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Thread Statistics | Show CCP posts - 2 post(s) |
Adaera
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Posted - 2008.08.21 12:03:00 -
[1]
Umm, not sure if I'm going to be flamed for this, but I thought it might be good to consolidate a list of ships that could use some tweaking into one thread, for easy dev evaluation.
Note: Please keep arguments/debates out of this thread. Just post using the template below
Ship:
Problem:
Suggested fix:
Other notes:
Just present your case, don't argue against anyone elses (there are enough nano/falcon/blob threads to flame people in), and the devs can have an easy time reading through this and make their own decisions. Who knows, we might get something done
Well... see how this goes. |
Draahk Chimera
Caldari Interstellar eXodus R0ADKILL
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Posted - 2008.08.21 12:10:00 -
[2]
Ship: Typhoon
Problem: Far from the most versatile ship in the game as suggested by the info. In fact it's among the least versatile ships.
Suggested fix: 6 turrets / 6 launchers
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Adaera
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Posted - 2008.08.21 12:14:00 -
[3]
here's mine, just remembered:
Ship: Merlin
Problem: lacks focus and major fitting difficulties
Solution: 3 turret slots and a bit more grid |
The Djego
Minmatar merovinger inc
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Posted - 2008.08.21 13:43:00 -
[4]
Edited by: The Djego on 21/08/2008 13:44:12 Ship: Hyperion
Problem: Combining a Blaster Ship with a Tank Ship
Solution: Remove one High Slot, add one Low, increase Damage Bonus to 7.5% per Level, leave Fittings as it is
Other Note: Would actualy allow to fit for Damage without compleetly wast the Tank Bonus, also to fit bigger Guns with at least 1 Rep
------------------------------------
Ship Lachesis/Arazu
Problem: Damps are to weak on the specilized Ships
Solution: increase Dampner Bonus to make it possible to damp Ships down to 20km with 2 Damps if they donŠt have a Sensor Booster
Other Note: If you have to use 3-4 Damps the ship gets next to useless in anything apart from a 1o1 since the ships only fit 3-4 Damps in total. |
Abrazzar
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Posted - 2008.08.21 13:52:00 -
[5]
About faction frigates:
Ship: All of them.
Problem: 80k LPs?
Suggested fix: Reduce cost to 10-20% ===
Ship: Gallente Navy Comet
Problem: 2 launchers don't really fit with Gallente.
Suggested fix: Drop launchers, add turrets instead. ===
Ship: Republic Fleet Firetail
Problem: 2/2 Hardpoints? Boring.
Suggested fix: make it 3/3 for versatility. ===
Ship: Caldary Navy Hookbill
Problem: 2 turrets.
Suggested fix: Drop turrets, add launchers, 5% missile and rocket (kinetic) damage bonus ===
Ship: Amarr Navy Slicer
Problem: Only 3 hardpoints
Suggested fix: Add another turret. ===
Ship: Procurer
Problem: Very inefficient miner
Suggested fix: Make it a dedicated Gas Harvester with a bonused barge sized vacuum cleaner module, maybe further increase speed and agility. ===
Ship: Covetor
Problem: Mining Barge 5 requirement puts it too close to the Hulk
Suggested fix: Drop Mining Barge Skill Requirement to 4 ===
Ship: Amarr/Gallente facction ships
Problem: They don't exist.
Suggested fix: Make them. ===
Ship: Caldari/Minmatar faction ships
Problem: They don't exist.
Suggested fix: Make them. ===
That is all for now.
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Uncle Smokey
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Posted - 2008.08.21 13:58:00 -
[6]
Ship: Claw
Problem: Marginal superiority in flying straight, signature resolution and signature radius really doesn't give it any edge. While its competitor crusader has a significant superiority in all major aspects like damage, ehp and mobility, all the same time. There's no reason to fly claw when sader can do everything better.
Solution: Superior mobility would give me a reason to fly this thing once in a while instead of crusader.
