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Thread Statistics | Show CCP posts - 4 post(s) |
Cole Osmedia
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Posted - 2010.06.30 23:42:00 -
[1231]
top three list of Imbalance to game
All Destroyers have same problem.
I'm checking bonuses for my Catalyst destroyer and according to the information on the ship there is a -25% Rate of fire bonus for all turrets. I installed a Light Electron Blaster I which has a 2 second rate of fire and was expecting the -25% percent bonus based on that. Instead I got a penalty that came to 2.02 seconds.
so It should look like this;
every second is divided into 100 Centi-seconds. ( everything below a second is base 10 math )
2 Seconds times 100 Centi-Seconds times .25 equals 1.50 seconds.
If the -25% is not a bonus but suppose to be a penalty then the math the game uses is STILL wrong it should be 2.50 seconds. And if it's suppose to be a penalty it should be listed in the Info for the ship as a penalty not as a " Role Bonus "
If there is anyone out there who knows EXACTLY why this is so I'd like to know. No guesses please, I'd like to here from a devoloper on this.
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Zogra
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Posted - 2010.07.01 06:45:00 -
[1232]
Edited by: Zogra on 01/07/2010 06:51:05 well since you ask: 1)T2 ammo (dont nerf the best, boost the worst) 2)Boost big projectile weapons (tracking and rate of fire on arts) (increase optimal range and decrease falloff on autocannons) 3)Reduce signature radius of destroyers otherwise there isnt a point of using one cause it will die 5x times faster than a frig and it will only deal 2x dmg more than a frigate. 4)Some T2 items got same attributes and higher requirements if you compare them with the T1 meta4 ex:check shield power relays. (keep the higher requirement like all t2 gear but boost at least 0.5% the t2 or nerf 0.5% the t1 meta4)
Those are a good start i think
no i forgot the blasters if you dont wannt to boost their dmg just increase their range a bit so they can compete with lazers
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Lirey
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Posted - 2010.07.01 12:29:00 -
[1233]
It was told 1b times. There were many changes in EVE combat system. Now Hybrids suck. Do something with blasters. There is very low chance to apply their paper DPS. Blasters need more DPS gain with such range disadvantage. There are so many disadvantages: cap use, fixed damage type, range, tactics (it is difficult to approach to enemy with armor rigs at tiny optimal+falloff) Railgun... no comments...
P.S. There is only 1 simple solution: change Gallente ship damage bonus from 5% to 7.5% like Vindicator has. - Simple and quick - does not change Caldari ship balance (Hybrids have optimal bonus on their ships) - does not brake Gallente philosophy as face melter race
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Amras Arnatuile
Trojan Trolls Controlled Chaos
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Posted - 2010.07.04 22:28:00 -
[1234]
This thread is hillarious. All these broken mechanics. Blasters for example has been mentioned at least 1k times in this thread alone. Yet they are still broken as hell. But hey guys we have planetary interaction. Turn in your blasterboats guys and start mining planets its less of a waste of time.
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Darteis Elosia
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Posted - 2010.07.07 14:21:00 -
[1235]
I would like to see the Destroyers get some love. They pretty much suck. And something as cool looking as the catalyst shouldn't suck!
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Rhok Relztem
Caldari CGMA Synergist Syndicate
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Posted - 2010.07.12 19:35:00 -
[1236]
My top 3 needed balancing changes:
- Rockets - Everything about them sucks.
- Destroyers - Need some TLC. Currently they are all but useless except for salvaging.
- Hybrids - Just not up to par with other types.
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Brandoe Chung
Gallente Phoenix Industries Black Star Alliance
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Posted - 2010.07.13 21:12:00 -
[1237]
So it would seem that people do agree that the gallente weapons systems have gotten the crap end of the stick they have endured so many nerfs that as a weapons system they are now pretty underpowered.
As example take the lowely Deimos once a feared blaster boat and now relegated to a feared ratting boat. In the beginning it had bonuses to it's armour resists as did many T2 Gallente ships but was deemed too overpowered due to it's damage output and ability to speed tank targets. So the armour bonus was removed thus making it a weaker ship overall but it still retained it's speed which was of course necessary when your in a blaster boat which needs to close ground on a target quick. The they nerfed speed which allowed targets to put damage on the already weakened boat for a longer amount of time at the same time the webifiers were nerfed and the tracking on blasters wasn't increased. So what we're left with is a ship that probably won't make it to the target alive and if it does doesn't have a weapon system capable of ever applying it's optimal damage.
