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Thread Statistics | Show CCP posts - 0 post(s) |
Prometheus Exenthal
mnemonic.
676
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Posted - 2014.12.27 07:13:44 -
[1] - Quote
Rather than posting a large wall of text that will likely be skimmed, here's the gist
Issues Stop boosting ships for excessive speed, kiting, and damage application. The RLMLs, Orthus, and the new Recons/Destroyers are examples of ships/items crippling all classes beneath their price bracket. BC/BSs are stagnant because they are slow & fat. AWFUL ships for extended roaming. MMJD have potential, but currently require gimping your setup to utilize them Solutions Slightly increase BC agility Change the MMJD into a script for MWDs. They are still locked to their specific hulls. It doesn't make sense to currently use an MMJD because you are totally dead in the water. Only a select few can sport both modules without totally compromising their setup, but the module still has little use.
This should result in far more versatile/mobile BCs / BSs that do not require gimping setups to fit.
Load script -> MMJD mode Unload script -> MWD mode
It's really simple and would help to rejuvenate the BS & BC hulls.
-áwww.promsrage.com
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Marlona Sky
Burning Napalm Northern Coalition.
5833
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Posted - 2014.12.27 08:11:13 -
[2] - Quote
This sounds interesting. Supported.
The Paradox
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Aliventi
Hard Knocks Inc.
795
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Posted - 2014.12.27 08:15:51 -
[3] - Quote
I think modifying MWDs as you described is an excellent boost to BCs. You have all my +1s.
I personally would love to see this extended to LMJDs so BS fleets can get more mobility too. Also, I would like to see two types of scripts. One scripts that allows you to jump 50km for half the MJD cooldown (100km moves the BC out of lock and damage range. 50km would allow the BC to stay in lock and damage range when using long range weapons.), and another script that is the 100km with the full cooldown.
Either way I hope CCP makes it so! |
Bullet Therapist
Caldari Provisions Caldari State
229
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Posted - 2014.12.27 08:34:13 -
[4] - Quote
There's already a call for another balance pass to re-balance battleships. Unless the module defines the ship class I think I'd rather see the hull's base stats changed.
Not a bad idea though. |
Milton Middleson
Scrap Metal Squadron
557
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Posted - 2014.12.27 09:26:36 -
[5] - Quote
The first issue seems to be somewhat off-topic.
Other than that, I fully endorse the concept. I think the heat for MMJD is the more elegant of the two, since it flows better, doesn't involve juggling scripts, and adds a distinct trade-off to picking an MMJD over an MWD without being a severe drawback. |
SmarncaV2
Snuff Box Snuffed Out
69
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Posted - 2014.12.27 12:46:55 -
[6] - Quote
+1
i miss battlecruisers |
Abyss Azizora
Temporary Corp 12
137
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Posted - 2014.12.27 12:53:36 -
[7] - Quote
Ugh... your post doesn't actually contain a single suggestion for fixing battleships, currently being borderline obsolete in Eve online. Despite your double claim that it does in that same post.
But I whole-heartedly support the buff to BC's though I'm not that fond of the MMJD changes proposed. |
Jonathan Xavier
Discrete Solutions Ltd.
5
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Posted - 2014.12.27 16:05:11 -
[8] - Quote
I really like this idea. |
Uriel Paradisi Anteovnuecci
Jovian Labs Jovian Enterprises
15470
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Posted - 2014.12.27 16:10:47 -
[9] - Quote
+1 for sure- and extending the same thing to Large MJDs would really start to help battleships come back to life.
A City made of Wood is built in the forest
A City made of Stone is built in the mountains
But a City made of Dreams...is built in heaven.
Jovian Proverb GÖâ
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Discomanco
We pooped on your lawn Resonance.
75
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Posted - 2014.12.27 16:10:53 -
[10] - Quote
If scripted, maybe add multiple scripts for 50/75/100 km jumps? My current issue with MMJD is that you never really need a 100 km jump in a CBC offensively. Right now it's a pure escape tool, that is really easy to stop, so it's not seeing use |
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James Baboli
Ferrous Infernum
454
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Posted - 2014.12.27 16:16:47 -
[11] - Quote
This is different enough from the thread I am running HERE that I am interested in seeing actual specifics.
I don't think giving a MMJD the ability to also be a full power MWD is a good idea though. Maybe a toned down version, like a 250% -400% increase in speed vs. the 500% of a true MWD, with a strong cap penalty.
