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Thread Statistics | Show CCP posts - 4 post(s) |
Xia Kairui
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Posted - 2009.04.21 11:12:00 -
[601]
Edited by: Xia Kairui on 21/04/2009 11:12:58 1) Short range weapons need looking at. While blasters are good on paper they are outclassed by pulses in overall damage when you take getting in range et all into account. Rockets look bad even on paper :). I can't judge ACs.
2) EWar in general still needs to be brought to a level. Tracking Disruption seems to be fine, but Target Painting as EWar? Damps are still underpowered. And ECM still suffers from the "target is condemned to do nothing" which is very boring for the target. I'd prefer something completely new whose effects can be meliorated somewhat as it is possible with damping or disrupting.
3) NPC rats. I've recently ran a bunch of missions in Ammatar space and found out that they are vastly more profitable than Caldari or Gallente since the amount of valuable salvage parts is excessively higher. Yes, that's a player-driven market, but it should be obvious that capacitor-related rigs are in higher demand than the stuff you can build with Guristas or Serpentis salvage. In addition the Amarr flavor LP store offers some of the juiciest rewards. |
Katana Ishii
Caldari EZ Technologies
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Posted - 2009.04.21 11:13:00 -
[602]
1. minmatar weapon systems and some of their ships could use a little improvement . im pretty sure jag and wolf bonuses got switched , artillery sucks , minmatar BS do more dmg with lasers , give rapier a web strength bonus instead of a TP bonus , cyclone needs more cpu , minmatar dread sucks big time , fighting in fallof causes too much of a dps loss .
2. gallente weapon systems and some of their ships could use a little improvement . blasters need more tracking , railguns need more alpha and less range , thorax and deimos need more pg and speed and maybe a 4th midslot for the hac to make them work , drones need better ai - after all those years they still wont stay together , EOS needs to be looked at since it's next to useless
3. Caldari's pvp potential has declined every patch . Missiles need to get unnerfed a bit , ECM needs balancing ... again , remove dronebay and hybrid bonus from falcon and give it something usefull
4. less important but still annoying : the Apoc can't fit a full rack of mega beam lasers II without a fitting mod or implant while all the other sniping BS can fit their biggest gun with room to spare , so it could use 5% more PG or something |
Sureau
Caldari Perkone
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Posted - 2009.04.21 11:17:00 -
[603]
1) 0.0 space ought to be unsafe, not unsafer. (security, ressources....)
2) lack of player/corporation/alliance owned structure: we need more than control tower and outpost.
3) improve UI |
Marquise Zena
I.X Research
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Posted - 2009.04.21 11:46:00 -
[604]
Booster production.
This is one area that needs some serious rethinking. It could even be used as wedge to draw people to lowsec with gas clouds and reaction drops at their most prolific in lawless low sec where pirates and outlaws thrive.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2009.04.21 12:00:00 -
[605]
Edited by: The Djego on 21/04/2009 12:12:53 Hm hard one, so many things to take but only 3 things to state. Since Agility allready gets looked at well here some other things:
1. Blaster ships and blasters. I personaly think the main issue is web power, 70-75% web power(from a 60% one with a role bonus on dedicated Blaster ships) would go a long way, fixing tracking problems and range issues at once and gives blaster ships back her bite at web range. Also a 10-15% increase in DPS to make them hurt again. In return reduce I would reduce the Falloff of large blasters to give other ships a better advantage out of Web range against blaster BS. Basicly a Blaster ship should be superior in web range and inferior out of it, this worked for the 2.5 years pre QR for me, I would like to have this back.
2. Projektieles, Artis -> increase Alpha + double clipsize. Rework Falloff to give you about 50-60% the DPS at Optimal + 1x Falloff instead of the 38% you get there atm. Bring T1 and Faction Amnos in line with the Charges and Crystals damagewhise.
