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Thread Statistics | Show CCP posts - 2 post(s) |
Amy Wang
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Posted - 2008.08.24 11:35:00 -
[91]
Edited by: Amy Wang on 24/08/2008 11:35:10 Ship: Naglfar
Problems: -inferior tank - no significant damage advantage despite using 4 high slots for weapons and taking considerable longer training time (2 large weapon systems to 5 instead of 1 plus actual XL weapon training twice) - using damage mods the damage even becomes inferior compared to other dreads due to the split weapon system nature
Suggested fixes: - introduce damage mods that affect turrets and missiles at the same time and - add a low slot or - increase ship bonuses to 10%/lvl for xl projectiles and 7,5%/lvl for citadels
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Szap Light
Caldari Minds Of Space Imperial Republic Of the North
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Posted - 2008.08.24 11:49:00 -
[92]
Charge: Tech 2 Missiles
Problem: they are worse then their t1 (and faction!) counterparts.
Solution: Complete redesign of all t2 Missiles. Create new T2 missiles that do make sense.
A Short Overview of the current Problems:
Charge: t2 Cruise missiles
Note: T1 CM have 300 dmg 75km range Caldari Navy CM (the standard Pvp used ones) have 345 dmg = +15%
Problem: Precision Cruise missiles Fail to do as they are supposed to (get small and fast targets) this is of course on the Current Version of the game - i dont think anyone has tested yet for the new build with the so called "nano nerf" Solution: test if the precision Missiles can catch HACs and bigger post Patch - if not adjust speeds
Note: Rage Cruise Missiles do 345 Damage and have 17.5 km range Problem: they do exact the same damage like faction ones BUT have - only 23% range - have problems hitting smaller targets - have problems hitting fast Targets - reduce cap recharge of the Ship - have to be skilled and require T2 Launchers + are not so expensive (compared to faction)
-> Fury Cruise Missiles are a Joke in the current Version.
Solution: - Boost damage or - lower the penalties or - complete redesign
Charge: T2 Torpedoes
Note: T1 Torpedoes do 450 damage and have 9km range Faction (Caldari navy) have 517 damage (+15%)
Note: Rage torps deal 540 damage (+20% of t1)
Problem: Rage Torps are a useable choice but quite difficult to fit as they require at least one Target Painter and for fast BS a webber on the target to get their Damage on it. The damage Bonus of 20% against the normal or 4.4% against the Faction Torps are not enough to justify those penalties
Solution: Boost Damage or decrease penaltys
Note: Javelin Torpedoes have 16% less damage (or 26.5% compared to faction) for a 50% boost in range
Problem: The range that Javelin Torps bring is still Close range - so this Bonus range is nice to have but nothing anyone would sacrifice a single damage Point for. Especially as they bring severe penaltys as well.
Solution: In my opinion its not possible to make Javelin Torps better just remove them out of the game and replace them with something usefull.
Sidenote: A Javelin Torp Raven with 40km range does +20 the damage as a faction CM Raven with 240km range
Other Note: I have a better idea of a Missile: Create a Missile with penalties like Javelin (-20% damage , velocity penalty on ship) and normal range but with 500% Missile Velocity (and prevent the Missile from hitting Fast Targets - not small tagrets only fast targets) This would be the nsiper variant of the Missile and would give the Missile Pilots some "good as" insta Damage they are missing right now
This Missile type would be of course for the long range variants (CM Heavy Missiles and Standard Missiles)
So much for now. I will create a Post for the other Missile Types (Heavys Heavy assault etc etc) soon.
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Deva Blackfire
D00M.
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Posted - 2008.08.24 11:51:00 -
[93]
Edited by: Deva Blackfire on 24/08/2008 11:52:19 Out of top of my head:
Cruor: bonus to tackling (web), but 2 mids (mwd+web, no scram), low grid/cpu, low damage
Ashimmu: bonus to tackling, ability to put mwd/web/scram but lack mid for injector. HORRIBLE grid (unable to mount nosf+weapons or even nosf+armour tank). Damage output of a frigate. SLOW.