Making battleships worth the warp
Tech 3 battleships.
Moar battleships
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Prometheus Exenthal
mnemonic.
686
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Posted - 2014.12.27 21:27:20 -
[12] - Quote
Uriel Paradisi Anteovnuecci wrote:+1 for sure- and extending the same thing to Large MJDs would really start to help battleships come back to life. My mistake, I thought I was clear enough in my original posting. This would apply to the LMJDs as well
James Baboli wrote:This is different enough from the thread I am running HERE that I am interested in seeing actual specifics. I don't think giving a MMJD the ability to also be a full power MWD is a good idea though. Maybe a toned down version, like a 250% -400% increase in speed vs. the 500% of a true MWD, with a strong cap penalty.
In my post I mentioned that they could be a lower speed *mwd* with jump capability.
-áwww.promsrage.com
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Maria Dragoon
Republic Military School Minmatar Republic
39
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Posted - 2014.12.28 03:57:51 -
[13] - Quote
With the incoming module rebalances and changes, where modules will be balanced so that you actually give up something to get something instead of a direct upgrade if you pay more, some of these points may be a bit moot.
Lets see where these module reblance take us first. :) |
Caleb Seremshur
The Atomic Fallout Kids
435
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Posted - 2014.12.28 04:13:37 -
[14] - Quote
Bullet Therapist wrote:There's already a call for another balance pass to re-balance battleships. Unless the module defines the ship class I think I'd rather see the hull's base stats changed.
Not a bad idea though.
Honestly all battleships need much greater ranges and better lock distance. I don't see how someone can say to sit back and pound an enemy when a good percentage of our weapons have max ranges under 20km. Battleship mounted cannons from 1914 shot up to 22km. In the year 22,000 surely the average battleship weapon in a vacuum can do better. Game balance doesn't work on """""lore""""" but some respect for the fact that a battleship needs a place as high hp/high dps/long range and that it onlu marginally scrapes through on all 3 is a problem.
I try to fly battleships on SISI fairly often to get an impression of how to use them and... they're just bad. A couple good ones, a couple gimmick ships and then the rest are terrible.
Join channel Aussies in space to chat with AU/NZ players
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Valkin Mordirc
484
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Posted - 2014.12.28 07:26:45 -
[15] - Quote
This seems like an actual good idea. +1
#DeleteTheWeak
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Prometheus Exenthal
mnemonic.
691
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Posted - 2014.12.28 08:12:24 -
[16] - Quote
Maria Dragoon wrote:With the incoming module rebalances and changes, where modules will be balanced so that you actually give up something to get something instead of a direct upgrade if you pay more, some of these points may be a bit moot.
Lets see where these module reblance take us first. :)
None of those module rebalances have anything to do with what's being discussed in this thread
-áwww.promsrage.com
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Quadima
From Our Cold Dead Hands The Kadeshi
116
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Posted - 2014.12.28 08:45:16 -
[17] - Quote
+1 for MWD becoming MJD with a script / mod
BUT, it should have a long ( 30 second ? ) loading time, so you can't just switch it out at any moment.
I see this situation: "Oops, seems we're losing this, enemy too fast, can't kite ... turn off MWD, put instant script, jumpdy jump..."
Saving a huge amount of PG by having a hybrid module instead of two and actually keeping your ship useful would be great ! |
Olga Yoska
Ministry of Lag
0
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Posted - 2014.12.28 14:42:05 -
[18] - Quote
Maybe can be good also add afterburner script, then in pvp you have more options in critical situation, and this thing can change eve play style.
But it require a 30-60 seconds before you can change script. |
Liam Inkuras
AQUILA INC Verge of Collapse
1379
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Posted - 2014.12.28 15:03:44 -
[19] - Quote
Prom, cool idea, but not really my cup of tea. I think the biggest power creep issue right now is speed, and to solve that, I would just give a sweeping 15% nerf to speed across the board for ships small than BC
I wear my goggles at night.
Any spelling/grammatical errors come complimentary with my typing on a phone
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elitatwo
Eve Minions Poopstain Removal Team
521
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Posted - 2014.12.28 17:57:00 -
[20] - Quote
Liam Inkuras wrote:Prom, cool idea, but not really my cup of tea. I think the biggest power creep issue right now is speed, and to solve that, I would just give a sweeping 15% nerf to speed across the board for ships small than BC
But Liam, do you really wanna end the nano age 2.0 so soonGäó??
signature
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Vic Jefferson
GoonWaffe Goonswarm Federation
105
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Posted - 2014.12.28 18:55:56 -
[21] - Quote
While cool, it is a bit of a band-aid fix to a much bigger problem. I'd rather they did the comprehensive surgery needed here rather than just treating symptom after symptom. |
Prometheus Exenthal
mnemonic.
