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Eben Rochelle
Gallente British Space Corporation
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Posted - 2006.10.21 09:13:00 -
[1]
As the title says. How would YOU like to see it done? damage nerf? tacking nerf? boost resists across the board? i understand the trepidation surrounding the new changes but i think we all agree that we would like combat to last longer.
on a side note would you agree that we need to nerf sniping and if so how would you do it?
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AKULA UrQuan
Caldari STK Scientific Ascendant Frontier
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Posted - 2006.10.21 09:16:00 -
[2]
Chop all weapon damage by 25%....course the minnies will still spaz.
Originally by: Wrangler Win ME is more a some sort of virus than a OS..
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MECTO
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Posted - 2006.10.21 09:52:00 -
[3]
Originally by: Eben Rochelle but i think we all agree that we would like combat to last longer.
i don't wanna, let devs balance what we have at current state and not make CHANGES that affect whole balance and eve! **** "LONGER" combat
Originally by: Kusotarre I am awesome in fleets, everyone on teamspeak trembles in fear as my battlecry blasts through their headphones, heralding a new era of target-less randomosity.
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Verus Potestas
Caldari The I-Win Button
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Posted - 2006.10.21 10:02:00 -
[4]
Originally by: AKULA UrQuan Chop all weapon damage by 25%....course the minnies will still spaz.
That just increases the chance of permatanking people, which is fun for no-one.
RAWR!111 Sig Hijackz0r!!11 - Immy |
Old Geeza
The Retirement Home
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Posted - 2006.10.21 10:08:00 -
[5]
Halve all speeds (that's ship and module speeds) and ranges (targeting, optimal, falloff, etc).
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Heikki
Gallente Wreckless Abandon
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Posted - 2006.10.21 10:11:00 -
[6]
Figure a way to reduce blobbing efect. That is, a stacking penalty for damage sources shooting single ship.
Thus you could survive 2 mins against one ship, 1 min against 3, and 45 secs against 10-100.
Although not easy thing to figure and implement, especially if we want to allow effective swarms.
-Lasse
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Polinus
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Posted - 2006.10.21 11:00:00 -
[7]
For slowing dawn small scale and solo. REduce RoF in between 30-50% and reduce shield regen, armor repair on same ammount.
TO reduce the insta poping on fleet blattes. Limit the number of ships that can lock on a same ship at same time.
Also what could be done as well is reduec tracking and all ship speeds by 25% (but this would prejudice close combat, so its not that a good idea without tweaking all weapon ranges)
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Ather Ialeas
Amarr
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Posted - 2006.10.21 11:07:00 -
[8]
Lower weapon damage, make warp scrambling/setting up bubbles easier, heavily nerf ranges.
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Mallick
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Posted - 2006.10.21 11:11:00 -
[9]
Remove most ammmo ranges! Once you warp in to a fleet, you just sitt and shoot at whatever moves, no matter where it is. Now if ranges was limited like Mega Beams from 0km to 40km, tachyons from 0km to 60km and no way to make their range bigger. positioning your ship will be vital to be usefull in a fleet.
Also reduce all ships Powergrids! In the old days you could barely fitt 4 of your best race weapons + a tank. By revoming powergrid and/or cpu you will limit damage output. Of course if people wanted they could sacrifice their whole lowslot to be able to fitt 8 weapons, but that would not be so smart considering you would only have maybe 1 or 2 slots availbile for something else the reactor control unit.
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Radioactive Babe
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Posted - 2006.10.21 11:12:00 -
[10]
Originally by: MECTO i don't wanna, let devs balance what we have at current state and not make CHANGES that affect whole balance and eve! **** "LONGER" combat
Neither do I, I want to just gank people in one volley and run like a little girl .. of course thats going to take longer for MECTO because with 5xWCS on it will take a long time to lock |
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starship enginer
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Posted - 2006.10.21 11:15:00 -
[11]
boost structure by 4x
when a ship gets 25% structure damage [ie its got 75% left] it goes into an unuseable state, all high/mid/low/drones stop working.
