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Thread Statistics | Show CCP posts - 4 post(s) |
Haffrage
Sharks With Frickin' Laser Beams
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Posted - 2009.04.19 04:20:00 -
[451]
Edited by: Haffrage on 19/04/2009 04:25:26 1. Large artillery. It has NO niche besides capless weapons. Its "alpha" advantage is entirely on paper and very much lost when fighting other ships of the same class. Effectively in any engagement the most cost effective minmatar sniper battleship, the tempest, has the least HP of any sniper BS, the least range, and best of all the least dps, but it sure can run its guns a long time! (until it reloads I mean) A few resolutions to the large artillery situation I might suggest include: 5% optimal AND falloff bonus on the tempest, forcing a T1 ship towards only artillery or autocannons is a bad move IMO so the double bonus is necessary. More range means less range mods, means more options for buffers or reaching the extremes of other weapon platforms. If this results in a DPS loss combining it other suggestions to keep its DPS as it is would be ideal but really the 2 utility highs on the tempest are very very useful. 7th turret with grid to compensate on the tempest Artillery damage increase (Net DPS & volley damage increase) Artillery clip size doubling (More time between reloads and small increase in dps) Artillery damage & rof increase (Ideally resulting in higher DPS and greatly increased alpha strike, as well as more time between reloads)
I specifically mention the tempest due to its price, but more specifically because the maelstrom without its rof bonus (Which I believe should be a damage bonus) leaves much to be desired. I tried to keep this issue focused, but frankly the tempest and large artillery issues go hand in hand and one can't be mentioned without the other.
2. Damp ships. My god you people gave the falcon 30% bonus per level with a cap reduction bonus while it could already sustain its ecm, it overflows with jam chance against half the ships in the game, and you left damp ships as they were? Cap use on damps and disruptors, combined with rails, is enough on any setup that it requires me to fit cap mods. People tried to justify not nerfing the falcon with its lack of a tank, those people never actually used arazus.
3. The hound could really use more CPU. I thought it was just balanced so it couldn't fit all its slots and fit a bomb launcher too, then I bought a manticore 2 hours ago and hey wow it can do all that and keep everything as tech 2. Not even remotely balanced.
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daemix tetch
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Posted - 2009.04.19 05:11:00 -
[452]
Edited by: daemix tetch on 19/04/2009 05:11:26 1) Gallente EWAR ships. Damps use the most cap amoung the EWAR modules and are generally ineffective. Boost 'em.
2) Medium/Large Blasters and their respective ships. The difficulties of getting into range are exacerbated by tracking and damage issues.
3) Large Arties. Magazine capacity, Range, Alpha.... More More More.
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Gaiscioch Nova
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Posted - 2009.04.19 05:13:00 -
[453]
1. Minmatar Weapons need a buff
2. Minmatar BS need a buff
3. Minmatar Caps need sorting out.
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Princess Xenia
Caldari Scion Innovations
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Posted - 2009.04.19 05:22:00 -
[454]
1 - Moon mineral
Alchemy is too limited in reaction types... we rely too much on 0.0 giants for high end materials...
2 - Capital-supercapital-Titan-Online
Thanks to high end moons???
3 - Where is the INDUSTRY OVERHAUL????????
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Anabella Rella
Minmatar Gradient Electus Matari
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Posted - 2009.04.19 05:25:00 -
[455]
Edited by: Anabella Rella on 19/04/2009 05:27:20 1. Artillery stinks to the heavens. Needs to be reviewed yesterday.
2. Split weapon systems on Minmatar ships. You have to train twice as long as the other races since Minmatar ships shield tank as well as armor tank, use projectiles and missiles and most also have drone bays. In order to get the max offense and defense you MUST train all 5 systems if you want to stick with your racial ships. Think I'm joking? Typhoon--enough said.