698
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Posted - 2014.12.28 20:21:49 -
[22] - Quote
Quadima wrote:+1 for MWD becoming MJD with a script / mod
BUT, it should have a long ( 30 second ? ) loading time, so you can't just switch it out at any moment.
I see this situation: "Oops, seems we're losing this, enemy too fast, can't kite ... turn off MWD, put instant script, jumpdy jump..."
Saving a huge amount of PG by having a hybrid module instead of two and actually keeping your ship useful would be great !
The script mechanic would be slower than the current method. Currently you can be MWDing and then enable your MJD, which is exactly what you are talking about.
MJD have a startup time AND a cooldown. Scripted, it would be slower than the current method. You'd need to wait until your MWD cycle ended, load the script, start the MJD & wait for the thing to start up before blasting you off.
-áwww.promsrage.com
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Lugh Crow-Slave
357
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Posted - 2014.12.28 20:26:11 -
[23] - Quote
Vic Jefferson wrote:While cool, it is a bit of a band-aid fix to a much bigger problem. I'd rather they did the comprehensive surgery needed here rather than just treating symptom after symptom.
lol have you met CCP |
Pyralissa
Kite Co. Space Trucking Brave Collective
5
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Posted - 2014.12.28 20:39:50 -
[24] - Quote
One of the more interesting ideas I've seen put forward. |
Celthric Kanerian
Ascendance Of New Eden Workers Trade Federation
194
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Posted - 2014.12.28 22:57:14 -
[25] - Quote
I bet this would bring more larger ships to lowsec... |
Aliventi
Hard Knocks Inc.
796
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Posted - 2014.12.29 18:34:40 -
[26] - Quote
Part of why this would work really well for BCs and BS is that CCP can't really add another mid slot and the fittings so that BC/BS could fit a MJD free of charge or at a discount. The reason why is that a lot of these ships would quickly become unbalanced if you were to use the extra slot and fitting for something else. By combining the MWD and MJD into a scripted MWD you get around that issue entirely while boosting the mobility of the BC/BS to useful levels. |
afkalt
Republic Military School Minmatar Republic
619
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Posted - 2014.12.29 18:49:49 -
[27] - Quote
Aliventi wrote:Part of why this would work really well for BCs and BS is that CCP can't really add another mid slot and the fittings so that BC/BS could fit a MJD free of charge or at a discount. The reason why is that a lot of these ships would quickly become unbalanced if you were to use the extra slot and fitting for something else. By combining the MWD and MJD into a scripted MWD you get around that issue entirely while boosting the mobility of the BC/BS to useful levels.
Or bake them into the hulls entirely |
Prometheus Exenthal
mnemonic.
701
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Posted - 2014.12.29 22:05:58 -
[28] - Quote
@afkalt I did think of something like baking them into the hulls, but that seemed unnecessary. Scripting the MJDs or replacing the module with an MWD/MJD hybrid is a much more elegant solution.
https://www.youtube.com/user/promsrage
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Nevyn Auscent
Broke Sauce
1844
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Posted - 2014.12.29 22:15:47 -
[29] - Quote
afkalt wrote:Or bake them into the hulls entirely The only time modules should ever be baked into a hull is on a specialist T2 class of hulls. Otherwise baking stuff in is boring and removes diversity of fittings. |
Tusker Crazinski
Delta vane Corp. Mordus Angels
10
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Posted - 2014.12.30 00:50:12 -
[30] - Quote
Fist of all I don't see kiting as an issue. ironically the changes you proposed would actually allow BCs for further avoid getting caught, and mitigate and void damage.
Really the issue with "kiting" ships is they also have massive tanks, and include things like the Ishtar.
Drones simply need to be hit with the nerf bat so hard the blow could be heard near alpha centari. and missiles boats just need to be less ****** proof and tanky. with these ships if you can catch them they'll still apply the same damage and probably out tank you. whereas a shield kite / Oman gun boat gets scrammed it's generally 100 percent ******.
That being said +1 this would have been a better way to introduce MJDs |
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