this means instapoping is much harder, and it adds a whole new way of fighting in small groups
take ships down to 70% structure then switch target. get all into this broke state then swat them all!
should also then add a +5% to structure HP every 45seconds once structure is sub 75%
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Radioactive Babe
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Posted - 2006.10.21 11:27:00 -
[12]
Originally by: starship enginer boost structure by 4x
when a ship gets 25% structure damage [ie its got 75% left] it goes into an unuseable state, all high/mid/low/drones stop working.
this means instapoping is much harder, and it adds a whole new way of fighting in small groups
take ships down to 70% structure then switch target. get all into this broke state then swat them all!
should also then add a +5% to structure HP every 45seconds once structure is sub 75%
interesting ..
but I would prefer a % chance that slots will become inactive that increases as structure is blown away ... |
Polinus
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Posted - 2006.10.21 11:29:00 -
[13]
Originally by: Radioactive Babe
Originally by: MECTO i don't wanna, let devs balance what we have at current state and not make CHANGES that affect whole balance and eve! **** "LONGER" combat
Neither do I, I want to just gank people in one volley and run like a little girl .. of course thats going to take longer for MECTO because with 5xWCS on it will take a long time to lock
If someone is able to do it with you they deserve the victory! That is called tatical and inteligent combat. Just sit in frotn of other and wait until one tank wears out is plain dumb, non fun, non diverse etc....
Ones who make ships for hit an run sacrifiec some stuff for that. Want to resit hit and run? Sacrifice something for shield extenders or armor enhancers.
Making EVE a game of only one fight style is ruining all of what is good on it!
CCP .. forget dummie I click and stand stil watching croud as your game market! That is Blizzard, maket and no one will take it over soon. So focus on the players that lkike a more interesting game.
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JustBlaze
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Posted - 2006.10.21 11:30:00 -
[14]
a mixed combination of 5% off everything damaging and a 5% boost to everything tanking.
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Exiled One
Amarr Imperial Shipment
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Posted - 2006.10.21 11:32:00 -
[15]
Originally by: starship enginer boost structure by 4x
when a ship gets 25% structure damage [ie its got 75% left] it goes into an unuseable state, all high/mid/low/drones stop working.
this means instapoping is much harder, and it adds a whole new way of fighting in small groups
take ships down to 70% structure then switch target. get all into this broke state then swat them all!
should also then add a +5% to structure HP every 45seconds once structure is sub 75%
-We're into structure, sir. Bridge is on fire, all decks sealed off, ship is out of control but she is holding, sir !! -/sigh..Hope our squad can eliminate the threat so we can start repair works.
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Polinus
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Posted - 2006.10.21 11:44:00 -
[16]
Originally by: starship enginer boost structure by 4x
when a ship gets 25% structure damage [ie its got 75% left] it goes into an unuseable state, all high/mid/low/drones stop working.
this means instapoping is much harder, and it adds a whole new way of fighting in small groups
take ships down to 70% structure then switch target. get all into this broke state then swat them all!
should also then add a +5% to structure HP every 45seconds once structure is sub 75%
This idead could indeed be tunned to a great enhancer to the gameplay.
But I would prefer something like at every 10% struct damage one random slot stops working (and if is changes PG output it can on side effect stop others)
Something I would love was if there were imunities (much like resist, but based onshield armor HP) Soemething like 1000hp shield with 1%% (pert thousand) kinetic imunitie would reduce 1 poitn of damage of any kinetic attack. Same imunitie on 10000hp would make it imune to <10 damage.
Of course that would drastically change all the balance and is not a simple thing to do since all rof and damage would need to be tuned. But would increase the importance of ship roles. Since attacking large armored ships will be bussiness for big guns of slow fire. At same time guns with low damage per HP can have DPS increased vastly(by rof) so they are superior when fighting less armored ships.. etc...
That would diminish the focus firing since it would be more effective to put fire oh the type of target you are better suited to kill.
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Valea Silpha
Death Monkey's With Knives
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Posted - 2006.10.21 12:12:00 -
[17]
Personally i don't think that small fights need to be slowed down. If you catch someone out of position or get the exact right warp in distance on them, you should be able to harm them. Lots.