3. Revisit the missile explosion velocities issue. You overdid the nerf in QR. When a lumbering battleship can speed tank torpedoes there's something not quite right there. |
Heimdal Galplen
Minmatar Clown Punchers. Clown Punchers Syndicate
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Posted - 2009.04.19 06:03:00 -
[456]
1. Projectile weapons. Espepcially artillery which is a joke.
2. Projectile weapons.
3. Projectiles.
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Vlip
Ars ex Discordia GoonSwarm
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Posted - 2009.04.19 06:40:00 -
[457]
-L Arty and AC -Minmatar Capitals -Titans are still broken
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Gragnor
The Graduates Morsus Mihi
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Posted - 2009.04.19 07:03:00 -
[458]
ISSUE ONE. Minmatar projectiles. The speed with which ECM changes were implemented is a source of immense frustration to minnie pilots whose ships have been hammered by foolish past changes. Concerns about alpha strike ruining the game have to be discounted in the titan era. So, restore minnie artillery alpha strike. If that means changing bonuses for minnie bs so be it. Then have someone explain to me how amarr shorter range ships have better tracking than minnie short range ships. Utter nonsense. Amarr are the tanky, mid scale dps boats that grind minnie under their heel. Minnie are the smash and grab merchnats. We get in kill quick and get out. If we don't kill asnd get tackled, we die horribly. Of course, the maelstrom is an exception.
SUGGESTED CHANGES FOR ISSUE ONE 1 - Restore artillery alpha strike as the reason why 10 highly skilled tempest pilots in a fleet have to be primaried. That is, an upwards adjustment of approx 15-25% alpha and adjust downwards rof accordingly to level out dps.
2 - Adjust minnie autocannon tracking so that if you fly fast near a maelstrom in a cruiser or above you get hit. No change to damage. No change to speed. Bring back the autopests! This will imply an increase in minnie dps in certain circumstances.
3 - Adjust Maestrom agility upwards. Keep the mass and speed the same for game balancing purposes but its a minnie ship.
ISSUE TWO Minmatar dreadnought is an embarrassment. Weak tank and less damage than all the others. Split weapon and tanking systems. Make a decision about the tanking system and adjust slots to fit and then consider grid changes where required. Lift the siege artillery dmage modifier such that it does compartable damage to its peers. Its a shame that we can look so cool in such a ****e ship.
SUGGESTED CHANGES - Make the Naglfar a shield tanker. Take a low slot and give it two mediums. Keep the split system. Its minnie, it should be harder to get into and use more effectively. Adjust shield hit points upwards by 25% and adjust armor hit points downwards by 25% and CPU so it can fit a decent tank. - Adjust siege artillery modifer upwards so that artillery does more damage. Note four high slots plus siege module so we should do SIGNIFICANTLY MORE damage than 3 high slots plus siege on other dreads....... that's the reward for the extra skill tree maximisation.
This will make the Nag a vastly more viable ship. No need for shield tanking bonus or any other changes. Just a reasonable tank matched with some serious gank.
ISSUE 3. Minnie ewar is a joke. Target painting and tracking links. I mean seriously guys.
SUGGESTED CHANGES Try using a high slot for chaff. Use the snowball effect for visuals. Chaff surround your ship with chaff and thus lowers the signature radius making it take longer to get a lock and hit for less damage. Chaff can be countered through remote sensor boosting, smart bombs and bombs.
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Bluemorphium
Quantar Swords
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Posted - 2009.04.19 07:25:00 -
[459]
Nerf ECM Drones, way to strong!
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downsideunder
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Posted - 2009.04.19 07:25:00 -
[460]
Nerf ECM Drones, way to strong!
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HotThaiLady
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Posted - 2009.04.19 07:26:00 -
[461]
Nerf ECM Drones, way to strong!
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Ayaka Yatuko
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Posted - 2009.04.19 07:26:00 -
[462]
Nerf ECM Drones, way to strong!