Fix Pest -> 10% Damage and 10% Falloff per Level + 100/150 Drones + 10-15km more base lock range so you get a very decend fleet sniper(imagine ALPHA that starts meaning something again) and a preaty nice medium range AK ship. Not as a DPS/Tank/EHP monster but as extrem flexible ship(Slots, Drones, Range, Speed), dealing next to full damage within 24km(including the Falloff change and bonus) while having lots of range to play vs support/antisupport in gangs simlar like Puls ships.
3. Faction Ships, the changes to Sansha where great(also the rework of the Fleet Stabber and the Navy Omen) why you guyes stoped this projekt you started for EA? Faction Ships should at least match her T2 counterparts in combat abilitys while not beeing better/worse but diffrent by the bonuses and the slot layout.
If I could wish for something, make the speed/agility advantage count again and increas base cap on serpentis ships, drop the cap bonus and give 15% Falloff per level -> very fast Blaster Ships with a huge range(for a Blaster Ships) making AK style combat possible with Blasters while still having the option to close in and performe like other Blaster ships. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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Dungheap
Caldari Caldari Provisions
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Posted - 2009.04.21 12:01:00 -
[606]
1. finish fix of T2 ammo. t2 shortrange ammo useful, rockets longer range for anti-tackler use, javelin missile penalty changed and better sig/exp radius maybe a rof penalty for them.
2. fix blasters by giving hybrid ammo a tracking bonus for them. scale it from anti-matter giving most thru lead or a lower dmg ammo giving no bonus. maybe a signature bonus on null / void and halve the tracking penalties.
3. while i'm not actively involved in empire war decs, the fact that someone can assist a wt with little danger is ridiculous. tweak aggro mechanics here.
bonus: all pilots complaining about lvl4's risk/reward show your math plz. there's a reason running missions is called 'grinding'.
as to the effect the resizing and reprocessing changes had, mission runner loot is a drop in the bucket on a mineral market still fairly fuxord by the shuttle / trit cap removal. (which made trit the most profitable to mine and removed one of the few incentives to enter lo sec..)
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Haramir Haleths
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Posted - 2009.04.21 12:09:00 -
[607]
1. Autocannons are to powerful. Nerf them 2. Black Ops .... Fuel Bay, at least 8 LY Jumprange with maxed skills 3. Ishtar is to powerful. Nerf them
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ollobrains
Caldari State Inc. People for Organised Peace
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Posted - 2009.04.21 12:11:00 -
[608]
1. autocannons smaller ones boost bigger ones tweak 2. black ops given bonus to probeing 3. Fix these new slew of bugs in the scanning system
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Dierdra Vaal
Caldari Eve University Ivy League
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Posted - 2009.04.21 12:28:00 -
[609]
Edited by: Dierdra Vaal on 21/04/2009 12:29:49 1: war decs - control over the war dec is completely in the hands of the attacker. Both the attacker and the target corp should have equal oppurtunity to end the war.
2: remote repairing of a pilot with an aggression timer does not transfer the aggression timer to the repping pilot. This mechanic in combination with out of corp or non-outlaw alts is the basis for all kinds of lame tactics.
3: value of 0.0 space - some areas are nearly worthless, while others are overly valuable. Let 0.0 sov holders develop their 0.0 space (lower truesec, increase the amount of asteroid belts, maybe add npc agents in their outposts) through infrastructure that to some degree is vulnerable to smallish gangs. This resolves the 0.0 space value imbalance, increases incentives for 0.0 small gang warfare and allows 0.0 space to sustain more players simultaneously.
Vote Dierdra for CSM! Director of Training :: EVE University
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Cataracts
GoonFleet GoonSwarm
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Posted - 2009.04.21 12:41:00 -
[610]
1. Titan doomsdays. Worst idea ever put into an MMO. Remove them.
2. Missiles suck. Increase their flight speed by 4x and reduce their flight time accordingly. Also rebalance them in general to be useful for pvp.
