Von Kleist
Caldari GoonFleet GoonSwarm
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Posted - 2009.04.17 20:06:00 -
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1.) Modules. I think that if you started balance issues by fixing the modules, the hulls that use them may end up to be just fine. At this time, you have nerfed so many into being useless, that if the modules were corrected that could be enough. For instance, nos, target painters, rsd's, and half of the passive shield tanking modules are not worth putting on the ships that were designed to use them. Also, some of the speed mod and rig stacking penalties seem overly severe. I wasn't one to do the whole nano thing in the day, but the speed difference between what i can get out of a t1 frigate and an interceptor should be a little larger than 1000mps. A 25kps inty is too much, but a 7k with great skills, and expensive fit isn't, or 10 with hg snakes?
2.) Ships. Command ships are across the board not worth the money or the training time for bc5. They all need help specific to their ship, and should be advantageous enough to merit the 3-400 mil loss inflicted to the wallet when the ship goes down. Arazu's could be fixed by adjusting the rsd's, and thus would be fine as they are. Rapiers could use a more extreme web bonus to bring back into line the value of the ship with other recons. Pilgrim's I haven't flown so don't know much about them, but assuming they need a little help im sure. Black Ops bses you made quite some time ago. They entered the game as a useless pile of garbage and so far they are a useless pile of garbage with a bigger cargo hold. The sin is the most pitiful of all, and is a good example of whoever thought up and created this monstrosity doesn't play the game, or at the least doesn't know how to play it well.
3.) Game development and balancing. Just a suggestion, but maybe get some development input from players that have extensively used the ships or similar ships that you are trying to develop or balance properly. If you are to be doing work on the arazu for instance, do a little research on players and find a few of them that have 200 kill/lossmails in one. Get some input from them about how they are used, what they would want to change, etc. and you will have a more realistic idea of what role these ships play in the game. The 'close in brawler' ecm boat with weapon bonuses per level is a good example of developers pulling stupid ideas out of their respective asses and forcing ships into being used in ways they aren't.
This thread is a good start in this regard, but you're going to have a lot of input from people that don't know what they're talking about spewing crap all over the thread, and then you guys are going to have to sift through it all to find anything of worth. Thanks for attempting to get our input on this though.
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