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Dibsi Dei
Salamyhkaisten kilta
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Posted - 2009.04.19 07:30:00 -
[463]
Originally by: Wang Jing Edited by: Wang Jing on 17/04/2009 11:18:22 1) Faction ships, other than the Sanshas, need to be updated, as many suffer from huge fitting problems, or awful bonuses/slots (i.e. the dramiel with 3 turret bonuses yet only 2 out of 5 high slots able to fit turrets, the cruor with a bonus to stasis webifiers yet only 2 midslots).
This one, totally. 2) Gate jumping and logoffski. The one where you jump to a gatecamp and logoff and on a few times to receive a safespot where you can warp away 100% safe.
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Gluecksbaerchi
Quantar Swords
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Posted - 2009.04.19 07:30:00 -
[464]
definitely ecm. take it out of the game
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Ziva Nar'ni
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Posted - 2009.04.19 07:31:00 -
[465]
oh yeah, ecm is bad. any lockbreaking mechanic is bad
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Sigras
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Posted - 2009.04.19 07:59:00 -
[466]
1. Active/Passive Armor Tanking
1600 Rolled tungsten plates give you 4200 armor, and a large armor rep T2 with perfect skills gives you 800 armor every 11.25 seconds making your break even time 59.0625 seconds. (trimark armor pumps vs auxillary nano pumps make it 79.5710 . . . even worse)
This is fine assuming that you're in armor/structure more than 59.0625 seconds however with the 58k armor/structure EHP (more or less) that your average active tanked armageddon has, youre looking at a break even point of 1000 incoming DPS or less!
This isnt taking into count the damage drop required to free up the grid so you can even fit the modules, or the cap that the tank uses.
2. Spider Tanking
ok, i can get past the fact that remote armor repairers are better per second than armor repairers, but what justification on God's great earth is there for them to be 28.7% of the fitting cost?
So, from the data at hand, i can gather that its easier to transport whatever it is that repairs the armor on a ship 8.4 km to another ship than it is to equip a module that does 37.5% less on my own ship . . . wow
3. Level IV Missions
I know there may be a lot of whining about this one, but i propose a compromise as a mission runner that i think will be fair and balanced.
*****Changes***** 1. Agents only have so many missions I'm thinking each downtime each agent gets randomly assigned between 7-12 missions per person that they can hand out. (seriously, how many times can the damsel get kidnapped?)
2. Missions generate half the "trash loot" they do now. Considering CSM reports show that 40% of all minerals come from refined trash loot . . . i think its understandable.
3. Missions give twice the LP that they used to. This may supplement the loss in minerals that the mission runners would suffer.
4. Add to the LP store I'm thinking two variants of each faction module: Amarr Navy Lieutenant Armor Repairer, Amarr Navy Captain Armor Repairer. (The Lieutenant variant would be only slightly better than T2) This would give more modules to spend LP on to prevent LP inflation, also i would like to see faction battlecruisers, like faction Tier 2 BCs
*****
I would really like some feedback on my ideas, what do you all think?
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N'olive
Epsilon Lyr Tau Ceti Federation
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Posted - 2009.04.19 08:00:00 -
[467]
1 : Artilleries 2 : Naglfar 3 : T2 ammos
_______________ Olivier C. - My Eve videos - Battlefieldz Serie (french-dubbed and Eve-themed spoofs) |
Snowden Vel
GoonFleet GoonSwarm
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Posted - 2009.04.19 08:01:00 -
[468]
1) Please fix artillery.
2) The Naglfar is a joke.
3) Titans are still a terrible idea and DD weapons need further nerfs.
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R4 D2
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Posted - 2009.04.19 08:11:00 -
[469]
Edited by: R4 D2 on 19/04/2009 08:11:17 avoiding large arty/blaster which has had enough said (clearly needs fixing)
1. look into Insurance , maybe half the insurance payoff for when you die whilst doing something 'illegal' ie, concorded. and increase t2 insurance payoff???)
2. buff. Assault Frigates ,faction ships and all non combat Drones (excluding ECM, which are fine)boost web drone mwd speed etc. make facton ships more 'feared'
3. look into 0.0 one example, Change local in 0.0 from 'players in system' to players in constellation!!!
