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Thread Statistics | Show CCP posts - 4 post(s) |
Obsidian Hawk
RONA Legion
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Posted - 2010.03.03 19:07:00 -
[1171]
1) Vargur needs more power grid to make a 1400 artillary boat, right now you sacrifice rigs and lows just to get enough power grid to even fit 1200's
2) RAILS they needz ze damage increase.
3) T3 need drone bays (im looking at the legion)
4) assualt frigs need that 4th bonus!
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Regellus
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Posted - 2010.03.04 16:50:00 -
[1172]
1) Salvaging ships - it would be nice to have a ship other than a marauder that has a tractor beam range greater than 20km.
2) Cosmic Anomalies in null sec space need to be revamped to provide a greater hourly isk income. In a system with military lvl 5, I'm lucky when 4/20 cosmic anomalies provide greater than 20mil isk. The other 16 aren't even worth warping to.
3) Escalations must have a MUCH shorter jump range.
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Michael McNeil
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Posted - 2010.03.04 18:50:00 -
[1173]
1) AFK Cloak pilots, i think some type of timer on the cloak maybe 30 minutes to an hour, if you warp while cloaked your timer resets, if you decloak and click on the cloak button again, your timer is reset. This should solve the problem with AFK cloak pilots, I understand this doesn't solve the issue in regards to Macro players, but it will help the issue where the player logs in and cloaks then goes AFK.
2) price of ships above battleship is too low, it needs to multiplied by a factor of 100%. Everyone and their mother can get these ships now, and that reduces the idea of having a cap ship as a special weapon.
3) Sovereignty of a system should give you intel of the system you are in, should someone not set to blue enter the system that you have sovereignty over, your stargate should notify you of this as you are the owner of the system and there for should have some method of monitoring traffic.
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Vizirion
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Posted - 2010.03.06 07:21:00 -
[1174]
Hybrid's really need some love. Just no any good reason's to fly with them this day's, except situation when you trained only for it. I mean all hybrid's, blaster's and rail's, in all classes and ship's with bonuses to them.
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Chabalym
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Posted - 2010.03.08 06:30:00 -
[1175]
1. Passive shield recharge amount I don't see why that should get so many hp back because of the amount of hp that have its not like I can chuck a heap of nano bots over my ship to passively repair my armour .all so what's up with the med and low slots mods for shield tanking ?
2. ecm is overpowered compared to the other e-warfare, and all so why do that get a bs that dose e warfare but the others do not?
3, ammar and gal, why out of the 2 races are the only ones that really use cap for weapons and can only do 2 damage types, witch I don't mined but the cap hurts us more when we get nutted as we cant shoot back even if missile fitted ships get jammed that can still shot at stuff with fof and that can all so kill drones witch hurts gal dps and as for that i cant see why that many other races can use drones in there ships when its meant to be a gal thing
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Lani Sun
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Posted - 2010.03.09 13:15:00 -
[1176]
1) Fix blasters by increasing range or better tracking.
2) Active shield tank is overpowered compared to active armor tank. A shield tank always reps more dps than armor. And shields can use Xtra large reppers and shield boost amplifiers which have no equivalent in armor tanks.
3) Legion should have better subs and better use of drones with lasers.
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FerdinandNL FCR
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Posted - 2010.03.10 15:26:00 -
[1177]
Edited by: FerdinandNL FCR on 10/03/2010 15:30:03 Hi
My list for changes.
(1) Each station should be like those from amarr that you get ejected out a station not that someone can dock up after a small while.
(2) Neutral rep those should get a timer that they cant dock or jump for 30seconds after they last repair or aid.
(3) Mabye like something that you can get a tab in local chat and say you only want to see war targets its a pain in the ass to scroll through a huge system.
Thnx
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Syzygium
Amarr Friends Of Harassment
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Posted - 2010.03.18 03:24:00 -
[1178]
#1 : Rockets. Seriously guys, they are completely useless atm. It should be a close-range small-ship weapons system. So it *obviously* needs to have higher explo-velocity than every other missile, and a LOT. Consider that most frigsize ships move with ~1000m/s (AB) and 2-3k (MWD). The current explo velocity of 85 is a joke, even if you can dualweb or scramble your opponent.
