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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
TimMc
Gallente Brutal Deliverance
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Posted - 2009.04.17 11:25:00 -
[31]
1) ECM Drones. Too low skill requirements for how powerful they are. Even when competing against tech 2 damage drones, most choose the ECM for how cheap and useful they are. 2) Large Artillery. Clip sizes too small on artillery and alpha too low. Tempest could use another turret slot aswell. 3) Tech 2 ammo. Mostly the t2 close range ammo, like Void and Javelin for hybrid guns. They are just never used.
I would complain about rockets too, but no one uses them and so few ships have bonuses that we just pretend they don't exist.
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Molock Saronen
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Posted - 2009.04.17 11:31:00 -
[32]
Increase the effectiveness of EW drones except for ECM drones. Why? Because I'm getting sick of everyone always yelling 'NERF!' for any item that actually does the job it's ment to do.
I would love to see some positive ideas in stead of the ever present 'It works to good(for someone else), nerf it!' remarks. |
Logan Feynman
Deconstruction Ltd.
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Posted - 2009.04.17 11:31:00 -
[33]
- T2 Ammo
- Rockets
- HiSec Lvl4 Missions
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Tippia
Raddick Explorations BlackWater.
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Posted - 2009.04.17 11:32:00 -
[34]
- T2 Ammo vs Faction ammo
T2 is harder to create, more expensive to create, and worse in pretty much every imaginable way due to how it affects the ship at large (reduced tracking on already slow-tracking weapons, slows the ship down, kills capacitor, makes the ship easier to hit). Some of — but far from all — the long-range stuff works because at those ranges, the downsides don't make any difference… but that only tips the balance the other way and further shows how poorly though-out these downsides are.
- 0.0 warfare, in particular POS-Based Sovereignty.
Too easy to create and maintain vs. soul-crushing boredom to attack. Not so much a classic stats-balance issue, but one of motivational balance: there is little disincentive against spam POSes all ove the place, whereas on the other side, POS spam create huge disincentives against attacking due to tedium rather than actual difficulty.
- Empire warfare through wardeccing.
Entirely based around station camping on the very very very few occasions when either side doesn't simply evade the wardec by jumping corps. Economic and counter-logistical warfare is a fools errand. Again, not stats-based balancing but rather gaming mechanics that makes the (supposed) fighting non-existant because the balance between what means are available to the attacker are not in synch with what's available to the defender.
——— “If you're not willing to fight for what you have in ≡v≡… you don't deserve it, and you will lose it.” — Karath Piki |
Gypsio III
Dirty Filthy Perverts
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Posted - 2009.04.17 11:33:00 -
[35]
Faction ships. Sansha ships got updated and are very nice. But what of the others? The Guristas ships are particularly horrible - they have a split weapon bonus but not the fittings to make use of it. The Rattlesnake is effectively just a Raven with some more HP and an extra lowslot, for example. I can't remember the last time I saw a Worm or Gila. The faction ships are popular, desirable ships and don't deserve to be such disappointments in many cases.
Field Command ships. Without a gang mod, these are unattractive compared to BS. So they should fit a gang mod. Unfortunately, the NH doesn't have the PG to do this, and people get upset about dropping a gun on the Astarte. I think the class needs to reworked.
Rocket and Cruise. While other missiles are fine in PVP and were either boosted or broadly unchanged by the QR missile changes, Rockets and Cruise have problems. Rockets' problems are that they're fitting intensive, have low base damage, require the target to be webbed (tricky when you're flying a frigate with limited medslots) and suffer greatly when the target is ABing (rockets' intended target, frigates, being the only ship class where ABs are commonly seen).
Cruise's problem is that it's always been worthless in its intended role of long-range anti-BS missile, because when shooting BS at long range you require the instant damage of turret snipers. Given that its intended role is worthless, I've no idea how to make it a worthwhile PVP weapon without refocussing it as an weapons system to be used against smaller ships, such as large cruisers such as HACs and recons - which goes against the BS-class weapon designation.