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Captain Campion
Synergy. Imperial Republic Of the North
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Posted - 2009.04.19 09:32:00 -
[470]
Oh yeah the concord insurance thing, revisit that.
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Koyama Ise
Caldari Equestrian Knight Order of Lolicon
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Posted - 2009.04.19 09:50:00 -
[471]
- Tech 2 Ammunitions
T2 ammunitions have penalties that outweigh the benefits. An example is Conflagration, Void and Hail all have a 0.5 tracking speed multiplier on close ranged ammunitions, conversely, Scorch, Barrage and Null only have a 0.75 tracking speed multiplier which gives long range ammunitions better tracking than close range ones. Why do all T2 ammunitions required a tracking penalty?
- Malediction
The ôAmarr Frigateö and ôInterceptorö skills bonuses on the malediction contradict each other. In the ôAmarr Frigateö bonus the ship gains a 25% bonus to rocket damage which inherently are close range munitions and thus would bring the ship into a closer range, however the ôInterceptorö skill bonus gives it both a 15% reduction in MicroWarpdrive Signature radius penalty and a 5% bonus to Warp Scrambler and Warp Disruptor range, and these two bonuses are for longer range engagement the Warp Scrambler and Disruptor bonus is obvious but the Microwarpdrive signature radius is only useful when the ship is not affected by either a Warp Scrambler or Stasis Webifier as it annuls the usefulness of the MicroWarpdrive.
- Faction Items (Both ships and modules)
Faction weaponry with T2 power grid requirements for nowhere near the damage bonus, Faction Energy Neutraliser ranges not being the same as Energy Vampires (As well as a lack of Deadspace Energy Neutralisers), Faction Frigates and Cruisers having costs either similar or greater than T2 equivalents without nearly the gain.
--- O.P. is made of fail c/d.
Originally by: rValdez5987 I dont like your sig. It fills me with rage.
I want it removed. Reported.
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Alhambra Rainwalker
Caldari Rosa Alba Curatores Veritatis Alliance
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Posted - 2009.04.19 09:52:00 -
[472]
Edited by: Alhambra Rainwalker on 19/04/2009 09:53:33 1) Minmatar issues: Artillery (bit more DPS and wtf alpha please in exchange for terrible tracking and range). Make fusion top tier ammo. Tempest (not quite cutting it), Typhoons shield/armor values need to be reversed. Target painting needs to be more useful. Naglfar needs to be fixed, make it artillery boat already. Nidhoggur and Thanatos could use something, both are lackluster compared to archon atm for just about everything besides fixing pos.
2) Titan Doomsday. Terrible idea and I¦m sure devs are now well aware of it by now.
3) Buffer tanks too strong, active tanks too weak. Nerf trimarks, boost repper rigs, make repairers easier to run [and fit] so you won¦t cap out right away but don¦t let people run something like 3 reppers perma from just cap regen either. Combined with pvp taking place at zoning spots with unchanged 30s-1m timers(another bad thing) it makes for a dull and terrible pvp experience especially in lowsec. Remote repair modules need to be harder to fit as well.
And as finaly fix the faction ships already. There¦s tons of them that just suck or are just subpar.
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ArmyOfMe
The Athiest Syndicate Advocated Destruction
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Posted - 2009.04.19 10:12:00 -
[473]
1. Minmatar large wepapons, both types
2. minmatar battleships. (plenty of issues there)
3. give us back the much feared alpha strike from artys. make our long range ships feared again
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Karanth
Gallente Independent Fleet Dark Taboo
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Posted - 2009.04.19 10:41:00 -
[474]
Titans. As mobile jump vridges they're fine, but when they start doomsdaying in groups it gets terrible fast.
Level 4 agents and their locations. Ammatar, for example, has nearly all of its l4 q20 agents in lowsec, like gallente and some other factions, while caldari have many in highsec all near each other still.
Sovereignty needs to be removed from POSes. Make it like how militias do occupancy, or well anything else, as that would be better.