Notes: Minmatar, as a race which supposedly relies on mobility should have a serious dogfighter like everyone else. But recent notes on devs "balancing" the whole minmatar race to claw-state is just sad. |
Volarius
D00M. Triumvirate.
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Posted - 2008.08.21 14:52:00 -
[7]
Ship: Submarine
Problem: There ain't no water in space ffs.
Suggested fix: Water in space.
Other notes: Wales and Crabs as well. |
Relliassa
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Posted - 2008.08.21 19:31:00 -
[8]
Ship: every black ops
Problem: not so much that there's something wrong as that there's nothing right about them. Fuel problems, very losely defined purpose.
Solution: cheaper, improve the jump drive? covert ops cloak, etc. etc.
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CCP Casqade
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Posted - 2008.08.21 19:39:00 -
[9]
Cool thread. Keep it coming!
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Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.08.21 19:50:00 -
[10]
Edited by: Treelox on 21/08/2008 19:51:50 Ship: All Races Noob Frigs
Problem: Lack of Rig Slots
Suggested fix: Add 2 rig slots and 200 calibration points to all noob frigs
Other notes: Noob ships have feelings too, and the ability to tweak them a bit would be nice. I for one still have my original noob frig from 2.5yrs ago, I would love to pimp it a bit in thanks for its long time of service.
I dont see this as being an unbalancing change in any way, the noob frigs would still suck against a "real' frig. It would add a bit of "shit n giggle" factor to the game, and would be in line with the whole "open sandbox" concept.
---edit grammer and formating mistakes fixed --
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Meiyang Lee
Gallente Azteca Transportation Unlimited Gunboat Diplomacy
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Posted - 2008.08.21 20:17:00 -
[11]
Ships: Blood Raider Faction ships. (all of them)
Problem: Chronic CPU/Grid shortages making them almost impossible to fit properly.
Suggested Fix: Boost CPU/Grid by a good amount to allow for better fits.
Other notes: ships seem rather low on HP across the board, maybe boost those a bit too.
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Liang Nuren
Perkone
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Posted - 2008.08.21 20:51:00 -
[12]
Ship: Tempest
Problem: Projectiles, Fifth mid and two utility highs have been consistently nerfed in recent patches.
Suggested fix: Fix projectiles. For example, AC's need more falloff to combat hit quality reduction for fighting in falloff, and Arties need more alpha. Stop nerfing utility slots.
Other notes: Books have been written on the topic. Please examine the Tempest thread in Ships & Modules for many many ideas on fixing this.
--- Ship: Drake, Harbinger
Problem: Fittings for gang mods
Suggested Fix: Add fittings to allow for a reasonable PVP fit including gang mod in extra high.
--- Ship: Ferox, Brutix, Cyclone, Prophecy
Problem: They're Tier 1. Tier 1 BC's should not be so ridiculously underwhelming - the difference in skill training time is under an hour.
Suggestion: Add HP and slots to each of these ships. They otherwise all perform a different role than their Tier 2 brethren.
--- Ship: Typhoon
Problem: Ultra SP intensive.
Suggested fix: Increase hardpoints to 5/5 and swap shield/armor HP
--- Ship: Megathron, Hyperion
Problem: Blasters have short range, yet acceleration, speed, and webs are all being nerfed. Tracking is not enough. See the blaster thread in game dev for more information.
Suggested fix: Adjust tracking formula or restore webs
--- Ship: Hyena, Rapier, Huginn
Problem: The simultaneous nano and web nerf leaves these ships with no niche to turn to.
Suggested fix: Restore webs or provide strength bonus
--- Ship: Muninn
Problem: 2 utility highs and 3 mids makes for a fairly useless sniper. Additional problems with artillery and being outperformed by all other snipers (even those that have viable up close roles).
Suggested fix: -2 utility highs, +2 mids OR +1 turret, -1 high, +1 mid.
Eh, that's all for now.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |
Matalino
Gallente Ki Tech Industries
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Posted - 2008.08.21 20:56:00 -
[13]
Ship: Crane
Problem: Insufficient power grid to effectively fit a MWD.