Bhaalgorn: like above ships lack a role a bit :X
Nighthawk: horrible grid, almost impossible to create decent HAM platform (drake makes better HAM ship than NH).
Cerb: grid issue again (add 100-120 grid and its set)
Retribution: mediciore frig with 1mid: add +1turret slot and 2nd mid (even at the cost of lowslot). Or if no new turrets: +1mid at cost of spare hislot.
Coercer: plies gief midslot
DESTROYERS: sig radius - its just too huge making em easy targets for everything. Also you might think about giving them tad more hitpoints. Same goes for interdictors.
Absolution: DO NOT give it another midslot EVER. Same for another turret - it will obsolete astarte. Easiest change - give it enough grid to fit heavy pulse setup with gangmod or even with heavy/HAM launcher. So needs about 100 grid.
Amarr non-laser specced ships (proph,maller, punisher, augoror?): they arent used at all. No idea how to help them tho :X
Precission missiles: boost explo velocity (especially on heavies - boost from 1km/s to 1,5-2km/s and you have a winner)
Rockets: boost velocity, drop flight time. They are useless in ceptor dogfights if you dont have web because they cant catch up to their targets. Heck even my ceptor firing em leaves its own rockets behind.
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Xavier Zedicus
Priory of Zorrabed
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Posted - 2008.08.24 12:46:00 -
[94]
Originally by: Abrazzar
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. ===
/sign |
Szap Light
Caldari Minds Of Space Imperial Republic Of the North
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Posted - 2008.08.24 13:28:00 -
[95]
Item: General Freight container
problem: cannot be filled while in space (not even at a POS with a Corporate Hangar Bay)
Solution: Fix it
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Typhado3
Minmatar Ashen Lion Mining and Production Consortium Axiom Empire
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Posted - 2008.08.24 15:08:00 -
[96]
these 2 aren't most important out there but I figured they where worth a mention.... also how has first not been said yet?
ship: mackinaw problem: lack of cpu fix: give it a bit more cpu other notes: my fit with 1 cpu mod fits (very tight) and I probably wouldn't change it, but having same cpu as skiff (which only has 1 turret) just seems wrong.
ship: scimitar/oneirsis problem: their tracking link bonus; is weakest of remote electronic support modules (compared to self modules) and recieved a nerf back when all the logistics got buffed. also much less useful than more repping slots/power of the other 2 logistics fix: give it a nice big boost.
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Gragnor
Groove Inc
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Posted - 2008.08.24 16:19:00 -
[97]
Ship:Naglfar Problem: Inferior tank, weak DPS Suggested fix: Tank - Decide whether it is an armor tank or a shield tank. Recommend shield tank. Remove a low slot and replace with two mid slots. Make adjustments to shield hit points, cap and shield recharge rate.
DPS - Adjust siege artillery damage modifier upwards.
Other notes: This is a minnie ship. Tank should be slightly weaker than other races rather than the massive difference than current and the damage needs MASSIVE Boost. Do this through adjusting artillery.
Ship:Typhoon Problem: Tier One battleship that requires three skill trees to be maximised for ship to be combat effective.
Suggested fix: Recommend that this ship become a armor tanking, torpedo spewing drone boat.
Other notes: Adjust history. Minmatar Fleet does not have a long history of battleship warfare and this was the races first attempt, drawing on the technology of its Gallente friends and the Caldari.
Ship:Tempest Problem: DPS is shite and tank is vastly inferior to all other races tier two battleships.
Suggested fix: Recommend that this ship become the Minmatar sniper of choice. Ensure the ship is fast, agile and keeps the limited tank but the sensors allow it to compete with the amarr. MASSIVE buff to alpha strike. AND don't you dare whinge about shorter fleet fights given you had the audacity to put doomsdays in Titans. Any credibility the alpha is unfair argument held died when you allowed 64k damage doomsday blasts.
Other notes: Adjust history. Minmatar Fleet developed its own battle tactics to free their oppressed people. Built around the principles of guerilla warfare, the Tempest delivers massive damage at a distance but has such weak protection that if they are pinned down, they will die horribly.