#2 : ECM. Way too strong compared to the other EWAR-Techniques. Shorten the Jam Duration to 10 Seconds instead of 20 and just *gray out* the Target Picture so you can't activate Modules on it, but don't remove the lock.
#3 : Dramiel. No Frig should be faster than Interceptors. Give her a bit more tank and cap but reduce speed. Even the slowest Interceptor should be a bit faster than any T1 Frigate, no matter if Faction or not, its an Interceptor damnit.
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Sassy B
Kenssy Fried Chicken Kru
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Posted - 2010.03.21 16:25:00 -
[1179]
heh my list is exactly the same as the previous posters
1. Rockets. They need increased explosion velocity and/or raw damage output so they can approach turrets in effectiveness.
2. ECM. Too powerful. Too lame. Total rework needed.
3. Dramiel. I think the speed is cool, and fits its super-minmatar theme. However, in combination with its current EHP+DPS it's plainly unbalanced compared to the other faction frigates. Should a Dramiel really out-damage a Succubus??? If you remove the dronebay it remains a rifter/firetail on steroids, and retains its current survivability, but becomes far more balanced in comparison to other t1/t2/faction frigates.
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Gypsio III
Dirty Filthy Perverts
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Posted - 2010.03.23 11:32:00 -
[1180]
1. Roflkets.
2. Field Command ships. They offer far too little over a tier 2 BC and are far too dificult to fit when using a gang mod. Rework the class - more fittings and slots, and bonuses to fitting a single gang mod would be worth looking at.
3. Gang mods themselves. Minmatar links are great, Amarr are good, Gallente and Caldari are crap. Sort the balance out.
4. Shield transporter CPU requirements. BS remote-rep is armour-RR, because large remote armour reps are easy to fit and large shield trasnporters are impossible to fit. The modules are similar in effect (HP/cap and HP/sec) and it's absolutely crazy that the shield transporter takes up about 20% of the CPU of a BS, when armour RR is so easy to fit. The domination of RR BS by armour kills diversity, hinders the use of shield-tanking BS and is fundamentally bad for the game. Either fix armour RR by bringing armour RR PG requirements in line with shield transporter CPU requirements, or fix shield transporter CPU requirements by bringin them in line with armour PG requirements, as % of typical BS' PG and CPU.
5. Faction ships. Come on. Who thought the Dramiel was balanced with the Worm?
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Bravyan
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Posted - 2010.03.24 03:28:00 -
[1181]
1. Gallente ships 2. Gallente hybrid turrents 3. Gallente armour tanking
Need I say more
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Lady Shaniqua
Minmatar Kenssy Fried Chicken Kru
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Posted - 2010.03.24 21:48:00 -
[1182]
1.) ECM 2.) Rockets 3.) ECM
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Aleks Vens
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Posted - 2010.03.26 15:40:00 -
[1183]
Hello. I would like to know... this new ship.. strategic cruiser. Why the f**K it's so easy to learn on it?? EASIER then on golem - the king of the ships fo agentrunners! On golem I have to learn 3 MONTHS! And what about tengu? only 20 f**king days and thats all! My friend will now be more powerful than me!!!! Do you aware what does it mean? NO BALANCE! Tell me, how it can be?? And the cost... 1 billion for a good golem. and 600 millions for a good tengu? with fit. And again about torpedoes... Why did you decrease the max range of them? For what?? You made golem pease of expensive ****. Why did you do this? Don't you carry about players? I must learn on tengu at least 5 MONTHS!!!! but not these 20 f*cking days. And 1 day to learn this 1x skills... to make your tengu super tank. This is balance?? This is ****, but not balance. Tengu is cheaper, easier, more manoeuvrable, more damage (yes, i saw one well-fitted tengu, it was awesome) More resists. 80%!!! Can you aware it? Can you aware what it allows to do?? And as you decreased range of torpedoes, move away this useless bonuses on target painters on golem. You think this is still in use with cruise missiles?? I think not. Then why you dont carry about this f*cking balance? Add new bonuses! on golem. Make it usefull again please! ok, I hope on your chariness. And thank you for reading till the very end.