Also, for fights around stations and gates it would mean that instead of having to not fire at all to re-dock or jump, you could start the fight, then if it looks like its not going your way you can disappear. If you commit to a fight you should be just that, commited.
Range isn't the problem either. One vs One, if you have a reasonable tank, you can make it into warp before you get killed. If your in a small ship, then get over it. Its just a frigate.
Also, if you cut ALL ranges by half then it screws everyone except gallente again. Blasters have **** all range now, so cutting that in half doesn't matter, but forcing pulse/autocannon ships to fight inside webrange against blasterboats is stupid.
<Hammerhead> TomB is doing the nerfing <Hammerhead> I just stand behind him, look at his monitor and shake my head |
Patch86
Di-Tron Heavy Industries
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Posted - 2006.10.21 12:37:00 -
[18]
I like the 50% HP boost. Aslong as they balance the other things it affects, it'll be great.
They just need to make sure they don't bork Amarr + Gallente Cap, and fix the Artillery bonus.
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Cheese999
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Posted - 2006.10.21 13:54:00 -
[19]
Remove T2 ammo crystals and missiles (miners can keep their t2 crystals), keep all other T2 items.
Instant reduction in DPS and range. No rebalancing required.
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Mila Prestoc
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Posted - 2006.10.21 14:03:00 -
[20]
Edited by: Mila Prestoc on 21/10/2006 14:04:30 If something HAD to be done I would say:
- Reduce ROF slightly, 10% to 15% range.
- Increase signatures of all weapons slightly (with similar effect to missiles - Will increase times TP's are useful.
- When ships blow up make a blast radius, such as the effect of a big Smartbomb, that should reduce blobing... not sure if its possible to code and extra strain it would put on servers though. Would really make the effect of the new gang systems in Kali bigger.
3 is by far my favorite, it doesn't effect small scale combat which I think is fine currently hence would only like to see small changes, nothing like 50% increases. -------------------------
Originally by: "Lord Violent" EvE is slowly becoming a game for the stupid, catered to by devs as they lack ability to kill/survive anything.
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Scordite
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Posted - 2006.10.21 14:35:00 -
[21]
All the "reduce damage" or "reduce rof" suggestions fail to take into account how much more boring (if that is even possible) mission running and such would become as a result. At least with hp increase, they can make it only count for player ships, and it won't make that much of a difference, since missioning is more about perma-tank anyways.
----------------------------------------------- The only legitimate use of the BLINK tag: Schr÷dinger's cat is [BLINK] not [/BLINK] dead. |
Mila Prestoc
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Posted - 2006.10.21 14:40:00 -
[22]
Originally by: Scordite All the "reduce damage" or "reduce rof" suggestions fail to take into account how much more boring (if that is even possible) mission running and such would become as a result. At least with hp increase, they can make it only count for player ships, and it won't make that much of a difference, since missioning is more about perma-tank anyways.
It's boring already...
Do same ROF pr whatever changes to NPC's and you have to tank less... -------------------------
Originally by: "Lord Violent" EvE is slowly becoming a game for the stupid, catered to by devs as they lack ability to kill/survive anything.
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vanBuskirk
Caldari
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Posted - 2006.10.21 14:44:00 -
[23]
Originally by: Scordite All the "reduce damage" or "reduce rof" suggestions fail to take into account how much more boring (if that is even possible) mission running and such would become as a result. At least with hp increase, they can make it only count for player ships, and it won't make that much of a difference, since missioning is more about perma-tank anyways.
Exactly. With the addition that some missions would become impossible. Examples include Vengeance - the uber-tanking end boss's tank is hard enough to break now!
Even when not made impossible, the ammo costs would become astronomical. These costs are not inversely proportional to the damage ammo does, but more than that - because most rats repair themselves while you are trying to kill them. Also, some buildings are EXTREMELY difficult to kill, even now.