Ship:Maelstrom Problem: The ship suffers by comparison with its tier two companion. Why fly a Maelstrom over a Tempest? For half a gun's damage? That damage issue again!
Suggested fix: Change no bonus. Slot layout 8 turrets/8 mids and 4 lows. Make this the most agile and fastest BS in the game. That is paid for by having the active shield tank matched with the smallest armor and hull. Adjust sensors accordingly. Stronger but shorter range. No fitting issues.
Other comments: Minmatar Captains had been demanding their Fleet provide them with a ship than could stand toe to toe with their Amarrian foes at close range, fight and manuevre. And the fleet delivered with a ship that can match it with their Amarrian foes for a while. The Captains asked for a gunship and they were delighted with what they received.
Ship: Vagabond Problem: Speed Suggested fix: - Fall off bonuses to webbing. - Polycarb Rig nerf - 7.5km warp scramblers - stopping Microwarpdrives from being reactivated only. So once a MWD is on they stay on but then cannot be used again if hit with a warp scrambler.
Ship: Bellicose Problem: Minnie eWAR - sorry guys but come on. Target painting!
Suggested fix: - Add tracking links to all bonuses as well. Make tracking links so good that adding them to a Tempest means they can two shot any inty going full speed at 100km.
- How about the other basic eWAR which is fitted into a high slot; CHAFF (modify snowball launchers) CHAFF reflects radar signals and thus randomly decoys missiles away from targets. All of a sudden seeing a Bellicose in a fleet would cause it to be primaried rather than laughed at.
- What about decoy drones which emit radar signals which confuse missiles a drone which attacts missiles or other drones which can kill the very small signal radius drone making it a ***** to kill.
Ship: Stiletto Problem: Speed - TOO SLOW! Suggested fix: Make this the fastest interceptor. It only has three high slots and its a purpose built tackler. How the hell does minmatar NOT have the fastest inty?
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CCP Mitnal
C C P
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Posted - 2008.08.24 18:27:00 -
[98]
What a constructive thread!
I've noticed a couple of module suggestions, such as T2 ammunition.
If someone wants to start a definitive list of module changes/problems that'd be useful!
Mitnal Community Representative CCP Games, EVE Online Email / Netfang Special Agent Mitnal; Saving the forums one thread at a time! |
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Marlenus
Caldari Ironfleet Towing And Salvage
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Posted - 2008.08.24 19:02:00 -
[99]
Done!
Definitive list of problem MODULES
------------------ Ironfleet.com |
Szap Light
Caldari Minds Of Space Imperial Republic Of the North
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Posted - 2008.08.24 19:03:00 -
[100]
Should we copy our Posts regarding modules (and i hope charges?) in this new thread then?
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Kagura Nikon
Minmatar Infinity Enterprises
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Posted - 2008.08.24 19:47:00 -
[101]
Ships: Carriers and motherships.
Problem: They are movign eve too much in the know capital online issue. Specially carriers that can deal with any type of enemy in battlefield even without any other type of ships supporting.
Solution: BOOOST DREADNAUGHTS! Yes! Boost to nerf. IF dreads do lests day 25% more damage then the field of battle will be more dangerous to carriers and we will see more dreads and less carriers. That opens up space for subcapital ships in the fights (since dreads are not very useful against them). ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Aurora148
Gallente Black Lotus Foundation Damned Pirates
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Posted - 2008.08.24 20:09:00 -
[102]
Ship: Megathron Navy Issue
Problem:
1# the engine glows are behind the engines on the model making the ship not nice to look at from behind.
Suggested fix:
1# move them forward to the same point as the regular Megathron
Other notes: Make the Engines fully blue like on the Vindicator, instead of the Yellow-Blue change on the Megathron.
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Psycho Amarr
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Posted - 2008.08.24 23:46:00 -
[103]
ship: carriers / fighters
problem: too much damage against smaller ships / non capital ships
suggested fix: increase fighter weapon¦s sig radius to 1000m or 1500m -> to make it an anti cap weapon
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Thy Filth
Hikikomori Broadcast
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Posted - 2008.08.25 00:26:00 -
[104]
Edited by: Thy Filth on 25/08/2008 00:28:33 -Minmatar in General
Problem: There Shield/Armor is all messed up, e.g the Phoon; armor tanker, more shields than armor, HIC; Shield tanker, more armor than shields.