Originally by: CCP t0rfifrans
Sorry, no. You have to go into wormholes and get farmed by the new AI NPCs like everyone else...
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Stelteck
Minmatar Section XIII Tau Ceti Federation
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Posted - 2009.04.19 10:58:00 -
[475]
1- Artillery.
2- Minmatar capital's ship. (especially nagflar).
3- Risk vs Reward in high sec.
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Jacob Holland
Gallente Weyland-Vulcan Industries
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Posted - 2009.04.19 11:03:00 -
[476]
1,) Artillery Alpha Strike: Particularly with regard to Large Artillery.
2,) Active Tanking as a viable combat choice: Another victim of the hitpoint boosts, make the choice to fit a local Rep rather than yet another 1600mm plate more viable (or make the choice to fit a 1600mm plate over a local rep less viable). The same consideration should also apply to shield tanks.
3,) Mineral source balance: Remove all basic T1 items from loot tables and replace with named.
Reduce the mineral yield from refining named modules.
Introduce t3 modules/rigs which require new materials obtained from refining rogue drone alloys, remove mineral yield from rogue drone alloys.
Slightly increase Tritanium yield from Veldspar refining to reduce tritanium prices.
40% of minerals come from refined loot; Veldspar is, by far, the most profitable ore to mine until you get down to the very valuable nullsec ores; many believe that, particularly since the introduction of salvage, L4 missions are far too profitable - and certainly they seem to be farmed far more than they used to; Tritanium prices rather than "more difficult to obtain" highends define the profit/loss curves for most T1 manufacturing. --
Originally by: cordy
Respect to IAC .Your one of the few people who truly deserve to own and live in the space you are in.
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James Duar
Merch Industrial GoonSwarm
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Posted - 2009.04.19 11:04:00 -
[477]
Edited by: James Duar on 19/04/2009 11:06:46 Minmatar Battleships, Large Projectiles, The Naglfar.
EDIT: A good start would be adding about 2,500 PG to the Tempest.
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Towelieban
Minmatar D00M.
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Posted - 2009.04.19 11:05:00 -
[478]
1) Titans need some balancing or just plain removing. if removed introduce limited Jumpbridge to motherships aka x volume per hour. or change the dd mechanic to a version of a siege module say a 60 sec timer.
2) t2 ammo the side effects usually do not out way the added damage you get from the high damage versions. in most cases you are better of using faction ammo as it does not have the severe penalties.
3) Hybrid weapons cap usage is too high. and the blaster tracking is sub par.
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Towelieban
Minmatar D00M.
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Posted - 2009.04.19 11:06:00 -
[479]
1) Titans need some balancing or just plain removing. if removed introduce limited Jumpbridge to motherships aka x volume per hour. or change the dd mechanic to a version of a siege module say a 60 sec timer.
2) t2 ammo the side effects usually do not out way the added damage you get from the high damage versions. in most cases you are better of using faction ammo as it does not have the severe penalties.
3) Hybrid weapons cap usage is too high. and the blaster tracking is sub par.
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acompton
Gallente Fallen Angel's Blade.
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Posted - 2009.04.19 11:29:00 -
[480]
1) Gallente Recons need rebalancing the long range tackle thing is interesting but not all that useful for that level of a ship in actual gameplay (you usually have some low SP players around in fast ships to tackle) Thus one inevitably flies something else, mainly due to the fact that the damps aren't that useful except in very specific situations. you need to buff the damp bonuses JUST for the gallente recons (dont want to make then broadly "too good" again. I would suggest slight damp strength boost and allowing gallente recons to use a special scripts that gives bonus to both resolution dampening and range again...
2) Relook at the ship bonuses targeted role of Fleet Command Ships still too much tendancy for people to plug an alt into the command structure in a system and leave them parked at a POS for the bonus, need to possibly buff their tanks a bit more (possibly make them harder to target/smaller than normal target) to encourage them to be on the field.
really only 2 from me
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