---------------------------------------------- "Violence is the last refuge of the incompetent." ---------------------------------------------- |
Cecil Montague
Minmatar KarWal Corporation Sylph Alliance
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Posted - 2006.10.21 14:48:00 -
[24]
Originally by: Mila Prestoc When ships blow up make a blast radius, such as the effect of a big Smartbomb, that should reduce blobing... not sure if its possible to code and extra strain it would put on servers though. Would really make the effect of the new gang systems in Kali bigger.
And watch as everyone who uses blasters cries when they get blown up by the ship they just took out.
"There is no such thing as an effective segment of totality." - Bruce Lee
Karwal Security Director and corp Jester. |
CptEagle
Gallente Stargate Command...
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Posted - 2006.10.21 15:04:00 -
[25]
Edited by: CptEagle on 21/10/2006 15:04:39 Remove T2 ammo.
Edit: Or fix it.
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Arleonenis
Minmatar Republic Defenders
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Posted - 2006.10.21 15:09:00 -
[26]
Originally by: Cecil Montague
Originally by: Mila Prestoc When ships blow up make a blast radius, such as the effect of a big Smartbomb, that should reduce blobing... not sure if its possible to code and extra strain it would put on servers though. Would really make the effect of the new gang systems in Kali bigger.
And watch as everyone who uses blasters cries when they get blown up by the ship they just took out.
Mmmm not really if you slightly tweak this idea and add some timer between destruction and explosion, some nice graphical effects of ships burning and falling appart and on last stage it will explode with AoE... enough time for blaster pilots to move away
CLICK - TheKiller8 flash, funny stuff man keep it up... but unfortunetly every one bit is true |
Nyphur
Pillowsoft Interstellar Starbase Syndicate
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Posted - 2006.10.21 15:45:00 -
[27]
I didn't expect them to go the extra-HP route. If it's just a straight percentage boost, it'll make shields better than armour since the shield will also get more recharge/second out of it. Since they're also planning on boosting recharge rate by 50%, shield tanking will end up at about 2-3 times better than armour tanking on the same number of slots. It'll actually be better to shield tank gallente ships, all minmatar ships and some amarr ships. Unless, of course, I am misinterpreting it and he's planning on slowing the recharge rate by 50%, which would keep things as they are now but make would provide a small nerf to shield extenders as they would get less regen/second out of each point they add but the number of points they add hasn't increased, unless they plan to increase extenders and plate HP too.
What I expected was a kill-two-birds-with-one-nerf approach by introducing the concentrated fire nerf - the introduction of the stacking penalty for multiple targets attacking a single target. It would be a future-proof mechanism, too. Increasing HP only delays the problem by making each side need 50% more ships to kill their enemies in the time they are accustomed to. All it does is promote bigger blobs.
Eve-Tanking.com - For tanking spreadsheet and resources. |
Tasty Burger
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Posted - 2006.10.21 15:46:00 -
[28]
Repeat after me...
COMBAT DOES NOT NEED TO BE LENGTHENED. IT IS FINE AS IT IS.
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Weirda
Minmatar Queens of the Stone Age Black Reign Syndicate
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Posted - 2006.10.21 15:56:00 -
[29]
Edited by: Weirda on 21/10/2006 15:56:38
Originally by: Tasty Burger Repeat after me...
COMBAT DOES NOT NEED TO BE LENGTHENED. IT IS FINE AS IT IS.
bull****. you are wrong. why do you think you are right?
@nyphur, they are making it so that the shield recharge move in tandem w/shield size and hp/sec remain same. there is still advantage though as with more shield, they will spend more 'time' recharging shield... but meh. same will happen w/armor, but at greater cap cost.
Weirda still concerned that they are not boosting active 'tanking' at all (or have not stated). once everything is movied to passive/hp tanking, that will not be so much fun. __ Weirda Join QOTSA Now Stealth Bomber Tweaks |
Kaeten
Hybrid Syndicate SMASH Alliance
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Posted - 2006.10.21 16:01:00 -
[30]
Originally by: Verus Potestas
Originally by: AKULA UrQuan Chop all weapon damage by 25%....course the minnies will still spaz.
That just increases the chance of permatanking people, which is fun for no-one.
this is why the hp bounes is probably the best solution
0.0 Gang PvP Recruitment |
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