Suggested Fix: As they are ment to be able to do both, make their shield and armor hit points equal.
Other Notes: Minmatar ships have the lowest HP
-Faction Ship (in most cases)
Problem: With all the game changes maded over time, these ship have been left behind, they have become more and more worthless, now they just decorate peoples hangers.
Fix: Bring them up to speed.
Other notes: They should be worth their Price tag
-Ship: Claw
Problem: Targate range, its terrible, you spend half your time relocking.
Suggested fix: Increase it
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Strill
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Posted - 2008.08.25 07:37:00 -
[105]
Edited by: Strill on 25/08/2008 07:41:02 Ships: Many
Problem: Split Weapon Systems make some ships much weaker than others
Many ships use one weapon system, and have two bonuses to that weapon system. Since these bonuses are stacked, they end up with a more than doubly powerful weapon system. However, other ships use two weapon systems, but have one bonus for each of those systems. In effect, these ships with "split bonuses" get a single bonus, since each bonus applies to half as many guns/missiles.
For example, the typhoon uses guns and missiles, and gets one bonus to each of them. In effect, it just gets one bonus since each of its bonuses are applied to half of its weapons.
Suggested Fix: Rethink what the net effect of ship bonuses was supposed to be.
Are ship weapon bonuses intended to affect all of the ship's weapons, or were split weapon bonuses assigned with the implications of the split weapon system in mind? A ship's weapon bonus should be balanced based on how many of a given type of weapon that ship can field. For example, the Helios gets a bonus to drone thermal damage...but only has a 5m^2 drone bay. The end result is that the most you can possibly get out of this bonus is 8.25 DPS. Did you really intend for this ship to have such a tiny and insignificant bonus, or does your "balance formula" whatever it may be, say that the drone damage bonus is worth the same as a 5%/lv turret refire rate bonus, even though the turret bonus would give it way more damage. (not that you use covert ops frigs for damage in the first place anyway)
Other Notes: For clarity, this problem only really applies to ships that have their bonuses split between guns and missiles. Ships with drone damage bonuses are almost always considered outstanding even if they also use a substantial number of guns, or their other bonus goes unused. This is because of how versatile drones are, and their potential to free up lots of high slots. (i.e. the dominix's drone bonus gives it enough dps just from drones that it's viable to fill the high slots with nosferatus and/or energy neutralizers and attack the opponent's cap until their active tank breaks and the drones kill them)
This is partially indicative of a problem with drones which is addressed here in the module thread.
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Meina Lamia
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Posted - 2008.08.25 07:58:00 -
[106]
Ship: Ships in General
Problem: Bonues are to artifical
Suggested Fix: Look at a ship and make bonues fit accordingly. Maybe some ships should have 1 bonues but its pretty big. Others ships might have 3 to 6 smaller bonues. Start working with Role Bonuses for most ships.
Other Notes: In general, I think all ships should have a role bonus.
Ship: Tier 1 BC's
Problem: Very lack luster in performance
Possible Fix: Give them 4 smaller bonues or add nice Role Bonus, More HPs.
Ship: Typhoon
Problem: Ship Bonuses realisticly only repersent one full bonus while other ships have two.
Suggested Fix: Let each bonus affect both weapon system, let it be a 6/6 weapon system. Or add a Role Bonus
Ship: Command Ships/Field Command Ships
Problem: They don't truely repersent their class.
Suggested Fix: Command Ships need to be snipers with with boosts to support gang mods energy cost or higher cap regen. Field Command Ships, Tank and Gank, nuff said. I would suggest more bonuses to make it happen of the appropate type.
Other Notes: Command Ships by their nature should be at the very back of the combat supporting with Sniping and Gang roles. Field Command Ships need added range to close in weapons and tank and gank as they are a close in support ship. They are not so bad now, but could use a tad more boost.
General Note: I think in General I think Minmatar suffer due to having a split weapon system and only being able to use their bonus for one system do to the artifical nature of T1s get 2, T2 get 4 bonuses.