Suggested fix: Add 4 to the base power grid of the Crane
Ship: Industrials, Transport Ships, and Freighters
Problem: Speed bonus is ineffective
Suggested fix: Change to agility bonus
Ship: Transport Ships
Problem: Active tanking bonus is ineffective
Suggested fix: Change to Resistance or Hit Points bonus
Ship: Deep Space Transports
Problem: Lacks compelling role
Suggested fix: Allow use with Black Ops Jump Portal.
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Tash D'Angst
Sturmgrenadier Inc Cosmic Anomalies
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Posted - 2008.08.21 20:57:00 -
[14]
I'm guessing this applies to ships with problems under the new patch...
Ships: Heavy Assault Cruisers
Problems:
Under TQ, minimal advantages to justify extra ISK and sp costs. Requires nano's to truly utilize their combat bonuses in most cases. (Especially true for the Vagabond and Deimos).
Under the patch, nano advantages go right out the window, survivability drops way off. 80m base-cost glass cannon (or pellet gun, in some cases) with slightly more dps than a T1 Cruiser.
Solutions:
Nerf problem ships (that abuse speed mechanics by way of using weapon platforms not effected by their own high speeds) and things that result in "ludicrous speed". Ishtars, Sacs, Curses; Snakes, Boosters, Overheating, Faction MWD, Gang Bonuses, Polycarbons (in that order). Give Role bonuses or buff tanking or ganking ability to compensate these problem ships for their lost abilities. Leave ships meant to go fast (but limited by tracking speed) alone.
Could also just reduce the base build costs (in terms of the T2 Components) in hopes that the nerf won't see these ships falling to the wayside. And I mean a big reduction-- make them cheaper to lose (after insurance) than a Tier 2 Battlecruiser.
Comments:
Problem Cruisers (previously listed) and "heavies" (read: BC and BS classes) are capable of speeds that are too high. Even ships meant to be fast (Inty's, non-problem Cruisers) can hit speeds beyond what is healthy for the game, although they really don't see much bennefit from doing so other than overkill success at running away. Overkill because... at some point, "fast enough to escape" reaches a flat number for each ship type and going beyond that is little more than a waste of ISK.
http://oldforums.eveonline.com/?a=topic&threadID=833782&page=70#2099 Follow the link for a bit more detail on my reasoning/fixes. Sift through that whole thread and you can find some other excellent ideas, solutions and refinements of the nerf.
--Tash
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Kerdrak
3B Legio IX Atlas Alliance
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Posted - 2008.08.21 20:57:00 -
[15]
Ship: Naglfar
Problem: Subpar compared to other dreadnoughts tank.
Suggested fix: add a low slot, remove a midslot, add a turret hardpoint to add flexibility.
Other notes: Moros is based on Dominix so Naglfar should be based on Typhoon and thus to have 7 lows.
Ship: Tempest
Problem: Since HP boost, lost his alfa strike advantage.
Suggested fix: increase alfa strike, decrease rate of fire (this would enhance the reload times too)
________________________________________
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Bronson Hughes
Knights of the Wild
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Posted - 2008.08.21 22:26:00 -
[16]
Originally by: The Djego
Ship: Hyperion
Problem: Combining a Blaster Ship with a Tank Ship
Solution: Remove one High Slot, add one Low, leave Fittings as it is
Other Note: Would actualy allow to fit for Damage without compleetly wast the Tank Bonus, also to fit bigger Guns with at least 1 Rep
I agree that the Hyperion needs some lovin', but all of the tier 3 battleships are balanced around having 8 high slots. My take on the matter is:
Problem: Combining a Blaster Ship with a Tank Ship
Solution: Remove one Medium Slot, add one Low, leave Fittings as it is
Other Note: Would actually allow to fit for Damage without completely wasting the Tank Bonus, eliminates the dangling mid-slot that often leaves pilots scratching their heads and going 'WTF?'