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Shoosh
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Posted - 2010.03.28 19:55:00 -
[1184]
Gallente - they need some PVP balance.
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Fettered Soul
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Posted - 2010.03.29 02:00:00 -
[1185]
Originally by: Aleks Vens Hello...
Golem is much better for mission running. It is dedicated mission running ship. Play more to understand this :)
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WAuter
Gallente
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Posted - 2010.04.05 11:05:00 -
[1186]
1. Blasterships, damage and tracking. 2. Droneboats: remove gun bonuses and give an extra bonus towards drones, reduce cpu fitting requirements for T1 drone upgrades and bring T2 drone upgrades into the game (give t2 DU the same fitting requirements as the T1 DU now have) 3. Assault ships 4th bonus/overhaul.
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Aphex8
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Posted - 2010.04.07 07:55:00 -
[1187]
1. Rockets need to be fixed they are lame and weak, Also defender missiles need to have a 50/50 chance of not hitting its target. Its really lame when a 100isk defender missiles will always hit my 1000isk torpedo.
2. High Sec, you need to add an invulnerable timer when coming out of gates and stations. Getting killed in high sec on a gate is really childish and shouldn't happen I mean its HIGH SEC! There should be a lock on all weapons in 1.0 and 9.0 meaning no firing at all unless you have stolen from another character and in 8.0 to 5.0 their should be longer invulnerable times coming out of stations and gates making sure you can fly safely in high sec systems. Or at least give no fire zones like at gates and stations but you can fly to a belt and fight or planet.
3. Detailing, I think ships start to get boring after a while we should be able to change little things on ships looks like color, lights, the way its shaped when different modules are fitted. Little things but still making your ship look a little different from everyone else.
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Dmoney3788
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Posted - 2010.04.10 03:56:00 -
[1188]
1. industry/military indexes of the ihub: the industry index rises too slow compared to the military index given the same amount of man hours contributing to each index. It seems impossible to get industry lvl 5 upgrades given a small/medium sized corp.
2. 0.0 is not as profitable as level 4 hisec missions, and has much more risk involved. Either nerf hisec lvl 4 missions or boost the income from 0.0 sites.
3. Passive shield tanking: Something seems wrong with it, the fact that you can make an effective passive shield tank out of almost any BC. Perhaps the shield recharge rate and the effects of adding shield extenders should be looked into.
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Gavinat0r
Antares Shipyards Aeternus.
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Posted - 2010.04.13 12:27:00 -
[1189]
Originally by: Lani Sun 1) Fix blasters by increasing range or better tracking.
2) Active shield tank is overpowered compared to active armor tank. A shield tank always reps more dps than armor. And shields can use Xtra large reppers and shield boost amplifiers which have no equivalent in armor tanks.
3) Legion should have better subs and better use of drones with lasers.
ARE YOU JOKING.........
Active armor tank is so much better then shield, Its called nano pumps... 2 LARS on a mega or domi with 2 nano pumps and a accel pump and you have free mids for injector = wtf pwn thats about 1000 dps tank you cant get any where near that with a decent dps shield tanker, besides maelstrom which pawns. X-large shield booster have you seen grid it needs
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menacemyth
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Posted - 2010.04.15 16:23:00 -
[1190]
topic is balancing so here i goes!
Spend a little time revamping the amount and quality of profession and complex sites. Currently they are great in and around gurista and angel space, suck everywhere else and are completely non-existent in drone space.
I understand each region should be unique but there's no excuse for the lack of content or creativity in some areas. Obviously some content programmers went to lunch early in this area!
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Pinky Denmark
The Cursed Navy Important Internet Spaceship League
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Posted - 2010.04.16 17:45:00 -
[1191]
- Less pirate ships, but stronger and worth more (giving some need for speed and reducing difference between PvE and PvP
- Logistics - aggro rules make them difficult to counter in empire
- Dock/Undock ranges on stations are too large
- Buffer tanks in general are much much better for pvp than active tanks making gank and buffer + RR the only effective way to pvp
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I'm a nice guy!! But plz hook me up with some pew pew... |
Entilzah Valen
H A V O C
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Posted - 2010.04.24 17:47:00 -
[1192]
Buffer tanking is my only peeve. I'll break the rules a little bit to explain it for you. For this one we'll have to travel back in time.