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Trellish
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Posted - 2008.08.25 08:00:00 -
[107]
Ship: Harbinger
Problem: No T2 variant
Suggested fix: Make the combat amarr command ship a t2 harby, and leave the fleet command ship the same hull
Other notes: On a side note... if you're looking at t2 amarr missile ships... can we do anything about their DPS? No matter what your skills or your fittings, those ships tank great but just do jack dps.
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Cailais
Amarr VITOC
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Posted - 2008.08.25 09:43:00 -
[108]
Interesting to see just how many ships are mentioned here - I guess the grass isnt greener on the other side!
All Force Recons - Need another high slot to be able to fit a covert cyno generator without totally gimping their (admitedly) limited combat capabilities (e.g the Pilgrim would be Cloak, Cyno, 2 nos or neuts).
All races Black Ops BS - not much to add that hasnt been said elsewhere, the ability to warp cloaked would go a bit of a distance to justifying there enormous cost in ISK and training time.
C.
Originally by: Tarminic Your continued whining is somewhat diminished by your continued willingness to give your money to CCP.
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Adaera
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Posted - 2008.08.25 11:30:00 -
[109]
Originally by: Marlenus Done!
Definitive list of problem MODULES
Linked in main post :)
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Amoun Ra
Caldari Soulless Armada
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Posted - 2008.08.25 14:05:00 -
[110]
Ship: Caracal
Problem:zero survivability in pvp unless used under certain conditions and using unconventional fittings.
Suggested fix:Increase shield capacity or add an extra mid slot or reduce shield recharge rate or whatever is needed to improve survivability of the ship.
Other notes: T1 Cruiser class ships are widely used in pvp especially for new players.Now i know caldari are not meant for solo pvp but i still think the caracal is at a serious disadvantage compared to the thorax,vexor,stabber,rupture...etc. Blackbirds are not the perfect choice for combat they are more of support vessels and the osprey is definitely not a combat vessel which leaves the moa which i think is the only t1 cruiser the caldari have that is viable for combat assuming you had the foresight of training hybrids.
We're Caldari. And we're in the right. |
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BiggestT
Caldari Space Oddysey Pupule 'Ohana
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Posted - 2008.08.25 14:31:00 -
[111]
Ship: Nighthawk
problem: Not enoguh slots for tank/gank
solution: leave grid as is but give it an extra mid/low or both, its simply too similar to its drake brethrin to warrent its price. The vulture may need an extra turret/tnak slot alsweel to maintain its tanking superiority.
note: Some1 already mentioned it cant use its gang mod role well at all and i agree, adding an extra low will allow for an rcu to fit said mod without gimping ones setup..
THis now leads me too..
Ship: Drake
Problem: overpowered missile boat compared to ALL other missile boats (remember to look at cost/effectiveness)
solution: Remove a launcher slot, remove a mid/low or nerf pwrgrid., one of the suggested shld bring it back in line while stil lremaining an adequate boat for tnaking/dps with younger players.
Note: Post-patch the drake will be vastly overpowered, rather than nerf missiles, just nerf the drake, the other missile boats cost should warrent them being useful and missiles wont be overpowred at all in relation to the ships that use them (however torp ravens may still need adjusting)..
poudly annoying fc's since 2007
Originally by: Sheriff Jones *ding ding!*
Wrangler: Hello and w
*ding ding!*
Wrangler: ...damn nanowhiners...*goes back to reading*
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Miraqu
Caldari Amarrian Heavy Industries
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Posted - 2008.08.25 14:57:00 -
[112]
Ship: Covetor
Problem: There is only one day skill-time difference between the Covetor and the Hulk. Thus the Covetor is almost never used because it takes only one more day skill training time to the Hulk. Since the prices of the Hulk have dropped considerably, it is always never used.
Suggested fix: Reduce the Skill Requirements from Mining Barge V to IV but keep Astrogeology V.