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.04.17 11:34:00 -
[36]
1) Rebalance of 0.0 Rewards. It shouldn't be as simple as "If moon = high end it = (deathtrap for smaller players / Big Alliance Milking Moon(delete as appropriate)) Add in more random chance events at belts/gates regarding NPCs. 2) Boost the Ashimmu, Cynabal, All "Guristas" faction ships, And shoot whoever designed the slow layout / bonus designation of the Dramiel. Give the Bhaalgorn, Vindicator, Vigilant, Rattlesnake, Gila and Worm their own models. Bring out a new chronicle regarding this if needed, There is no reason other than lazyness not to, and part of the fun of the faction ships is the fact they are supposed to look unique. 3) Serpentis Extravaganza, Angel Extravaganza, Guristas Extravaganza. No Sansha, or even Blood Raider Extravaganza's. More so, Angel Extravaganza in Amarr and Minmatar space whilst Gallente gets Serpentis (To the best of my knowlege) and Caldari get Guristas (Unless something changed recently). Its just something thats always bugged me. The only race getting boned by a different pirate-faction in the extravaganza league is Amarr.
______________________________________________ Haruhiist since December 2008
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Thyroxine
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Posted - 2009.04.17 11:39:00 -
[37]
1. Rockets 2. T2 short range ammo 3. shield vs armor tank.
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.04.17 11:39:00 -
[38]
1) Rebalance of 0.0 Rewards. It shouldn't be as simple as "If moon = high end it = (deathtrap for smaller players / Big Alliance Milking Moon(delete as appropriate)) Add in more random chance events at belts/gates regarding NPCs. 2) Boost the Ashimmu, Cynabal, All "Guristas" faction ships, And shoot whoever designed the slow layout / bonus designation of the Dramiel. Give the Bhaalgorn, Vindicator, Vigilant, Rattlesnake, Gila and Worm their own models. Bring out a new chronicle regarding this if needed, There is no reason other than lazyness not to, and part of the fun of the faction ships is the fact they are supposed to look unique. 3) Serpentis Extravaganza, Angel Extravaganza, Guristas Extravaganza. No Sansha, or even Blood Raider Extravaganza's. More so, Angel Extravaganza in Amarr and Minmatar space whilst Gallente gets Serpentis (To the best of my knowlege) and Caldari get Guristas (Unless something changed recently). Its just something thats always bugged me. The only race getting boned by a different pirate-faction in the extravaganza league is Amarr. ______________________________________________ Haruhiist since December 2008
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RedeyeAce
Caldari Inspired Evolution
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Posted - 2009.04.17 11:40:00 -
[39]
1. Minmatar in general, TP as EW isnt EW.... Projectiles suck, look at dps vs tracking on 425 - 800 ac's as for instance..
2. Defender missiles, maybe change them in general to chaff which works with guns and missiles and uses another slot similair to rig? with limited ammo and chance base
3. Introduce Command ship variant Battleships
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ArmyOfMe
The Athiest Syndicate Advocated Destruction
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Posted - 2009.04.17 11:41:00 -
[40]
1. projectile weapons. artillary needs bigger clips(impossible to use during heavy lag since u cant reload) ac looses to much dps from having to fight in falloff.(no, the damage types doesnt compensate for the crappy dps they do), and when calculating the dps on minmatar ships please remember to actually calculate the dps you do in falloff since nobody flying minatar ships would be dumb enough to enter optimal of another bs
2. blasters: need better tracking to compensate for the horrible range they have.(or blaster ships needs to get some sort of built in web bonus) <-- one can only dream
3. web nerf was to extreme, making frigs way to powerfull. larger guns needs to at least have a slight chance to hurt ships of smaller sizes.
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Lee Dalton
THE FINAL STAND
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Posted - 2009.04.17 11:43:00 -
[41]
1. Large Projectiles.
Large autocannons and artillery need a serious reworking.
2. ECM.
ECM is overpowered - despite the nerf - relative to other forms of Ewar. This includes ECM boats and ECM drones. Nerf ECM or buff other Ewar.
3. Rockets.
Rockets are a primary weapon system for several ships now - fix them so they are not outdamaged by a Velator. *** You're only as good as your last fight. |
Saietor Blackgreen
Pioneer Alliance
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Posted - 2009.04.17 11:48:00 -
[42]
Edited by: Saietor Blackgreen on 17/04/2009 11:56:21 1. Blasters. They always had reputation of weapon that creates "sphere of certain death" around target, but relatively small one. Yet they have lower tracking than ACs, which are aimed for longer engagement range. Up the blaster's tracking, or lower their sigresolution, and mb even increase damage a little - anything really, so that parity is kept - lasers hit far, but can be outtracked, ACs are hard (but not impossible) to outtrack, and lower range, but wider effective window, blasters - very closerange but almost impossible to outtrack.
2. Artillery. Again, while capless is an advantage (i can really feel it on my mission Maelstrom!), they have no role anymore. Lasers are topdamage, rails are longest range. Artillery needs a place. Either alpha boost, or change to optimal/falloff ratio to make them similar to ACs - the closer, the higher alpha. But then the proj. ammo will need total change.
