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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Asavar Kul
Amarr Black Dog Serenade
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Posted - 2009.04.20 19:49:00 -
[571]
Supporting the ideas of some people here 1. Mining being one of the least efficient ways of getting minerals. - by Fohrum Ahlt 2. Mining: It's boring as hell and as a result there are macrominers everywhere. Add some user input into this, there are dozens of ideas floating around. - by Thenoran 3. Balance low-end minerals vs high-end minerals: low end mineral prices are rising and high-end miner prices are falling. Veldspar is more valuable then every ore up to Hedgebite when counting isk/m3. Tritanium is more valuable then pyrite. Drone regions created a huge source of high-end minerals ruining the mineral market. - by JanSVK
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Annika Paige
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Posted - 2009.04.20 19:51:00 -
[572]
Edited by: Annika Paige on 20/04/2009 19:55:30 T2 Ammo - Faction ammo is way out of balance versus T2 variants.
Faction Ships - Ashimmu, Cruor, etc These ships just are near worthless to try to fly due to their cost versus use versus other comparable nonfaction ships.
T1 Item Manufacture - It really sucks that the manufacturing available to new players is quickly dashed by the fact it nearly worthless to make. Maybe make some sort of mini-inventing to turn basic T1 to better meta named t1 items?
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Commander Vic
Minmatar The Red Hessians
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Posted - 2009.04.20 21:20:00 -
[573]
Ok, only three...
1) Rockets, they're pretty sad as is and could use a boost in damage.
2) Projectile turrets, these are pretty sad as well. Artillery in general (not just large and x-large) performs poorly compared to both rails & beams (and pulses which is amusing since those are 'short' range weapons) due to comparably short range and spending half the time reloading instead of shooting. The advantage of not using cap is dimished by the poor capacitors on minmatar ships resulting in them essentially requiring capless guns so their guns need something else. Fighting in falloff means what little damage they normally do is reduced even further, not so bad with small autocannons since the disparity with other small short ranged guns isn't as large but it's still there.
3) T2 ammo, the bonus they provide is not enough to offset the penalty they come with except in a few cases with the long range ammo.
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tom ternquist
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Posted - 2009.04.20 21:21:00 -
[574]
1. Make high sec less profitable and 0.0 more so (introduce an actually profitable source of mining low-ends in 0.0-"super veld") 2. Rebalance weapons- increase optimal and damage and/or decrease pg on large artillery, buff blasters, rockets, etc 3. Increase EW specialization bonuses- ECM ships(blackbird, falcon, etc) get a 15% bonus to strength, why don't the celestis, arbitrator and bellicose have a similarly large bonus? And why are there not modules like Signal Distortion Amps and rigs (PDP and PDA) for the other EW races?
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Chi Quan
Perkone
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Posted - 2009.04.20 21:56:00 -
[575]
1) medium and large blasters (and also XL probably, but i don't fly Moroses, so can't tell 4 sure) in todays pvp environment.
2) the Proteus model, it's the worst t3, make it at least vertical or somemsuch
3) damps and the ships dedicated for them, damps seem pointless on them. ---- Ceterum censeo blasters need some tracking love |
Leanne Esiel
Renegade Serenity
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Posted - 2009.04.20 22:05:00 -
[576]
Minmatar ships - BS and Larger needs an overhaul.
Bumping - Tiny frigates shouldn't be able to bump something 100x their size sending it sailing off at speeds that ship can't even dream about. (doubt it will happen see as everyone else is worried about level 4 missions. Why do they do this I have to assume they have some sort of mission envy. Level 4 missions may be worth alot but if that is your main source of income you are not keeping up with the people who really make money in this game.)
Finally I'll join the t2 ammo fight, I may use t2 guns but I almost never use the ammo, faction is just better.
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GyokZoli
Caldari
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Posted - 2009.04.20 22:55:00 -
[577]
1. Nerf whiners about hisec level4 missions being too profitable 2. Rockets need some love
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VFR ViLLaN
Dark Ashes Circle-Of-Two
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Posted - 2009.04.20 22:57:00 -
[578]
Personally I like the fact that there is an unbalance between certain ships, it makes life interesting and as long as there is a situation where a mix of ships provides balance then all good.
Too much swinging of the nerf bat means that everything becomes the same, which would suck.
The only thing that has ever really ****ed me off about balance is skills required for T2 items. Why is it that a missileman can have T2 torps without needing T2 heavy specialisation first but the turret based large specialisations require both the small and medium specialisation.
Still loving this game even after more than four years, keep it coming CCP.