Other notes: That way the Covetor would be a viable alternative for casual miners but would still need some commitment in skill-time. Drop by ingame! There is a -linux- channel. :) |
BiggestT
Caldari Space Oddysey Pupule 'Ohana
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Posted - 2008.08.25 15:07:00 -
[113]
Originally by: Abrazzar
Ship: Ferox
Problem: Lack of performancee both tank and gank wise compared to the Drake
Suggested fix: Improve on the sniper role of the Ferox and drop the Shield Resistance bonus for a damage bonus, increasing the alpha damage.
===
A very good suggestion Although i think the ferox is one of the better tier1's it really shld have a better reason to fly over a drake. A dmg bonus wld help. However ill show a hypothetical problem if this was introduced:
-with hypothetical ferox boost- ship: eagle problem: outdamaged by far cheaper t1 bc varient that also gets a drone bay solution: add another turret slot, slightly increase pwg
side note: If the eagle was given this at the same time i reckon it wld be quite a nice change
poudly annoying fc's since 2007
Originally by: Sheriff Jones *ding ding!*
Wrangler: Hello and w
*ding ding!*
Wrangler: ...damn nanowhiners...*goes back to reading*
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Seishomaru
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Posted - 2008.08.25 15:22:00 -
[114]
Ship: Shuttle Problem: Is the only ship not cited in this thread. Solution: aa mm forget it.. its already ok.
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SirFett
Omni-Core Freedom Fighters Ethereal Dawn
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Posted - 2008.08.25 17:21:00 -
[115]
Since i know most about amarr my beef is mostly about the randomness of the bonuses
In no particular order
Ship: Retribution
Problem : random bonuses its more of a discription "issue" tbh
Notes : The punisher has the folowing bonuses "Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level." Now where does "Amarr Frigate Skill Bonus: 10% reduction in Small Energy Turret cap use, 15% bonus to Shield and Armor Explosive resistance and 10% bonus to Shield and Armor Kinetic resistance per level" that come from all of a sudden i dont see an amarr frigate with those bonuses
Ship : Vengeance / Malediction
Problem : Dont see the t1 herritage
Suggested fix : no clue sorry Introduce yet another frigate with missiles maybe ? yay for diversity
Ship : Augoror
Problem : lol bonuses
Suggested fix : Bonus to remote armor repair systems to make it a real base for the guardian ?
Ship : Maller (indirectly the sacrilege)
Problem : 10% bonus to Medium Energy Turret capacitor use per level
Suggested fix : Give it the Sacrileges "Amarr Cruiser Skill Bonus: 5% bonus to Heavy Assault Missile damage" There you go now its more usefull and the sacrilege has a real herritage
Ship : Heretic
Problem : Rocket bonuses ... does more damage with arty's ac's lasers etc In adition it has absolutly no resemblance to its t1 counterpart It is also paper thin
Suggested fix : introduce a destroyer that has the apropriate ship bonuses and make the heretic's hull into a "heavy destroyer" that can actualy take down intys and frigs fast more ships again yay
Ship : Archon
Problem : The engines extend out too far and the premium landing lights!
Suggested fix : cut those hideous engines off and make those lights blink again!
Ship : Prophecy
Problem : somebody sayd it already its based on the obsolete tier system .. lose it "Battlecruiser Skill Bonus: 10% reduction in Medium Energy Weapon capacitor use" dump that in favor of the damnations "Battlecruiser Skill Bonus: 10% bonus to Heavy Assault Missile and Heavy Missile velocity" wich leads directly to the absolution unfortunatly because its sexy and its awesome but it has no tech 1 base so if that was switched to the harbingers hull and its bonuses (obviously would need resistance tweaking aswell) i can already hear screams (and i wouldnt want to simply switch out the absolution ...