3. Rebalance Risk vs Reward. Make 0.0 much more attractive than lowsec, make lowsec much more attractive than highsec.
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ollobrains
Caldari State Inc. People for Organised Peace
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Posted - 2009.04.21 12:46:00 -
[611]
1. redo titans 2. leave missiles as is 3. fixing probong
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Jaffnar Borg
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Posted - 2009.04.21 12:55:00 -
[612]
1.) Weapon system balance: Rockets, Large Blasters and Large Minmatar Weapons need buffs
2.) Leadership bonuses and Warfare Links should only work grid wide, because POS-hugging, afk entities must not give out major buffs
3.) Drones: Interface, T2 Modules, more Drone Space for all Battleships, maybe a Faction Dominix
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retro sophie
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Posted - 2009.04.21 13:03:00 -
[613]
1 Rockets
2 T2 Ammo
3 Projectile Artillery
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Zedah Zoid
Nutz N Boltz Skunk-Works
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Posted - 2009.04.21 13:04:00 -
[614]
Edited by: Zedah Zoid on 21/04/2009 13:04:21 In no particular order
1) Bounty system is broken thus unbalancing the game as it removes incentive for players to place bounties and gather revenge against those that have wronged them. Bounties should be assignable to a person/corp and/or tradeable on the market somehow so that the person collecting the bounty purchases a permit or similar from the player that placed the bounty. Same with kill rights. Only a player that has purchased the rights to the bounty will be able to collect the bounty.
2) T1 loot dropped in missions. This unbalances the mining profession and is unnecessary competition for mineral supply. T1 modules are already cheap enough that any new player can buy what they want after running the tutorials and they need to learn to use the market at some point anyway. Restrict missions to dropping named loot only.
3) Moon minerals never run out. This creates static "must live here" zones over a long period of time. I think it would be good if moon minerals were depleted eventually(time frame??). You would then have to rescan the moon to determine what new minerals were available. High end minerals may spawn at a moon that previously did not have them. Once spawned they would remain until mined out thus encouraging more exploration. Each moon may have maybe 2 or 3 minerals present at the same time and a new high-end mineral might spawn at a moon where only an existing low-end mineral exists right now. Might encourage wildcat type exploration for moon minerals. Sure would be nice if you scanned your low-end moon and suddenly noticed you had about a months worth of high-end minerals available to be mined. Might make for some overnight ISK billionaires. New money is good because people not used to having it spend crazy and buy expensive toys.
Thanks for asking CCP
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D'Artagnan
Bladerunners KIA Alliance
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Posted - 2009.04.21 13:14:00 -
[615]
1. Projectiles, and Minmater Ships: BS and Above 2. Titans + Doomsdays 3. Give me a Tech II Hurricane
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Ixich
Divinity Within Vort3x.
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Posted - 2009.04.21 13:20:00 -
[616]
1: Make local Delayed in Low-sec/Null-sec. Using a chat tool for logistics is just plain broken. If this isn't wanted, perhaps add an anchorable structure that Delays local...
2: Alot of modules and ships need a once over, and their roles taken into account: T2 ammo, AF bonuses + (Why does Enyo/iskhur have optimal range! Change to Falloff please), Large blasters, Large Artillery cannons, Retribution's mids, Deimos, Rockets, Defender missiles, ECM drones, Minmatar's Capitals, to name but a few...
3: 0.0 Sovereignty Mechanics needs to be more fluid and less Blob.
-Ix-
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Rordan D'Kherr
Amarr
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Posted - 2009.04.21 13:31:00 -
[617]
1.) Too much profit with no risk in highsec (= lvl 4 missions, ore). 2.) POS warfare - yeah, you know... 3.) RR is overpowered due to the latest ECM ships nerf.
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Miasia
Gallente Forschung und Entwicklungscorp
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Posted - 2009.04.21 13:32:00 -
[618]
1. Wardec system: It is practically a "Pay to grief" system. Especially against player corps of new players. They dont stand a chance against veterans which decide to grief them.