ViLLaN
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Leon Caedo
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Posted - 2009.04.20 23:06:00 -
[579]
1) 0.0 space: make it easier for small corps to get in
2) Low sec: buff how much money you can make to compete with lv 4 missions in highsec
3) Blasters need love
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Dee Carson
Caldari Seppuku Warriors
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Posted - 2009.04.20 23:07:00 -
[580]
1. There is no counter for CovOps. Fix by adding a new destroyer specifically designed to hunt cloaked ships. Serves as both a balance fix and a hull buff.
2. Blaster tracking is broken as detailed several times above.
3. RR (particularly with OOC reppers and combined with station humping) can't be countered by standoff jamming platforms post-ECM nerf. Fix by adding sensor strength penalty for fitting RR's and by giving the OOC reppers the same docking timers as combatant aggro.
DC
http://deecarson.blogspot.com/ |
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ViTkoo
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Posted - 2009.04.21 01:04:00 -
[581]
1. Blasters need boost, I think you should add some ammo which would increase the range because blasters just suck so badly.
2. The Armor tank sucks as well because when compared to shield tank , you can have a fast ship with a relatively pretty good tank, but when having armor tank which makes ship slower with blasters which can be used effectively at 3km makes a terrible combination and it's actualy useless.
3. I think you could also fix the tracking speed of sentry drones so they can be used for moving targets as well.
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Valorous Bob
TARSHISH FOUNDATION
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Posted - 2009.04.21 04:35:00 -
[582]
1) Blasterboats need web bonus 2) Faction ships need unique models (ex: Vindicator) 3) Fix Rockets!!!! _______________________________________________
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Bonny Lee
Caldari The Guardian Agency Guardian Federation
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Posted - 2009.04.21 07:10:00 -
[583]
1. Projectile Weapon Systems, Blaster + Tempest
Help the first, look @ the second, give PG to the third.
2. T2-Ammo
Look especially at the High-DPS ones.
3. LvL4 vs. Nullsec & Lowsec
- Get rid of the current truesec-system - Allow Agents @ Playeroutposts - Nerf High-Ore in the Loot-Tables of Mission-Loot - Relook Risk-vs-Reward of LvL4 in HS (not in Lowsec)
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Matting
NQX Innovations
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Posted - 2009.04.21 07:28:00 -
[584]
Edited by: Matting on 21/04/2009 07:37:04 Top three is hard and I didn't see much of what I'm suggesting in what I quickly looked over in this thread.
1. Webs
Changing webs to be a tad more effective (~70%) will still allow small ships to evade most damage and not all right now (tracking formula maybe needs to be a bit better for this?).
Helps fix the issue of the minmatar recons loosing a big part of their job and allows them to at least get decent speed reduction with the standard 2 webs.
Blasters won't be as bad again and will gain a bit of that tracking it lost from the web nerf. Again the tracking formula should account for spinning the wrong direction and getting at least some hits compared to currently never catching the target.
2. Capital jump range / JB range
I feel the range especially with calibration is just too big for non industrial capital ships. Currently its very easy for a cap fleet to move across a few regions or to protect an assets a few regions away because it may only be 2 cyno jumps from their home system. Change the bonus to calibration to be smaller and lower the base jumping distance. Maybe also lower calibration skill pre-reqs down to operation 4 not 5. Note: I've got a character with calibration 5.
Leave JF where they are in terms of distance so logistics can still be not too painful. Allowing JF to change from cargo to maintenance bay could also be nice (like T3 sub systems).
This could also help with the sov issues and encourage alliances/corps to hold smaller areas. It might also stop certain corps/alliances opportunisticly hot dropping a few regions over for juicy cap kills. I've only read about this but it spoils the fun for me.
3. Pod risk vs reward
Have no idea how to fix this one. With the latest nerf to skill training after being podded only made this situation worse.
Loss is something you have to accept in eve if you want to PVP but the training aspect of eve is very addictive and getting new toys/skills faster is always good. Currently high sec residents don't have to worry about being podded (except wars / suicide) really at all, get one set of good implants with the same reward as someone in lowsec/0.0 and never have to replace them let alone the cost of replacing your clone. Now the clone isn't a huge amount until you get older but its still a cost for PVPers that the PVEers never have to deal with while in their risk free area. It just has erked me lately that high sec players get better rewards (+5s) for less risk (this does nerf my own alts of course).
Very silly idea: using anything over +2's in high sec is illegal (RPers can think of something) and make your pod a free for all, Maybe a chance (hate chance stuff) being caught and shot by NPC's (ship and pod). Then you just get people parking characters in station with +5s but it does limit their play style.
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Virusonositel
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Posted - 2009.04.21 08:06:00 -
[585]
1. Naglfar 2. Tempest 3. BlackOps
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2009.04.21 08:25:00 -
[586]
(1) T2 BPO's - remove them or make it possible to get them without having to buy from another player.
