqu> meta siege would just make t1 siege irrelevant if it had higher dmg multiplier
[00:33] <capqu> assuming it costs between t2 and t1
[00:49] <titus.tallang> meta modules make t1 modules irrelevant vOv
[02:20] <steveronuken> depends on drop rates
[02:21] <steveronuken> (unless they're from an lp store)
[09:10] <lamhoofd_hashur> is also depends on the trade offs
[11:02] <noobman> ccp ccp_larrikin I was thinking about the siege modules again
[11:02] <ccp_larrikin> hrm
[11:02] <noobman> what about better scan res on meta and faction?
[11:02] <ccp_larrikin> what about just removing the scan res penalty form siege?
[11:03] <noobman> could be interesting
[11:03] <ccp_larrikin> (cause I have)
[11:04] <noobman> ya ya'll said something about that at vegas
[11:06] <noobman> is your team handling cap escalation rebalance?
[11:07] <noobman> or what dev do i need to bug to whisper into his ear
[11:18] <xttz> ccp_larrikin [11:03 AM] (cause I have)
[11:18] <xttz> What was the thinking behind this? HAWs?
[11:20] <ccp_larrikin> The scan res penalty (and max targets locked) is used to balance dreadnaughts capability v's subcapitals. We have more balancing options there now (given HAWs). Locking isn't a great balancing tool, as it just feels horrible to the player.
[11:24] <steveronuken> You must wait before having fun!
[11:35] <xttz> is the same restriction being lifted on titans too?
[11:35] <xttz> 3 target max
[11:41] <5pitf1re> ccp_larrikin: so, are you saying current jump fatigue mechanics are horrible for the player too? :simple_smile:
[11:41] <5pitf1re> cause to me, a player, it feels horrible :smile:
[11:43] <ccp_larrikin> @xttz: Probably yes
[11:45] <ccp_larrikin> @5pitf1re: I've been pretty clear that while many of the outcomes of jump fatigue are good, on the whole it feels bad. Unlike lock speed/max targets however, we don't have another way of balancing that.
[11:49] <titus.tallang> jump fatigue would feel less frustrating if jump range was higher
[11:49] <titus.tallang> vov
[12:02] <darren_fox> Scan res penalty and restriction on lock targets makes sense to remove with the addition of HAWs. Otherwise a dread w/HAWs would be very bad, especially if sensor damped
[12:24] <tinkerhell> my corp has learnt to just go inactive after a hotdrop, its like an unspoken thing now, the cyno goes down and suddenly the coms are completely silent, its like a ghost town
[12:24] <tinkerhell> i take it the new fighter bombers dont have the horrible scan res that bombers have currently either then?
[12:30] <xttz> Indeed; jump fatigue succeeded in the goal of stopping power projection at the expense of discouraging people from playing
[12:33] <ccp_larrikin> @tinkerhell: correct
[12:33] <tinkerhell> Awesome :simple_smile:
[12:35] <tinkerhell> Also, my 2 cents. i can agree with t2 and faction siege mods. I dont really see the point in a meta siege mod that only reduces stront amounts for any pvp activity. Can we have a t2 bastion that doesnt let command destroyers MJD you though? :stuck_out_tongue:
[12:36] <tinkerhell> the meta siege would just remove the purpose of the t1 siege mod? The mod you use while you dont have lvl5 skills. :confused:
[12:44] <ccp_larrikin> @tinkerhell: re: T1 / Meta, that same argument can be used for all T1 / Meta modules in the game
[12:44] <ccp_larrikin> we'd keep the T1
[12:45] <tinkerhell> Yes, so i dont know why you would want to do it again as the T1 mod is currently used :stuck_out_tongue:
[13:31] <tinkerhell> I have a question, i dont know if its already been asked before. In regards to sieges on citadels will supers apply DPS to them or will it be like pos's now where its a Dreads job?
[13:31] <5pitf1re> how about a meta siege/triage that cycles faster?
[13:33] <5pitf1re> at the expense of more stront
[13:36] <xttz> I like the concept; a ninja siege variant
[13:36] <xttz> Fleets would all need to fit the same mod in practice though
[13:39] <5pitf1re> that's what worries me a little
[13:39] <titus.tallang> so keep t2 siege at 5 minutes and have the meta one at 4?
[13:39] <titus.tallang> or whatever?
[13:39] <titus.tallang> i disagree with "more stront" as a balancing factor though, stront is cheap and (relatively) small, it's hardly a limiting factor
[13:46] <lamhoofd_hashur> for dreads it can become quite a limiting factor
[15:46] <scott_ormands> not after fleet hangars on dreads