Problem: Dreadnoughts have very little versatility
Solution: Improve all capital weapon damage by X% but decrease the damage bonus to siege modules by the same amount so they do the same damage with a siege module running. X could range from 50% to 100%. Possibly do the same thing with tracking/explosion velocity but to a much smaller extent but leave signature resolution/explosion radius alone.
Other Note: This would allow dreadnoughts the option to fight and actually do some damage without being forced to run a siege module without changing the mechanics of POS warfare. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |
Merin Ryskin
Peregrine Industries
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Posted - 2008.08.21 22:44:00 -
[17]
Ship: Nighthawk, Absolution, Astarte
Problem: Impossible to fit a proper setup with a gang mod.
Suggested fix: Move a slot to a high slot on the Astarte, more grid for the Nighthawk, more CPU for the Absolution. Alternatively, change the 99% CPU reduction to 100% CPU and grid reduction.
Other notes: Just compare the fitting problems of these ships to the Sleipnir, which easily fits a full rack of 425mm ACs, an X-large booster, cap booster, MWD, and gang mod. This wouldn't really add any overpowered setups, the ships are balanced just fine without gang mods, it's only when you try to make them do their job as command ships that you have fitting problems.
Ship: Vulture, Eos, Damnation, Claymore
Problem: terrible combat performance encourages command ship alts running 7x gang mods afk at a POS instead of bringing them into combat. Balancing fleet command ships as "non-combat" denies a T2 BC for half of each race's ship lines (railboats, drones, Khanid).
Suggested fix: 7 gun slots for the Vulture (8 highs). 7 launchers for the Damnation (8 highs) and poll the Khanid players on whether they would prefer bonus change to make a HAM ship like the Sacrilege or keep the lower damage, insane buffer tank strategy. Re-balance the EOS as an ewar/drone ship with drone damage, 125m3 bandwidth instead of the gun slots/bonus. Re-balance the Claymore to be a fleet artillery ship instead of a lame Sleipnir copy. Add grid/CPU/cap as appropriate for the new slot layouts.
Other notes: the increased resists over field command ships are LESS than a 5%/level resist bonus. Losing a bonus to the placeholder 3%/level gang link bonus compensates for the higher base resists and ability to fit 3x gang mods. Actually fitting 3x gang mods comes at the cost of offensive power, making it self-balancing. The proposed changes are intended to make fleet commands direct combat ships, but focused on a fleet support role, while the field commands are the straightforward close-range damage/tank ships.
Ship: Pilgrim.
Problem: It sucks. Post nos nerf, it has to use neuts and fit a cap injector, which means now it has no grid left to fit a tank, and no cap to run one even if it could. The result is a tissue-paper ship that has to get into web range to do anything, and dies instantly to anything with missiles, drones, or a pilot who knows how to manipulate transversal.
Suggested fix: remove the NOS changes and allow the Pilgrim to drain the full amount of cap at all times. Remove the script nerf from tracking disruptors and/or change the 5%/level bonus to something higher. Change the drone damage bonus to a NOS range bonus. Add more grid and cap to actually allow it to fit a tank and survive more than a few seconds at the close ranges it's forced to fight at.
Other notes: pick something from the list above, or come up with something else, but the ship REALLY needs a boost.
Ship: Rokh
Problem: it's supposed to be the long-range sniper battleship, but the 250km range cap gives that role to the Apoc. The Rokh can get an optimal over 350km, but is unable to use it. This was less annoying when the Rokh was the only ship able to hit 200km+ effectively, but now that the Apoc can do it with better damage and tracking, there's really no reason to fly a Rokh.
Suggested fix: remove the 250km range cap.
Ship: Prophecy, Cyclone, Ferox
Problem: they suck. The Prophecy and Cyclone are completely out-performed by the Harbinger and Hurricane, while the Ferox is still a pretty underwhelming ship.
Suggested fix: remove the pointless and completely obsolete tier system and balance them with their tier-2 counterparts.
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Adaera
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Posted - 2008.08.21 22:44:00 -
[18]
Just a friendly reminder, please refrain from challenging other peoples posts. The devs can make their own choices based on what's here, turning it into yet another 20 page round-in-circles debate won't get much done.
