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Strill
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Posted - 2008.08.27 02:02:00 -
[61]
Originally by: Daan Sai
Originally by: Daan Sai Suggested fix: Make them inventable like T2 variants
Clarification: when an inventor is making say Hammer IIs, let them choose to make Hammers IIs or Augmented Hammers (like the T2 ship variants), using the same input materials as hammer IIs. Add integrated drones to loot drops as T1 meta variants, or let them be built as an option when making T1 drones.
Ya, it's unique in this case since drones are the only item with T2 named variants.
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Merin Ryskin
Peregrine Industries
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Posted - 2008.08.27 05:44:00 -
[62]
Module: javelin HAMs
Problem: range is FAR too high. Javelin HAMs have almost the same range and velocity as faction HMLs, but also have the option to fit higher damage faction HAMs. Adding to this problem, the HAM penalties are fairly light, precision heavy missiles are worthless, and FoFs are not very popular. The result is HMLs are virtually obsolete once you get the skills for T2 weapons.
For a very clear example of the problem, compare javelin HAM range to javelin TORP range, unlike every other weapon in the game, the cruiser size weapon out-ranges the battleship weapon.
Suggested Fix: nerf javelin HAM range to somewhere between rocket and torp range.
Module: precision heavy missiles.
Problem: explosion velocity is identical to precision cruise missiles, and far too low to effectively damage fast cruisers or frigates. Since faction missiles will do almost the same damage in any scenario where precision missiles do non-zero damage, there is very little reason to ever use the precision missiles.
Suggested fix: boost precision heavy missile explosion velocity to a proper middle ground between precision light missiles and precision cruise missiles.
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Aakito
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Posted - 2008.08.27 09:40:00 -
[63]
Module: Laser Beams/Tachs/Artillery
Problem: Very high grid requirements, especially frigate and cruiser sized beams. Makes fitting these on ships with already few slots almost impossible. Tachs while do good dps is already paying a high price in sustainability, its grid requirement is way too high forcing ships to waste 2-3 slots on grid mods. 425mm railguns are competitive and fits easily on sniping setups.
Artillery also have the same problem. Their grid requirement gap compared to ACs are huge, while also not being competitive in dps. Sure its cap free, but it shouldn't be that much behind other sniping platforms.
Suggested fix: Lower the power grid requirements by ~10%. Boost the dmg mod on artillery some. ------------------------
Module: NOS
Problem: It was overnerfed, and is now ineffective on ALL ships.
Suggested fix: NOS should be effective on ships designed to use it, not on every ship. So give only NOS related ships bonuses to allow it to function as it originally did. --------------------------
Module: Sensor Damps
Problem: Again, made useless on even damp ewar ships.
Suggested fix: Boost the bonuses on gallente damp ships. This allows it to be a viable ewar only on those particular ships. --------------------------
Module: Defenders
Problem: Face it CCP. It's a horrible module since implementation. Time to fix it.
Suggested fix: Make it a real EWAR against missile/drones. Targeted against an enemy, causing their missile/drones to be less effective. How it works? Just disrupts the ships guidance system so missile/drones will miss frequently.
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Trespasser
Caldari Sinister Defiance Elitist Cowards
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Posted - 2008.08.27 11:30:00 -
[64]
Module:all cloaks
Problem: people can just sit in system cloaked all day and you cant find them, when they do come on they gang 1 or 2 people and then recloak for another 22 hours.. you can in effect stop all isk making activities while said person is in local because you never know when they will be back
Suggested fix: i have 3 of them
First - Make a new pos mod that requires sov 2 in order to anchor, this said mod is a scanner that can scan the cloak ships down to a 0 meter accuracy. Or you could make it say a 20 meter accuracy and make a new script/ammo type for normal (not heavy) interdictors that lets them put out a bubble that disables cloak within say 15km..(range can change) said bubble cant be placed on the same grid with a anchor bubble or any other type of warp prohibiting bubble.
this would be a good combo and stop people from sitting afk all day without being overpowered since you can only place said bubbles in areas without a warp bubble.