3. Minmatar recons - worth haing a look at web strength. Maybe theres a need for boost there. They should not be as effective as Arazu's scramblers though on MWDing targets. --- |
Perry
Amarr The X-Trading Company RAZOR Alliance
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Posted - 2009.04.17 11:48:00 -
[43]
1) Tech II Ammunition is not balanced with Faction Ammunition and mostly useless
2) Assault Frigates deserve their 4th Bonus cause some Alliances even banned them from their fleets
3) Rockets. They are horrible. Up their grid req and damage, so they follow HAML and Siege Launcher.
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Valtis Thermalion
Caldari Humantarget Curatores Veritatis Alliance
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Posted - 2009.04.17 11:50:00 -
[44]
1. T2 ammunition. Close range gunnery ammunition is useless, 1 - 2% damage increase over faction ammo for massive penalties, no thanks. Also precision missiles could use damage boost. 2. Rockets. Extremely low dps. 3. Powergrid on some caldari ships, especially nighthawk, is too small. Cerberus and eagle could also use minor increase.
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Xennith
Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2009.04.17 11:50:00 -
[45]
1. Missioning in highsec space is risk free and more profitable than all but the best 0.0 ratting.
2. Shield tanking is massively sub par compared to armour tanking for nearly all ships and situations.
3. Remote repping should prevent docking or gate activation, out of corp logistic support alts sensor boosting or remote repping should not be immune to response. We come for our people |
Spawinte
Blehmehduhhuh
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Posted - 2009.04.17 12:00:00 -
[46]
1. Local channel being used as intel tool in lowsec and nullsec. That is all.
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Ryusoath Orillian
Minmatar INDUSTIENCE
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Posted - 2009.04.17 12:03:00 -
[47]
1, too much of the mineral supply comes from loot drops. also dropped t1 meta loot makes a lot of t1 player made modules pointless.
i would massively reduce the drop rate, remove meta 0(t1) modules from all npcs, remove ammo from all npcs, remove cap charges from all npcs. make all loot drops rarer and better, consider bpcs for t1 meta items that require player made t1 modules to build. make it essentially so that getting loot is rarer but the chance is that you will get something worthwhile. this will also reduce the total amount of isk possible from l4 missions.
2 player income streams.
l4 missions, i believe are ok, i think the problem lies with the other income opportunities, l3 missions give too much lp and not enough isk. ratting anywhere but 0.0 is garbage. personally i think (massively) increasing the spawn rate of cosmic anomalies would be a great idea, they are like little missions but you find them your self and promote players moving around more, and could tempt more players to lowsec.
i would also do something that is actually a massive change, remove bounties all together and replace them with tags that are turned in to npc buy orders. just an idea.
3. with the advent of t3 and looking forward... i would remove the chance based invention. make it 100%, rebalance decryptors, and make hacking sites more common. essentially make t2 production slightly easier and cheaper.
also make t2 ammo better, remove or reduce the penalties, nerf ecm more, fix blasters, fix not hitting at 0m
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Renesis Maximus
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Posted - 2009.04.17 12:03:00 -
[48]
(1) T2 Short-range ammo is not worth it. As it stands right now, people get T2 weapons for the ROF benefits, but it should be that players actually want to use the ammo that comes with T2. As it stands, there is no reason to use T2 short-range ammo over faction ammo.
(2) Blasters need buffed. They don't need to be godly, but they currently do pitiful damage considering the risk require to use them. The tracking needs increased as well. You need to get really close, then when you try to orbit them, you can't hit them worth **** because your tracking is horrible. When you get into Optimal, they are effectivley under your guns, which should not be the case with Blasters.
(3) It's a small issue, but it bugs me alot. I think it's only a UI issue, but ever since Apocrypha went live, all of my hits are considered "Barely Scratching." Like I said, it's minor, and the damage seems to be in line with something that would be "wrecking" but it's all considered barely scratching and it bugs me.
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Rehtom Lamina
Mob Thought The Gurlstas Associates
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Posted - 2009.04.17 12:06:00 -
[49]
1) ECM vs other ewar, bring ecm inline with other ewar mods regarding its chance based effect.
2) High sec missions, bring them inline with empire < lowsec < 0.0 < wormhole npc'ing, either reduce rewards or increase difficulty without adding extra loot, rewards or salvage.
3) Give assult frigs there extra bonus to bring them inline.