2. Moon mining: The moon-minerals never run out of supply from the moon or change location. Make them "depletable" and let them recharge slowly. make more moons with R64/R32 minerals. With the depletability they may change hands and locations. One R64 moon is then a "fat big golden nugget" which does not print iskies for ever.
3. Alchemy is not really useful (iskwise and effortwise) to replace the R64 mineral supply.
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Georn
VIRTUAL LIFE VANGUARD Intrepid Crossing
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Posted - 2009.04.21 14:00:00 -
[619]
Edited by: Georn on 21/04/2009 14:31:59 Edited by: Georn on 21/04/2009 14:25:18 1) Boost Blasters.. or Blasterships. + change the tracking formula to allow hitting at 0 (distance) 2) NPCs should refrain from attacking / killing drones of a disconnected player 3) Seed mission agents to outposts :D
lvl 4 missions rewards are fine IMHO They are the only way a casual player can blow something up in peace during the two hours a week he has and still get somewhere in the long run.. without having to measure the "long run" in AE. Name another activity where I can do this.
____________ nerf metagaming, boost fun |
MotherMoon
Huang Yinglong
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Posted - 2009.04.21 14:07:00 -
[620]
-Titans (make them STATIONS THAT CAN MOVE)
-arties (keep the dps the same, double/triple the alpha?)
-Armor repping (why isn't there a armor rep amp?)
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Lord Wulfengheist
Amarr Adhocracy Incorporated
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Posted - 2009.04.21 14:07:00 -
[621]
Edited by: Lord Wulfengheist on 21/04/2009 14:14:10 Edited by: Lord Wulfengheist on 21/04/2009 14:07:43 1.) Armor repair units capacitor use. Knock it down. Lasers eat up enough cap already, and when you add the drain from a repair unit, the ship ends up being useless in short order. One cannot passively rebuild their armor.
"But shield boosters eat up cap too!"
Yes, but one can still get shield back *without* using it, and its not like one has to devote their cap to weapons and the booster all the time.
2.) Rockets. The equivalents in guns have a longer range with more damage. And the DPS from them is pathetic.
"Use Guns!"
Without turret points?
3.) War Deccing - most of the time, it's legalized griefing. There's no motivation to "win," or to even fight. It would be nice if a target actually appeared.
"You're just a care bear who can't fight!"
Something to fight would be nice...
Edit: Fixed a formatting issue.
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Zey Nadar
Gallente Stormwatch Galactic Enforcers of Serenity
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Posted - 2009.04.21 14:16:00 -
[622]
Edited by: Zey Nadar on 21/04/2009 14:19:22 1. Blasters need improvement in at least tracking. Reconsider T2 blaster ammo tracking penalty please. 2. Sovereignty could be more dynamic 3. Make destroyers meaningful. A slot or two somewhere could help.
Good job with Apocrypha! And I mean it, just saying thanks.
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Korr'Tanas
Eve University Ivy League
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Posted - 2009.04.21 14:39:00 -
[623]
1. RR gangs (especially with out of corp chars) are overpowered. 2. T2 ammo is mostly useless - get rid of penalties. 3. Did anyone mention the Taranis yet? Way too much DPS... it's an interceptor, not an AF.
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Darius Mirat
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Posted - 2009.04.21 14:46:00 -
[624]
1. Naglfar has a bad slot & turret layout
2. Artillery is way to weak
3. T2 Ammo need to be looked at
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Erika Bronz
Gallente The Wyld Hunt Saints Amongst Sinners
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Posted - 2009.04.21 14:57:00 -
[625]
1 -Missions: Difficulty is too low for a lot of missions. Something is really, really wrong when one need only a Medium Armor Repairer to run through a level 4 mission. ISK pr hour is ok, ISK vs risk is screwed, at least for level 4.
2 -Drones: They have their own targeting system, one should be able to command drones to engage targets without ship having a lock. For instance in selected item window. And will there be T2 EW-drones?
3 -Short range turrets: Redo the tracking formula. It doesn't make sense at all.