Second - Back to the pos mods again, this one requiring sov 3. this mod should either be a very CPU/PG intensive or have a fuel consumed of some type say a charge that costs about 30mill each or so(and only lasts say 5mins). What this pos mod does is similar to what a cyno jammer does, it emits a field that makes it so all cloaks in the system shutdown and cant be turned back off till the jammer runs out of fuel or is turned off by the owner. (this is a slight overpowered mod, but remember the defenders cant use cloaks either)
Third - yet again another pos mod fancy that, requires sov 2. All this mod does is allow normal probes to detect cloak within the system. the pos helps to triangulate the postion of said cloaker to within a reasonable degree of accuracy.
Other notes: These above changes will either make POS's more of just a tool for sov and it can also give normal interdictors a role again and thats always great
if i can think of any more i will post them.
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Cpt Branko
Surge.
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Posted - 2008.08.27 11:37:00 -
[65]
Originally by: Trespasser
Cloak changes
Imo, give normal scanning ships a chance to probe out cloaked ships, but with the caveat that cloaked ships no longer appear in local.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
Thud
Caldari Mad-Warping-Maniacs
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Posted - 2008.08.27 11:45:00 -
[66]
Edited by: Thud on 27/08/2008 11:46:03
Module:ECM / ECCM
Problem: ECM has to mutch effect on small gang warfare,ECCM is not effective as countermeasure.
Suggested fix: Complete overhaul of the ECM / ECCM mechanics is needed.
____ ____ My english is bad. |
Trespasser
Caldari Sinister Defiance Elitist Cowards
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Posted - 2008.08.27 12:00:00 -
[67]
Originally by: Cpt Branko
Originally by: Trespasser
Cloak changes
Imo, give normal scanning ships a chance to probe out cloaked ships, but with the caveat that cloaked ships no longer appear in local.
Removing cloaked ships from local would cause more issues then its worth - you guys need to understand, this game has had local since day one over 5 years ago changing local and how it works will throw the game off
give a new probe with a new skill set and a change to find cloak ships is good for me, but still keep the cloakers in local
Think of it this way - what if you were flying around 0.0 and came across a empty system like most of it is anyway.. then all of a sudden like 50 people show up in local in and kill you in cloaked ships without warning. it would make cloaked ships the new Flavor of the month and what im trying to do is remove them from this role
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Tuleingel
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Posted - 2008.08.27 12:51:00 -
[68]
Item: FoF missiles
Problem: They attack structures sometimes, They don't agress NPC's. (ie. if you have 3 spawns in deadspace pocket, and you use FoF's to kill first spawn, it will automatically engage second spawn but this will not cause agression flag and they will ignore you until you have to reload and actually activate launchers again).
Fix: (1) Make FoF act like regular targeted missiles, when target is locked and selected. (2) Sort out structure flags so they are no longer viable targets for FoF's, they should shoot only tiems that are shooting/agressing you. (3) When hitting anything FoF shold trigger agression flag so second and third spawns will no longer ignore being shot at by FoF missiles.
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Popperr
GoonFleet GoonSwarm
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Posted - 2008.08.27 14:02:00 -
[69]
Module: Target Painter
Problem: Is not very useful excpet for against npcs and with Torpedos.
Solution: "Inversion script" This reduces the ship with the target painter's signature radius by a percentage allowing the ship to tank on it's signature. Would work well with the vigil, bellicose, huginn and rapier as well. The normal target painter script also would gain a boost as it could counter this effect.
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UrsaeMajoris
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Posted - 2008.08.27 14:26:00 -
[70]
Edited by: UrsaeMajoris on 27/08/2008 14:27:12 Module: T2 Fury Cruise missiles
Problem: Essentially obsolete considering faction cruise missiles do the exact amount of damage, have over 4x the range, do not require cruise spec skills and do not have a cap recharge penalty. It's only advantage is that it is cheaper than it's faction equivalent.