(2) Mineral supply - Veldspar vs other ores and mining vs other mineral inlets (drones, loot). It feels a bit off balance. Would be good to take a closer look at numbers in there.
(3) New Scorpion sucks. Taking into account needed training time to reach fleet ranges and lowered effectivity at that range after that training time it is no longer reasonable to fly Scorpion in fleets, even if fully specialized. One can get more bang out of training time by training turret fleet ship.
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CaperPuts
Minmatar Life. Universe. Everything.
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Posted - 2009.04.21 08:32:00 -
[587]
1. Artillery. I really don't see any advantage whatsoever with using artillery. Terrible DPS, terrible tracking, decent range. Why bother? Doesn't use cap I guess... but Minmatar ships have worse cap recharge anyways so it's irrelevant.
Back in the day before the HP buff for all ships... they had a better role. When you shot a volley, the enemy really REALLY felt it. The DPS wasn't ideal, but you get a couple tempests together and you all shoot at once and it was absolutely devastating. After the HP buff, it received a 5% damage boost to help with the alpha, but it didn't really impact it at all. I have pretty much maxed gunnery, and I sieged a POS in a tempest with artillery and sentries. Using EMP... I managed to do the lowest damage out of all the BS's in the fleet at 7%. The next highest was a Raven with Battleship 3 which got 8% and all of the other ships got 9-14%.
If it could get about 5-10% more DPS overall, with a slower RoF and a higher damage mod, that would make me very happy. Or hell, reduce the power grid needs for 1200's and 1400's slightly and make 1400's easier to fit and throw in 1600mm artillery >:)
I'm training Large Energy Turrets 5 now, and Amarr BS 5 soon because I want some viable long range ship/weapon.
2. Naglfar. It's freaking vertical. I had a Naglfar, and ended up selling it. It's sexy as hell, but beyond that, inferior to the other dreads by a large margin.
3. Close range Tech 2 Ammo.
Who the hell uses Quake or any of the close range ammo? No one smart. They suck, period. They need a damage boost or SOMETHING to stand out from the close range faction counterparts. Because as it stands, they're terrible with the negative side effects at the moment.
Want to get creative? Maybe neutralizing a small amount of the enemy's capacitor with each shot. Hell, I don't care, they need some loving.
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Tyby
Viper Squad Triumvirate.
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Posted - 2009.04.21 08:33:00 -
[588]
Edited by: Tyby on 21/04/2009 08:37:15 1. Minmatatar: right now the definition of minmatar when it comme to bs and above it's this: the lowest DPS + the lowest EHP = the highest SP req; there is 0 reasons for a new pilot to train for those ships, and 99% of the old matar pilots are using mostly others races bs/caps. right now matar race is on his way to estinction and when it's comme to projectiles....arty optimal+fallof< raill optimal...,but yea," minmatars are fighting in fallof" 2. Blasters 3. faction ships(pirate faction), and by boosting them you can at least partially resolve and the "l4 empire agents problem"
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Karma
Vortex Incorporated
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Posted - 2009.04.21 08:39:00 -
[589]
1: War decs. pay to grief, while the victim can do nothing to stop it. practically doesn't even cost anything.
2: lasers. can we please get a better solution than "10% bonus to cap use of <class> energy turrets"? on almost every single amarr ship, that takes up a bonus that should be used for something else. (and fitting a laser on any non-amarr ship will not get you more damage anymore, like in the olden days).
3: sorry. can't think of anything to put here.
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ollobrains
Caldari State Inc. People for Organised Peace
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Posted - 2009.04.21 08:52:00 -
[590]
High sec anamolies and sigs
They are finished and unlike low sec amols wormholes and 00 and wspace which take 10-15 minutes to vanish off sig results and scanner take until the next dt, line em all up or it makes a mockery of youre dynamic spawning system'
Sleeper loot
And the remaining bugs in the scnaning system
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DeadDuck
Amarr Amarr Border Defense Consortium Curatores Veritatis Alliance
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Posted - 2009.04.21 08:57:00 -
[591]
Missiles/Rockets need a revisit (2 full Volleys of Fury HM to kill a pod doing 0 m/s ? )
Titans need a new role/Weapon. The "packs of titans" being used will increase and will menace fleet warfare in 0.0 space.
________________ God is my Wingman |
Cazzah
Eve University Ivy League
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Posted - 2009.04.21 09:02:00 -
[592]
Originally by: Tippia
- T2 Ammo vs Faction ammo
T2 is harder to create, more expensive to create, and worse in pretty much every imaginable way due to how it affects the ship at large (reduced tracking on already slow-tracking weapons, slows the ship down, kills capacitor, makes the ship easier to hit). Some of ù but far from all ù the long-range stuff works because at those ranges, the downsides don't make any differenceà but that only tips the balance the other way and further shows how poorly though-out these downsides are.