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umop 3pisdn
Minmatar Fnck the blob.
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Posted - 2008.08.21 23:28:00 -
[19]
Ship: Myrmiddon/eos
Problem: worthless
Suggested fix: give them back their DPS
Other notes: wheres the drake nerf if the myrm needed one?
================================================
Ship: Nanos
Problem: Hard to kill
Suggested fix: Just nerf the fitting requirements for large shield extenders instead of totally ****ing up the game again. This would balance drakes out and make nanohacs with high HP a thing of the past, speed would be their ONLY tank.
Other notes: Why cant ccp ever do the obvious, easy, simple fix?
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Mikal Drey
Minmatar ORIGIN SYSTEMS Atlas Alliance
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Posted - 2008.08.21 23:45:00 -
[20]
Originally by: Kerdrak Ship: Naglfar
Problem: Subpar compared to other dreadnoughts tank.
Suggested fix: add a low slot, remove a midslot, add a turret hardpoint to add flexibility.
Other notes: Moros is based on Dominix so Naglfar should be based on Typhoon and thus to have 7 lows.
Ship: Tempest
Problem: Since HP boost, lost his alfa strike advantage.
Suggested fix: increase alfa strike, decrease rate of fire (this would enhance the reload times too)
Mwhahahhahaaaahahahhahahhaaaahhahahaaaaahhaaaaaaaa I swear to god this is going in alliance :)
Ship : Fenrir (freighters) Problem : Still cant take from cargo containers whilst in space. cant defend themselves. Suggessted Fix(s) : 1/1/1 slot layout with grid for maybe a capital shield booster or armor rep, exempt them from fitting expanded cargoholds (1mil space capped)
other : not allowing them from taking from space really forks me off and it seems to be a moot point. a tricked out itty V is able to yoink a full jet can without breakign a sweat. also with 0.0 hauller spawns dropping huge ammounts of minerals there currently isnt a ship that can collect without numerous trips. maybe a JF could have these additions
Ship : Mastodon Problem : no real role. Suggested fix : increase base cargo space hugely and turn them into "mini freighters" or give them a more logistical role maybe the ability to "compress" minerals like a rorq does for ores.
other : tweeking TII and capital industrials to have a more stepped class/role. TI haullers are awesome at their current jobs but theres no real reason to step up to the bigger classes. the jump between is too great. with suicie ganking and the constant "take a better hauller" transports could fill gap for a better protected and larger more secure hauller. theres no real need to jump to a freighter but theres nothing inbetween. even on full scale mining ops you could have a barge mining, rorq compressign ores and transport ships then acting as go between for haulling back into empire (high sec) or multiple belt ops. As it stands if you want a large enough and relativly cheap hauller you trick out an itty v (which is easily ganked)
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Typhado3
Minmatar Ashen Lion Mining and Production Consortium Axiom Empire
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Posted - 2008.08.22 00:41:00 -
[21]
ship: artillery/alpha ships
problem: lack of alpha usefullness, low dps/range/tracking
suggested fix: change some ships (tempest, muninn) from 5% rof, 5% dmg -> -5% rof, 20% dmg (will have ~same dps)
ship: target painter ships
problem: lack of mids, stacking penelty, low range, low bonus to TP's, useless in large fleets.
suggested fixes: rework the ships/modules, replace the TP bonus with something else, give minmatar something to compensate
ship: vargur
problem: weakest of the marauders
suggested fix: not sure.
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Straight Chillen
Gallente Solar Wind
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Posted - 2008.08.22 03:22:00 -
[22]
Ship: Electronic Attack Frigs
Problem: Survivability Post Speed Balancing. ATM these ships rely solely on high speeds to out pace turrets and missiles, and barely do so as it is.