Suggested Fix: Increase damage and flighttime.
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Mikal Drey
Minmatar ORIGIN SYSTEMS Atlas Alliance
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Posted - 2008.08.27 16:18:00 -
[71]
i think i found a solution for AutoTargetters
Problem : They just dont autotarget anything
Solution : give them a 1000+ scan res bonus. :/
Notes : i hear you all screaming overpowered already but consider they are primarily a highslot module so less DPS from agressor, they are already supposed to autotarget so a forking high scan res for uber fast lock isnt a change more of a fix.
Consider what ships already need higher scan res for locking times and you see that being high slot removes mid slot tank solutions and cripples DPS but gives the intended ships a more functional role. Even if you wanted to get a fast locking tackler it wouldnt overpower it cause inties already have pretty damn fast lock times
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BiggestT
Caldari Space Oddysey Pupule 'Ohana
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Posted - 2008.08.27 16:56:00 -
[72]
Originally by: UrsaeMajoris Edited by: UrsaeMajoris on 27/08/2008 14:27:12 Module: T2 Fury Cruise missiles
Problem: Essentially obsolete considering faction cruise missiles do the exact amount of damage, have over 4x the range, do not require cruise spec skills and do not have a cap recharge penalty. It's only advantage is that it is cheaper than it's faction equivalent.
Suggested Fix: Increase damage and flighttime.
Amen 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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Jim Raynor
Caldari Shinra
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Posted - 2008.08.27 20:26:00 -
[73]
Module: Reinforced Bulkheads.. Problem: LOL? More HULL for less SPEED? Solution: Make them give you more module HP, reduce heat damage..
Other notes: Seriously surprised no one has mentioned this module before now. ------ I'll make a sig later. |
Dal Thrax
Multiverse Corporation Cosmic Anomalies
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Posted - 2008.08.27 21:56:00 -
[74]
Originally by: Jim Raynor Module: Reinforced Bulkheads.. Problem: LOL? More HULL for less SPEED? Solution: Make them give you more module HP, reduce heat damage..
Other notes: Seriously surprised no one has mentioned this module before now.
I think it's like the gang warfare link I referenced on page 2. Nobodies ever really used the things. Most of us have tried 1) defender missiles 2) Passive Targeters and 3) at one point as a noobie misunderstood what regenerative plating does. Autotargers are also big on the list as most of us have asked, does this work, and told no.
Net result we tend to forget the rarer modules for example passive ECCM.
Originally by: HEXXX In all seriousness; I think I made a miscalculation originally. . . We either need to fix this or fix our advertising.
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The Bob
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Posted - 2008.08.27 22:03:00 -
[75]
The following modules are T2 modules which are worse than the best named version and in what way
T2 Tracking Disruptor: More cap/cpu T2 Web: More cap/cpu T2 ECCM: More cap/cpu T2 Capacitor power relays: Larger shield boost penalty, and more cpu T2 Heavy and med Nos: More cpu/pg T2 Small Nos: More pg T2 All size Neuts: More cpu/pg T2 Multi and racial ecm: More cap/cpu T2 Remote eccm: More cap/cpu T2 ECM burst: A lot more cap and more cpu T2 TP: More cap/cpu T2 Sensor backup array: More cpu T2 1600mm plates: More cpu/pg/mass T2 100mm plates: More cpu/pg/mass T2 50mm plates: More cpu/mass T2 Damps: More cap/cpu T2 Cargo scanner: More cpu T2 Shield power relays: More cpu T2 Signal distortion amps: More cpu T2 Sensor boosters: more cap/cpu
Modules with no T2 version. Although a T2 version may not be needed I thought I should mention them
Micro auxiliary power core Drone link augmentor Drone navigation computer Omnidirectional tracking link
Modules that have very little advantage over their named version
T2 200mm, T2 400mm and T2 800mm plates: more mass/cpu/pg, and only gives 3 more armor HP, not 3% but just an extra 3 HP T2 Large shield transporter: Less heat dmg, more cpu/pg, but has a lower duration (Shield Transporters already suffer from high cpu use) T2 Armor resistance plating: Exactly the same as best named
Suggested Fixes: Lower the stat or stats that are higher than the named version so that it is lower than the named version, making the T2 version superior.