- 0.0 warfare, in particular POS-Based Sovereignty.
Too easy to create and maintain vs. soul-crushing boredom to attack. Not so much a classic stats-balance issue, but one of motivational balance: there is little disincentive against spam POSes all ove the place, whereas on the other side, POS spam create huge disincentives against attacking due to tedium rather than actual difficulty.
- Empire warfare through wardeccing.
Entirely based around station camping on the very very very few occasions when either side doesn't simply evade the wardec by jumping corps. Economic and counter-logistical warfare is a fools errand. Again, not stats-based balancing but rather gaming mechanics that makes the (supposed) fighting non-existant because the balance between what means are available to the attacker are not in synch with what's available to the defender.
This. ______ Cazzah, Recruiting Manager Eve University |
ollobrains
Caldari State Inc. People for Organised Peace
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Posted - 2009.04.21 09:06:00 -
[593]
low sec guardianship of systems for the empires outside of FW
00 factional warfare
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Naomi Wildfire
Amarr Stardust Heavy Industries Majesta Empire
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Posted - 2009.04.21 09:28:00 -
[594]
1. Minmatar BS sized ships need some overhaul, they lose to every other bs when it comes to damage. 2. T2 close range ammo 3. ECCM. My suggestion: Remove the ECCM Modules and introduce ECCM Scripts for Sensor Boosters. Jammers could get Racial Scripts maybe.
Wildfire - New Horizons |
Cpt Hook
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Posted - 2009.04.21 09:36:00 -
[595]
1. Minmatar bs/dread/artys 2. Pirate faction ships need some attention, last time they where looked back in...2005? 2004? 3. scrambler, web&blasters; right now, a gallente recon with a scrambler can "web" a target much better then a dual web/rapier . the scrambler right now is like the nos prenerfed, it has 2 functions with no drawback;
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fogbird
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Posted - 2009.04.21 09:53:00 -
[596]
1. Assault ships - all: 4th bonus. - Retribution: -1low, +1 mid. - Hawk: whatever it is, it will help.
2. 0.0, Low Sec and Solo PVP - Make it more attractive for small corps! - In low sec Local should show intel about gangs made of npc corp chars.
3. Boost missions, nerf mission whiners - Make them more diverse. - Less drops in general, no meta 1 drops at all. - Make NPCs pod. - Let NPCs cycle targets like drones, alts, salvagers and carebear hunters. Those whining about mission risk reward ratio are often those that live off the easy and riskfree carebear kills. - The perfectly save, sovereign protected money printing machine that is t2 production and moon mining should be less monopolised.
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Zackalwe
Gallente Thundercats RAZOR Alliance
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Posted - 2009.04.21 10:14:00 -
[597]
1. Balance e-war. Which will thus balance recons. Caldari ECM is still much better than tracking disruptors, sensor dampners, painters.
2. Fix blaster-boats. They no longer have a place in the modern fleet. Neutron megas, Deimos. Due to the speednerf and their ridiculously short range they are next to useless. The other end of the scale are pulse laser platforms, zealots, pulse apocs. These ships are actually useful in a fleet.
3. Low-sec is under-utilised because of the risk vs reward. It is as dangerous (sometimes more than in fact) as 0.0 yet it does not have the same rewards. Highsec should stay the same imho, but boost lowsec rewards from 0.1 to 0.3 to be in line with 0.0 maybe a shade less.
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Raask
Amarr Imperial Academy
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Posted - 2009.04.21 10:38:00 -
[598]
Same theme here:
1) Minmatar ships need a serious revision. Large gunnery, subpar capitals, split weapon systems, speed nerfs, SP requirements all have made this very important to rethink as a whole.
2) Refining and reprocessing should be reduced at NPC stations. Boost POS refining capability above that of NPC stations, thereby providing incentives for low sec industrial expansion.
3) Low sec could probably stand its own expansion boost. Maybe epic mission arcs, better exploration sites, better ratting capability, etc. The current security hits for low sec aggression seem overly punitive. Do something to make it come alive again (FW was a good start, now flesh it out).
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Veveritz
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Posted - 2009.04.21 10:41:00 -
[599]
Fix the medium artillery for minmatar. 720mm absolutely suck. 10 clip size ? 250mw powergrid ? Like wtf X_x. Also where's my third option for arties?
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ollobrains
Caldari State Inc. People for Organised Peace
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Posted - 2009.04.21 10:51:00 -
[600]
720mm artys need looking at, scrips for ECCM to
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