Fix: Many, Increase speed, HP's, Resistances, Increase Slots, Grid/cpu. Anything really to keep these things from becoming 20m suicide machines. I think possibly increasing their bonuses to the full amount that regular recon's have would also help them alot aswell
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Kil'Roy
Minmatar The Rat Patrol
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Posted - 2008.08.22 05:28:00 -
[23]
Edited by: Kil''Roy on 22/08/2008 05:29:16 Ship: Black Ops
Problem: Can't jump far enough, Uses too much fuel, Can't get past cyno jammers for special operations.
Suggested fix: Increase base jump range by 50% Allow Jump Fuel Conservation skill to apply to Black Ops. Allow the Covert Cyno Generator to work in Cyno Jammed systems.
Other notes: Allowing CovOps Cloak would be far too much for this ship. Allowing other ships than Recon types to use Covert Jump Bridge would lessen the purpose of the Titan Jump Bridge.
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Mikal Drey
Minmatar ORIGIN SYSTEMS Atlas Alliance
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Posted - 2008.08.22 06:37:00 -
[24]
Originally by: Typhado3 suggested fix: not sure.
Ship : Vargur Problem : not as effective as other marauders, no real reason to upgrade into. Suggested fix : increase grid slightly to allow for a better 1400mm fit, add bonus for shield compensation or tweek cap. Shield boosting on this ship really sucks ballz everything else about it seem to work with either arty or auto but their gimped cap hurts alot. when a TII BC does sooo much better why spend almost a bil fitting out a new carebear mobile
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Duke Kraven
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Posted - 2008.08.22 07:33:00 -
[25]
Ship: Rokh
Problem: A waste in comparison to the Raven when it comes to PvE tanking and DPS.
Suggested fix: Maybe slightly higher shield resists or a better cap for the tank. Maybe a larger drone bay or better dmg bonus for B-ship lvls might be nice too.
Other notes: It costs more than the raven, but it simply doesn't compare.
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Sinder Ohm
Demonic Corp G00DFELLAS
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Posted - 2008.08.22 07:41:00 -
[26]
Edited by: Sinder Ohm on 22/08/2008 07:41:40 Ship: Munin
Problem: subpar sniping platform. Usless bonus when it comes to AC
Suggested fix: Either change the optimal range bonus for fall off or boost optimal range bonus.
Nice thread btw.
edit: wtf "s w o p" is censored ?!?! |
Megumi Yumiko
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Posted - 2008.08.22 07:42:00 -
[27]
Ship:Megathrone
Problem:blaster ship that can not get close before dying and even if close can't hit a darn thing
Suggested fix:better tracking and no webster nerf or give the mega more speed
Other notes: black op ships really need to get boosted
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Flawliss
Gallente Pilots of True Potential
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Posted - 2008.08.22 08:05:00 -
[28]
Ship: Lachesis
Problem: Lack of range on dampeners Lesser problem: Lack of dampener strength Next problem: split weapon system
Fix: Replace one of the weapon bonuses to a Dampener Optimal range bonus, adjust Weapon hardpoints to refelct the removed weapon bonus. Raise Bonus to dampener effectiveness for this ship
May help Keep this ship breathing for a bit, if it has the range to actually put its Dampeners into effect with a reasonable range, Then the choice can be made if one wants to get into range to use disruptor bonuses
Ship Arazu:
Problem: Weak dampener effectiveness
Fix Increase dampener bonus for this ship
Ship Celestis/ Keres
Problem, Dampener strength and range
Fix Dampener range and effectiveness on these ships need help, either one perhaps not both, would help these ships alot
Ship: Tier 1 BCs
Problem: In most if not all ways, extreamly weaker then their other counterparts
fix: While being weaker is by design, they need the gap closed slightly, Or need a differing role to make a larger defference between the ships
More later
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Jim Raynor
Caldari Shinra
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Posted - 2008.08.22 08:39:00 -
[29]
Edited by: Jim Raynor on 22/08/2008 08:43:03 Ship: Raptor
Problem: Not enough grid to effectively fit 150mm or 125mm railguns, limited to 75mm gatling rails which are insanely weak.
Suggested fix: More grid?