2006/2007. Nanoing was the way to go for small scale PvP.
Reasons being were pretty simple, in fact most of everything in EVE boils down to it: Risk.
In the event that your ideal situation went south, with a nano fitted ship, you could mitigate the risk of losing it by having the ability to run away like a pansy.
In the event that you found a target that required more damage, you'd end up bringing friends more and more often. Hard to kill a Battleship with a Vagabond. Numbers.
It obviously could be done, but the ideal locations were A) Off gates and stations and B) Distant from your targets backup. You needed time. Time.
So, in the end, you had blobs of ships fitted with a "Velocity Buffer" dedicated to mitigating the risk of losing their ship as an individual.
Now, if you take that all away, you of course resort to the next best thing. In this case, buffer tanks.
With a buffer tank, those conditions are all flipped. By proxy, your agreeing to be a willing target if you fit with a buffer. You fit that way with the firm realization that your going to take damage, and the whole idea is to outlast your target so that you can escape or kill him, whichever comes first.
Now, put two competent pilots against one another and they've probably made the same realizations. So they'll be fit the same. Neither of them wants to lose a ship or a fight, and their friends want kills and fights.
So you get gangs of people running around with buffer tanks. And the only way to kill those gangs is to meet them with a better gang of buffer tanked ****heads. Multiply this over and over as each side tries to counter one another, and you get a mad case of blobbing. 150 pilots jumping in on about the same to get a fight. Probably turns a lot of the subscriber base off to PvP if that is what they have to go through in order to have fun.
Solutions:
Stacking nerf percentage based armor and shield mods.
Sig removed, inappropriate content. If you would like further details please mail [email protected] - Cortes
It took you 8 months to do this. GJ. - EV |
Chi Quan
Bibkor Enterprises
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Posted - 2010.04.27 02:41:00 -
[1193]
Originally by: Entilzah Valen Stacking nerf percentage based armor and shield mods.
resist mods are already stacking penalized. what ruined the fine numbers were rigs, especially the large trimark armor pump. for most fits, there is little sense in using something else. regenerative plating: 6%, energized regenerative membrane: 12,5%, (large) trimark 15% ---- Ceterum censeo blasters need some tracking love |
MacGuiness
The Gentlemen of Low Moral Fibre
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Posted - 2010.04.29 03:01:00 -
[1194]
1) Caldari slot layout and/or where shield mods should go and/or base shield resists
Basically this boils down to fitting and hitpoints. If you fly Caldari with the exception of only a few ships, your choice boils down to tank or gank. Any gank modules you fit will adversely affect your tank and any tank you fit adversely affects your ability to hold somebody in place.
Here's an example. Take a full buffer mega and you get 130,000 EHP (thereabouts). You also still have 4 slots in which to choose your gank and sustainment mods. lets say, MWD, scram, web, cap booster.
Now take a Raven and fit MWD, Scram, and web. (I'll make the slots even. 3 tank, 3 gank). The best you can do is about 90.000 EHP. This is a full 40,000 EHP lower than the mega. To get even close to the Mega's tank, you have to drop both the scram and the web. This leaves you with just an MWD.
Something needs to be done about this. It boils down to:
1: Complete slot redesign to give most Caldari ships more mid slots. 2: Complete slot redesign while changing shield mods to low slot items. 3: Adjust base shield resists for Caldari ships only to be in-line with armor resists of other races. 4: Combination of the above.
Honestly, I'm most in favor of changing shield tank items to low-slots and then redistributing the mid-slots. It provides the best balance between tank/gank/and damage output across the board. It's a major game changer but unfortunately if you just provide more mid-slots, you will have players who will fill those mids with pure tank and suddenly your looking at a 200k EHP ship that can also dish out 1k DPS in damage.