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Selest Cayal
Gallente Nex Exercitus Skunk-Works
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Posted - 2009.04.21 15:00:00 -
[626]
- 1. Blasters need a bit more range: of falloff. Example: Blaster fitted MegaT. On a Large gate like the ones between Regions, Will almost never get a good hit due to its range. Compared to other races "shortrange" modules they have way to short Optimal. especially Large blasters.
- 2. Introduce the PowerCore module to POSes. if you want more guns on a ship you slap on a Reactor control unit. On a pos you should be able to do the same. The CPU to POWER converter. This is somthing already introduced into EVE's Item database and makes sence. Fleet battles are so big not that a deathstar pos not longer is a huge threat. So add a module that allows the POS owner to add more guns if they have plenty of CPU left.
- 3. Motherships needs a Boost OR production cost reduction. Atm A mothership is to expensive to use as a carrier. If you compare the bonuses and abilities to the cost, you quickly see that the Ship is not worth the isk.
solution is to either introduce something that boosts the usefullness or dramaticly reduce the price. EW immunity, larger drone bay and ships hanger bay is not realy worth 12 - 13 Bill. if you compare it to a Carrier. Give them Jumpportals (like Titans), bigger bandwith for drones/fighters(more deployed drones). somthing. OR Cut the price to a few bill. and not 15bill like it is now.
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Cambata
Amarr Eve University Ivy League
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Posted - 2009.04.21 15:22:00 -
[627]
War Dec system is crap fix it.
RR of war targets should set aggro timers.
Drone EWar needs work and where are the drone bandwidth mods/riggs. |
Lord Cath
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Posted - 2009.04.21 15:49:00 -
[628]
1. The Assault frigs could use a bit of looking into.
2.the bounty system has been broken for years and ive read some decent ideas on here to make it better.
3. looking into some tech II ammo, to make it more useful instead of useless.
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ian666
Minmatar Lamb Federation Navy C0VEN
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Posted - 2009.04.21 16:28:00 -
[629]
MINMATAR ARTY = TOO LOW DPS, TOO HIGH PG REQs
Vargur with 4x 1400mm T2 12870/9875 PG, 316dps, 30km optimal range Paladin with 4x Tachs T2 14850/16875 PG, 455 dps, 33km optimal range
Tempest with 6x 1400mm T2 19305/19375 PG, 296 DPS, 30km optimal range - With 5x Hammerhead's T2 455 DPS Megathron with 7x 425mm T2 16537/19375 PG, 318 DPS, 36km optimal range - With 5x Ogre T2 635 DPS
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Solostrom
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Posted - 2009.04.21 16:37:00 -
[630]
1) Salvaging wrecks doesn't cause agro 2) Salvaging wrecks doesn't cause agro 3) Salvaging wrecks doesn't cause agro
Why this is unbalanced... A) If I am a trader I can be "PvPed" by others undercutting my prices. B) If I am a miner I can be "PvPed" by can flipping. C) If I am in low or nullsec I can be "PvPed" at anytime by anyone. D) If I feel like screwing around and doing a mish and someone comes along to salvage the wrecks... I can do absolutely nothing but watch.
Counter-arguement... It is a Profession! Yes, often practiced by people in NPC corps that can't even be wardec'd. Fit a salvager on your ship! Yeah, doesn't work as the Salvagers are flying T1 frigates with AB, Overdrives, and a rack full of salvagers. Flying a HAC, BC, or BS there is no way to outrun them to the wrecks. Suicide Gank them... won't work as they operate only in the safest of hisec where concords response time is very quick. The second you lock them they warp out. If you do manage to lock you will be dokkened when you fire. As added bonus, now they get a free shot at killing you some other time when your flying a mishboat.
There is no reasonable counter to this tactic/profession. If they want to practice it... make it involve risk to them. Not the totally lopsided risk to you only. This is the only profession where there is no counter.
You nerfed Falcons, NOS, Nano, etc cause it was FOTM and had no reasonable counter!
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