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Adaera
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Posted - 2008.08.28 12:40:00 -
[76]
Module: Heavy assault missiles Problem: horrendous fitting requirements severely limits what they can be fitted to without having to jam up lows with reactor controls. Solution: reduce power grid requirement by 25-50
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BiggestT
Caldari Space Oddysey Pupule 'Ohana
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Posted - 2008.08.28 16:23:00 -
[77]
module: Dooms day device
problem: Slightly overpowered (especially when allainces, multi-DD with several titans), also making titans fit a role they were unintended for (hide in pos/ss warp in ddd warp out) wheras they shld be there on the frontline in the good fight.
solution: make dd use activate liek a siege module: titan warps in, activates dd, weapon fires in roughly 10 seconds, cooldown recalibration etc mean titan is immobile (but can RR/Shoot etc) for 5 mins..(maybe shorter). THis may stop titans fitting redicolous setups with no cap guns at all and only faction sb's to pop cit. torps.
Notes: PLZ DO THIS CCP, i wld love u forever :D (not sure how this wld solve multi-titan blobbing tho) 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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Neila Mei
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Posted - 2008.08.28 19:53:00 -
[78]
Originally by: The Bob The following modules are T2 modules which are worse than the best named version
But then you cannot manufacture best named modules. Which makes them a bit rare(ish), I think about them as T1.5... or something. Just look at arbalest launcher prices etc...
However, I'd argue few faction modules (and deadspace mods) are worse than best named and should be boosted at least a bit. Specially if it seems ships fitting abilities are balanced according to stuff you get in hands on sisi or whatever test server. (mostly best named or t2). This means even if primary stat of said faction/deadspace mod would be a tiny bit better than t1 or t2, you cannot fit it in your ship because it eats too much capacitor, cpu and powergrid.
I also can't resist to slap ppl who don't seem to have clue about certain modules. *slaps*
Furthermore. I think it's wrong megathron can't kill everything with antimatter blasters and plates.
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masternerdguy
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Posted - 2008.08.28 20:12:00 -
[79]
MULTIPLE PROBLEM MODULES!
Module: Stasis webifier
Problem: Hey, 7500km range is great if ur attacking a short range ship or are very fast, but it fails easily in fleets when targets are often between 13 and 80km away.
Solution: Buff the range, nerf the velocity kill. I think 20km with a 50% reduction in velocity model should be offered. ------- Module: Structure Repairers
Problem: Given the ability to gain 50% global resists on structure with 1 cap every 30 seconds structure tanking should be somewhat viable. But then i see that the repair rate to power consumption is horrifying and the cycle time makes me want to cry.
Solution They need to repair faster. They need to be at least somewhat competitive with armor reppers. Shorter cycle times at least.
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Delichon
The First Foundation SOLAR FLEET
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Posted - 2008.08.29 13:01:00 -
[80]
Module: All missile launcher.
Problem: They don't have a Tier variations like turrets. This allows only for "black or white" kind of fits on ships: if you fit HM - than you are off this much of grid and you have this much of DPS. A lower tier HAMs would allow for some interesting fits on Cerberus, lower tier Standard launchers would allow to fit 3 T2 launchers on Crow without training AWU to 5. Lower tier Sieges would be a benefit for Typhoon, that is always very tight in fitting.