Ship : Paladin
Problem : Utterly random assortment of bonuses where they come from no one knows, you can pick em you can lick em, if you promise not to sue us you can shove one up your nose /end shamless futurama refference and back on topic
Suggested fix : It comes from the apoc... the apoc got a range bonus ... give it a range bonus (yeah its pwnage so what) that cap bonus should also be builtin.... switch out that hilarious 2% bonus to stasis webbys for an explenation why the 10% cap useg penalty is pivotal to the 4 guns are somehow as good as 8 guns on that ship rest is fine i guess
Ship : Redeemer
Problems : lots Fuel consumption for jump Fuel consumption for the bridge Jump Range scan resolution hit and targeting range isnt that good ether
Suggested fix : Fuel bay.... a big one... infact any ship that consumes something needs a fuel bay tbh and make them all BIG jump range... umm double it ? as for the scan resolution it could use a cov ops cloak of course the overpoweredness question arrises but that can be combated by making it cumbersome...slow... low on dps (but good tanking)
and last but not least The Pilgrim
Problem : Only force recon without range bonus
Suggested fix : give it a range bonus instead of the amount or lessen amount and give it half of the curses range bonus and if you ask me force recons should have a 100% cov ops role bonus anyways
Problem 2 of the curse and pilgrim: cap... its needs moar....
coninues...
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SirFett
Omni-Core Freedom Fighters Ethereal Dawn
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Posted - 2008.08.25 17:28:00 -
[116]
Edited by: SirFett on 25/08/2008 17:27:55 ...right here
curse and pilgrim need more cap (cue f1-f8 whine) to do all they NEED to do
Ship : Devoter
Problem : Hac needs frig+cruiser+af+hac skill why dont heavy interdictors need the dictor skill aswell ? i think the heavy dictor is too easy to get for its power
some things i sayd hold true for other races aswell but since i dont know so much about their ships ill leave the complaining to others :)
such as arazu needs higher damp effectiveness etc
or how about this ewar ships t1 and t2 dont need scripts for their ewar modules its only when other ships try to use them their onboard computers are simply overpowered the the calculations or something that they can only do ether or just a random idea
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Szap Light
Caldari Minds Of Space Imperial Republic Of the North
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Posted - 2008.08.25 19:50:00 -
[117]
Ship: Onyx (could apply to other Hictors as well)
Problem: Low cap - 2 runs of a heavy neut on you and you are dry. Bubble takes very much energy to burn.
Suggestion: Increase the Cap on the onyx (and other hictory perhaps) so they can withstand more energy neutralising lower the amount of activation energy to use the Hictor bubble OR Make the Bubble use FUEL instead of Energy Note: This would solve the Problem of permabubbling hictors as well (if you want a permanent bubble anchor one)
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MI Koshkin
The Last Tarakians
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Posted - 2008.08.25 21:45:00 -
[118]
Ship: Omen
Issue: Too little grid. After the last change where its missing turret was added, it wasn't given enough grid to make effective use of it. It's not possible without using multiple fitting modules to mount a full set of T2 Heavy Pulse beams on the ship. Heavy Beams of any sort are out of the question.
Suggestion: Add an additional 200 grid. This will allow the ship to fit a full rack (barely) of T2 Heavy Pulse lasers. T2 Heavy Beam lasers will not fit without a fitting mod but they'll at leave be possible without resorting to 3 x RCU II.
Ship: Prophecy
Issue: There is no purpose for this ship to exist. The Harbinger does everything the Prophecy can do but better.
Suggestion: Flesh out the Amarr missle ships by converting the turret slots to launchers. Change the laser cap bonus to a HML bonus (damage, range or whatever). This will give a nice path to the Damnation and give people a reason to fly the very nice looking Prophecy.
Ship: Maller
Issue: It is a ship with very little to recommend it. It also does not match with the Sacrilege.
Suggestion: Continue with the changes begun during the Amarr overhaul. Convert the turrets to bays. change the laser cap bonus to a HML bonus (damage, range or whatever). This gives a logical path to the Sacrilege and gives a reson to fly the Maller.
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Thirzarr
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Posted - 2008.08.25 23:23:00 -
[119]
Ship: all of them.
Problem: Moving is too slow, turning and accellerating feels "artificial"
Suggested fix: Make all ships faster to make the fighting more dynamic (heck, look at the trailers!) and get someone to tweak the physics-engine that handles ship movement.
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Kransthow
Sage Industries
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Posted - 2008.08.26 03:50:00 -
[120]
Ship: Frigates
Problem: Insta die in web range
Suggested fix: Make webbers sig radius based
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