2) (still list of top 3 issues) ECM. Reduce to 10-second timer and maybe a slight decrease in strength.
3) Blasters: Give em back most of their range but not their tracking. They were way too good at hitting smaller stuff in the past and they are now on par, tracking-wise, with Large AC's. Slightly better than, actually.
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Noveron
Caldari Aitnaru
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Posted - 2010.04.29 09:49:00 -
[1195]
Edited by: Noveron on 29/04/2010 09:49:49 1¦ Risk vs. Profit in lowsec/wormholes for solo people 2¦ Loot Tables 3¦ Shield Tanking ---
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Fettered Soul
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Posted - 2010.04.29 23:20:00 -
[1196]
Edited by: Fettered Soul on 29/04/2010 23:24:31
Originally by: MacGuiness
1) Caldari slot layout and/or where shield mods should go and/or base shield resists
Armor ships should choose between tank and damage (low slots for tank modules OR Damage modes) Caldari ships should choose between tank and e-warfare (middle slots for tank modules OR utility - AB/MWD/EWarFare/Tackle) Propose better Raven slot layout :) And remember that total slot amount should be like other race have. You compare Mega and Raven EHP? Ok. Do you consider their DPS-range? Mega: Neutrons + 2MFS = 735 DPS at 4.5km optimal (no drones) Raven: Siege + 2BCU (you can set 3 without tank sacrifice) = 843 DPS at 30km So in some conditions you can hit without hitback even? You also can shoot in resist hole and your real DPS will be near EFT numbers.
Originally by: MacGuiness 3) Blasters: Give em back most of their range but not their tracking. They were way too good at hitting smaller stuff in the past and they are now on par, tracking-wise, with Large AC's. Slightly better than, actually.
Long time ago blasters were good because of 90% stasis web. Degrading 90% webs degraded blasters. Blasters with better range = AC. Blaster just need more DPS. Pulse lasers shoot 85% blaster damage at 300% blaster optimal - it is unfair. AC shoot 80% blaster damage at 200% blaster falloff (no cap use, selectable damage type) - it is unfair.
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Gelvina
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Posted - 2010.04.30 09:31:00 -
[1197]
1. storyline items in relationship to tech2 and faction perhaps.
2. augmented drones?
3. t2 ammo!!
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Zedia Zhane
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Posted - 2010.05.01 01:40:00 -
[1198]
1. Financial advantage of T2 BPO manufacturing.
2. Drakes. They are significantly better at PvE than any other BC in the game. Which is why you can't swing a dead cat without hitting one. Especially in a wormhole.
3. Meta 4 T1 modules vs T2. The game is really inconsistent where for some items the Meta 4 T1 is significantly better than the T2. I'd like to see this better balanced across the board. (On the other hand, this would be a huge amount of work, probably more than it's worth.)
Insurance would have made the list at #1, but I understand that's being addressed in Tyrannis.
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Whitehound
The Whitehound Corporation
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Posted - 2010.05.02 18:18:00 -
[1199]
Edited by: Whitehound on 02/05/2010 18:18:58 I have only now read about the coming changes with Tyrannis and regarding the loot from missions.
I think it is a great idea to stop the flow of the standard T1 items (meta 0) coming from mission runs and drop other stuff instead. However, so far the word is that tags or something will drop.
IMHO, the best substitute for me would be to have more T2 salvage in the game. These are very rare and T2 rigs are extremely expensive. Since we now have so many rigs and these are becoming more and more a "must have" would a reduction in prices of T2 rigs be a nice move. --
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Comm Den
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Posted - 2010.05.02 22:34:00 -
[1200]
Originally by: Lani Sun 1) Fix blasters by increasing range or better tracking.
2) Active shield tank is overpowered compared to active armor tank. A shield tank always reps more dps than armor. And shields can use Xtra large reppers and shield boost amplifiers which have no equivalent in armor tanks.
3) Legion should have better subs and better use of drones with lasers.
1 blasters are made for close combat 2 active tank isnt overpowered try a raven vs a megathron - mega wines 100% of the time 3 idk t3
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