Suggested fix: Intorduction of lower tier missile launchers, that would follow the pattern of turrets: lower tier having less fitting requirements, but having higher ROF at the same time( so - less DPS at less fitting cost).
Other notes: This is a flexibility issue and it is oriented in a way so that it is not a boost to missiles, rather a boost for smart missile users.
------------------------------------------ All nerfs are meant to hurt you personally. They will be nerfing you directly next.
EVE A new game every 6 months. (c) Atomos Darksun |
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.08.29 21:03:00 -
[81]
Module: Command Link Modules
Problem: Lack of Variety
Suggested fix: Increase all varieties of Command Links in already existing catagories
Seige - Recharge Link Skirmish - MWD/AB cap reduction link Info - Sensor Strength Link (like fitting eccm) Armor - Armor module cap reduction link Mining - Mine Drone Link?
This would also include a new "Fire Control Warfare" Catagory that improves offensive abilities (for example: tracking/explosion speed link, refire rate link, grouping radius/explosion size link, and damage link) this will be non racial thus command ships wont give extra bonuses with them (may change on future classes such as flag ships)
Tech 2 Versions! Unlike the tech 1s the tech2 bonuses would be weaker than tech 1 version but the difference is they would stack with thier tech 1 variants enhancing overall effect but requiring two modules to be fitted to be effective which would severly reduce the high slot aviailibility of useful links on the high slots.
Other notes: More leadership skills?
New Ship Idea: Tender Supply Ship, The Logistics Sister |
d3vo
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Posted - 2008.08.30 19:40:00 -
[82]
gleam ammo
increase in sig radius and a shield penalty???
remove those penalties, bring some consistency between long range sniping t2 ammo weapons __________ \(^.^)/ |
Kil'Roy
Minmatar The Rat Patrol
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Posted - 2008.08.31 21:00:00 -
[83]
Module: Doomsday Device
Problem: A flotilla of Titans can destroy most on-grid sub-captital fleets with the defender having few tactical options.
Suggested fix: Change DD to a scripted remote AOE weapon with a close focused script (Full Damage at ~18km radius of target orgin) and far focused script (20% Damage at ~36km radius of target orgin)
This could promote decentralization of fleet movements and increase small unit coperation. Instead of a few large fleets warping to the same point on grid, a larger number of smaller fleets to different points on grid, forcing the Titan Pilots to choose their target areas wisely.
Other notes: Damage output is based upon current DD. Duration of DD is left unchanged
Balance HICtor's defensive capability to 20% AOE script thus bringing it closer to the tanks of other ships.
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Geanos
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Posted - 2008.09.01 10:42:00 -
[84]
Module: Blasters
Problem: Tracking. Big tracking problems when orbiting close around a target (even cruiser size). If the target is also orbiting you, then you're in deep s..t! Blasters are made for close range combat, but you need to go deep into falloff if you want to hit something and this will also decrease your effective DPS.
Solution: Boost tracking & damage.
Other notes: damage & speed it's your tank on a blasterboat. |
Gypsio III
Dirty Filthy Perverts
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Posted - 2008.09.02 10:18:00 -
[85]
Module: Gang mods.
Problem: Excessive fitting requirements makes fitting them on Field Command ships too difficult. This is most pronounced on the Nighthawk, which does not have the PG to support a gang mod on a useful PVP fit, but is also apparent on the other field CS.
Solution: Role bonus to reduced PG/CPU requirements of gang mods on Field CS. |
lebrata
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Posted - 2008.09.02 11:20:00 -
[86]
module: crystals (ammo)
As somebody mentioned in another thread if you have damaged crystals you cannot remote contract a ships with them in. |
Mikal Drey
Minmatar ORIGIN SYSTEMS Atlas Alliance
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Posted - 2008.09.05 11:12:00 -
[87]
Module : Cyno + Covert Cyno Problem : Generated a stream of cynoalts :''( Outlandish Solution(s): Change the cyno to a deployable object. When the ship activates the field and consumes the LO have it generate a deployable beacon as a charge. then you can fire it a small distance then warp out. (launchable for fleet, corp, alliance.) The resulting beacon become viewabe to all but has a corp/alliance/fleet tags and restricts jump access.