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Kagura Nikon
Minmatar M. Corp
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Posted - 2009.04.17 12:18:00 -
[50]
1- Large Arties and large AC 2- TITANS.. they are bad gameplay and too common 3- Fine tunnign of some economy balance devices like alchemy.. Hi end moons are toooooo important right now. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Darcon Kylote
Canadian Imperial Armaments
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Posted - 2009.04.17 12:28:00 -
[51]
1. Rockets
2. T2 Ammo
3. Assault frigates
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Dampil
The Athiest Syndicate Advocated Destruction
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Posted - 2009.04.17 12:29:00 -
[52]
1. Large projectiles (these needs a buff, a massive one would be preferd.
2. Missions. high sec missions needs to be nerfed so low sec and 0,0 mission running can have a chance to compete. why would anyone run missions in low sec as it is now when the risk is 100x bigger and the rewards only slightly better.
3. Web nerf is over the top, why isnt a battleship web more powerfull then a web a frig can use? scale the power of the mods to the ships that use them so battleships will again be worth flying solo
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Kasi Kasai
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Posted - 2009.04.17 12:29:00 -
[53]
1} Titans - the longer its left the bigger the problem will be, non high sec is already becoming titans online.
2} Sov - Its too easy to hold sov over large tracts of unused space, this is stultifying the new corps/alliances that want 0.0 space but cant get any without joining an already existing powerblock
3) Resources - static resources in any form, be it moons, complexes which should be random but aren't, even static belts, are bad for the game as they result in a turtling mentality, yes people need things to fight over, but if the resources were fluid there would be a lot more fights as people would actually have to go look for them, to this end pos would have to be looked at as well as currently they take too long to setup in a fluid resource scenario. |
Omber Zombie
Gallente Frontier Technologies
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Posted - 2009.04.17 12:30:00 -
[54]
1. T2 Ammo 2. Supercaps and caps in general 3. Corp/Alliance interface/options
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My Blog |
Varrakk
Phantom Squad Atlas Alliance
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Posted - 2009.04.17 12:30:00 -
[55]
1) Cyno Jammer - Gives awesome advantage for no drawbacks.
2) High End Moon mining - Isk generator. Allows alliance to roll out titans and other capital ships on a assembly line.
3) Complexes - Very few with extreme rewards. Rest is high undesirabled with very unbalanced drops. Especially in rewards between High/Low/0 Sec
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Jogvan
Neo Spartans
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Posted - 2009.04.17 12:32:00 -
[56]
1. Lvl4 missions, too much reward for almost no risk 2. High end moons are overpowered 3. Make t2 ammo useful but DONT nerf faction ammo.
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Yzman Shhan
Minmatar Blind Violence HUZZAH FEDERATION
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Posted - 2009.04.17 12:34:00 -
[57]
Edited by: Yzman Shhan on 17/04/2009 12:34:46 1. Projectiles
They definately need to be looked at. Large artillery is sub-par in particular. Small and medium AC's seem to be quite ok though.
2. Black Ops
Jump distance needs a buff, a fuel bay added or less need for fuel.
3. 0.0 Local changes
I'd really like to see a change to 0.0 local channel, either make it like the w-space local or make it delay jump ins for a bit.
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ry ry
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Posted - 2009.04.17 12:36:00 -
[58]
1. arties are rubbish.
2. tranis considerably better than the other ships in it's class.
3. nerf rook ECM (not really).
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Vir Hellnamin
Gradient Electus Matari
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Posted - 2009.04.17 12:37:00 -
[59]
1) Dreads, Supercaps (both have the Minmatar, Caldari vs. Amarr, Gallente split in balance - not that much of a problem in carriers, except Chimera just sucks.) 2) T2 ammo vs Faction ammo - latter is just better in every way. 3) Arties - sniping; too many HP boosts vs. Alpha... give alpha back; or some flavour.
-- "Entering MH means instant death. It's worse than 0.0. Even the asteroids shoot back." - Alex Harumichi [GRD]
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Miyamoto Shigesuke
Jugis Modo Utopia Skunk-Works
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Posted - 2009.04.17 12:38:00 -
[60]
1 - Boost individual 0.0 rewards. Raise true sec status, and put rats in every belt with faster respawn rate.
2 - Make missiles do maximum damage to the ships of their size, while they are moving at top speed without overdrive/AB. Precision missiles should do maximum damage to the ships using AB. Target painters should not be mandatory to hit moving ships of the same size.
3 - Boost the bonus of the specialized Remote Sensor Disruptor ships (30% to ECM vs 5% to RSD?) at least to double.
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