Other notes: A little speed boost on top of more grid might actually make this interceptor worth using.
Ship: Cerberus
Problem: Cerberus really lacks powergrid, it is limited to being a 'sniper' and outclassed by many other HACs arguably even the Eagle itself. I do not see why Caldari have two 'sniper' HACs.
Suggested fix: This ship needs more grid to make HAML fittings more viable, possibly a 6th launcher or moving the 6th hi slot which is basically unusable to a mid-slot.
Other notes: Kinetic missile damage bonus is really junk on ALL Caldari ships, the Sacrilege gets a bonus to all missile types and has vastly superior HP, cap, speed, and tank.
Ship: Nighthawk
Problem: Grid, grid and more grid, Nighthawk desperately needs more grid.
Suggested fix: More grid please!!
Other notes: Again kinetic missile damage bonus is lame.. heavy missile precision is another rather weak bonus.. fit HAML and use non kinetic missile you basically lose 2 bonuses.. and it's damn hard to fit without a few RCU II -- ouch.
------ I'll make a sig later. |
Yon Krum
Sigillum Militum Xpisti
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Posted - 2008.08.22 08:41:00 -
[30]
Ship: Vigil
Problem: Low power grid, target painter bonus balanced for pre-stacking penalty days
Suggested fix: increase power grid 3-4 points, increase TP bonus to 7.5% or more.
Other notes: To be effective as an EW frigate (painting), the Vigil needs to mount 3 TPs, filling all mids and removing other options (speed, tackle). Rather than increasing the number of mid-slots, simply increase the effectiveness of the bonus--probably to about %7.5%, so if you mount two TPs and a speed mod, it's almost as effective as 3 unbonused ones.
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Ship: Hyena
Problem: Extremely fragile. MWD cap bonus may be obsolete. TP bonus, webbing range bonus are weak given web changes and TP balance.
Suggested fix: Decrease base sig radius to that of the Vigil (44m) and increase sig reduction bonus to 5%/level (from 3%). Increase TP bonus proportionately with Vigil (probably to 10%/level), and replace MWD cap bonus with a bonus to webber speed reduction factor.
Other notes: The Hyena shares issues of viability/cost ratio with other EW Attack Ships, but has the added misfortune of being hit with the speed nerf both on the MWD (which I understand no long will affect max capacitor--correct?), and on web effectiveness. The Hyena can currently be either a webber or a TP ship--this will not change, but hopefully if the effectiveness of each are balanced it will be a real choice as to which to mount, unlike now.
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Ship: Bellicose
Problem: Like the Tempest, a split-weapon ship with bonuses to only one type. TP bonus.
Suggested fix: Change hardpoints to 4/4 turret/launcher to match capabilities of similar-tier cruisers. Increase TP bonus in line with changes to other ships (suggest 10%/level).
Other notes: Options are good, especially for a race like Minmatar. Split weapons on one-bonused ships are very bad. TP changes are again to effectively free up midslots for other uses, and encourage deployment of TPs.
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Ship: Rapier
Problem: Web nerf. TP bonus.
Suggested fix: Provide additional web speed factor bonus (about 5%/level could be right). Change TP bonus to be in line with base ship (suggest 10%/level).
Other notes: These suggestions are in line with the basic premise of other changes, above.
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Ship: Huginn
Problem: Split weapon systems. TP bonus.
Suggested fix: 4/4 hardpoint layout like the Bellicose, above (and unlike the Rapier). Increase TP bonus to 10%/level, like the Bellicose.
Other notes: These suggestions are in line with the basic premise of other changes, above.
-----
General notes: Target Painters actually do a decent job, but their effects are hidden under a random number generator that leaves them deeply under-appreciated. Ships with bonuses for them were balanced for before stacking-penalties were introduced, and as such have lower-than-appropriate bonuses, causing more midslots to be required to make TPs effective. This greatly gimps their value. Consider also handing out bonuses to TP optimal range on these Minmatar EW ships, to make them more effective in artillery engagements.
--Krum
--Krum |
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