Semi sensible Solution : Have Covert Cynos light a specific distance from the recon and allow the recon to then cloak. He is still atached to the cyno (due to a cloaking calibrationlink) but nothing shows and is only available to fleet. oh and er . . let standard caps jump to a covert cyno
notes : i did consider normal cynos and recons to cloak but all you would need is a friggy orbiting the cyno to decloak the recon.
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Manfred Rickenbocker
The Elliance Delta.Green
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Posted - 2008.09.05 14:58:00 -
[88]
Module: Siege Mods & Cyno Field Generator
Problem: long duration makes it near impossible to tell when they will turn off. Its near impossible to tell when you need to split the fuel-stack in your cargo hold or let it run for another cycle because its too difficult to control.
Solution: Add a timer to the module icon showing its cooldown effect.
Radical Solution: enable you to cancel early, but put a massive delay on its reactivation. ------------------------ Peace through superior firepower: a guiding principle for uncertain times. |
Sturmwolke
School of Applied Knowledge
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Posted - 2008.09.06 12:17:00 -
[89]
Module: Passive Targeter
Problem: Operation involves activating the module and then point to target. Very limiting for a module that has very specialized uses. The operation is confusing and makes the average player wonder whether it's working or not.
Suggested fix: Remove it as an active module and change it to passive module. The passive targetting bonus should always work when any ship is targetted. The activation energy needed to operate the active module can be transformed into a cap % penalty similar to the MWD ... maybe around 1-5%. In addition, you can also limit the amount of targets acquired by the passive targeter as a secondary penalty.
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Module: Defender (Missiles)
Problem: Hard to impossible to operate reliably when it comes to target acquisition of the enemy missiles. Unintuitive operation - have anyone ever wondered an one time or another how the fracking heck do you work Defender missiles? Rate of fire too dependent on standard missile launchers since it doesn't have it's own specific launcher.
Suggested fix: Auto-target CLOSEST incoming enemy missiles (like an FOF) when launched. Create a dedicated Defender missile launcher as either a utility high-slot or a med-slot. I'm more in favor of the utility high-slot. High ammo capacity for dedicated Defender launcher with a rate of fire roughly equal or a bit below the rocket launchers. The final bit ought to be a clincher if they manage to code it - launch Defender missiles only when they are incoming enemy missiles heading towards your ship, else do not launch.
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Module: Auto Targeter
Problem: Almost useless in it's current form. Majority players would rather sacrifice the ability to add +2/+3 extra target for a more useful utility high-slot such as tractor beams or drone links. The +2/+3 number of targets isn't significant enough.
Suggested fix: Either significantly increase the number of extra targets to +4/+6 or give it an extra small bonus in scan resolution which does not stack with any other modules.
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Module: Faction Armor Hardener/Energized Plating/Resistance Plating
Problem: The differences between Shadow Serpentis, Dark Blood and True Sansha are bit of a mish-mash when you compare the armor hardener line and the armor energized plating. The most glaring is when it comes to armor hardeners, Shadow Serpentis=Dark Blood=True Sansha ... but when you look at the armor energized plating, only Dark Blood=True Sansha applies. This creates unnecessary confusion as many players may assume a logical progression.
Suggested fix: Bring the attributes inline so that it applies across all three categories. Consistency is important.
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Rogerano
Minmatar Einherjar Rising Cry Havoc.
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Posted - 2008.09.10 03:02:00 -
[90]
Module: regenerative plates
Problem: Useless. Name does not match function.
Solution: Make equivalent to PDU.
Other notes: Eat your greens. --- Not happy with something in EVE? An emo whine will doubtless help your cause. |
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