This is only an example of the Deimos but the same problems rear their ugly heads on all blaster boats. I'm not saying boost them so that they are the new FOTM but at least recognize that some of the nerfs they have endured and the reasons for these nerfs are no longer even applicable in combat situations anymore. As well the falloff of these weapons should be renamed to the range at which you do laughable damage.
Never quote me the odds |
Kvo Vadis
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Posted - 2010.07.14 00:34:00 -
[1238]
It looks like Blaster boats will nod be fixed soon. CSM_CCP_Meetings_23-25_06_2010 So... as Liang Nuren said "you have enough time to cross train all the races" here Any news about Rails and Blasters?
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rowdy buccaneer
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Posted - 2010.07.15 03:33:00 -
[1239]
1-tier 2 battleships every one wants a raven for missions because you can esially switch out missle types for diferent dmg! i think the other three mega apoc temest should have atleast 3 missle launchers and 125m3 drone bay so you can atleast have the ability to swich out the dmg type like a raven more 2-rockets and torps range sucks !!!
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Makalu Zarya
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Posted - 2010.07.18 18:51:00 -
[1240]
we don't need more carebear ships, raven needs to be able to do something useful in this game, it sucks for gangs and fleets and has relatively low usage. Torp range is fine if you know what you are doing, it's longer than blasters.
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Keith Mc'Leroy
Iridium Inc. Shadow of xXDEATHXx
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Posted - 2010.07.22 04:02:00 -
[1241]
Keep finding threads which are applicable for issues and possible are getting looked into.
To avoid double post here is the link: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1355777
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rowdy buccaneer
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Posted - 2010.07.26 15:05:00 -
[1242]
we dont have to worry about the raven going out of style becides i though the scorp was the pvp ship and for torps they should be giving the scorpion hulled ships velocity and flight time for torps if the want to be fair!
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Fettered Soul
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Posted - 2010.07.27 04:00:00 -
[1243]
Blasters: As extremely close weapon it shoud have extremely high DPS and Tracking speed Jam drones: They are too effective
P.S. Did I say something new?
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Dav Varan
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Posted - 2010.07.27 16:07:00 -
[1244]
1) Caldari Missile Boat Bonuses ( absolute value of 1.6% per level doesn't compete with 5%-10% per level for other ship hulls )
2) The Raptor ( needs a slot layout change imo 4.4.2. to make it competitive with other interceptors )
3) The EOS |
Timathai
Minmatar Populist Manufacturing and Exploration
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Posted - 2010.08.01 21:40:00 -
[1245]
Edited by: Timathai on 01/08/2010 21:43:11 Overall, should they actually want to fix ballance issues, the feedback for these issues needs to be changed. The CSM process seems to be a way to placate the most influential members of our community, in short, putting people who might be able to organize a large focused effort in to a position that requires them to stay silent on many of the aspects we discuss here.
An open procedure, viewable by all, where it is similar to the petition sytem, and has an even more limited comment area. Have the CSM members monitor(but unable to edit) this area, compiling categories that are recurring in to more concise terms.Also, link these mechanics issues to events on the test server that players can participate in to test the issue.
It is admirable that we are getting new content, but we need a dedicated focus to address the myriad of current issues in the game. And the first real step, that would make players feel as though there might be something being done by CCP, is to provide a simple, direct interface that allows players to speak on these issues, and examine what others have to say in defense, or opposition to their stand. Not another vague forum, hidden in a morass of other content. Give a man a fish, and he has one good meal. Teach a man to fish and he has a way to **** off his wife every Sunday. |
Darteis Elosia
Gallente Empire Assault Corp Dead Terrorists
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Posted - 2010.08.02 17:46:00 -
[1246]
1. Destroyers -They need a buff, or a t2 version that is not an interdictor. Can be Logistics or Gun Platform/Missile Platform. Heavy bomber variant not able cloak.
2. Rockets -They need more damage or a twist to make them useful such as electronic warfare rockets.
3. Drakes -They need to have their tank nerfed.
Cheers. |
Norath84
The Executives IT Alliance
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Posted - 2010.08.05 05:05:00 -
[1247]
My top 3 needed balancing changes:
Rockets - need's more dmg and exp velocity Hybrids - yep, need's updating Damp's - the module and ships with bonus to them needs some love
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rowdy buccaneer
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Posted - 2010.08.06 04:29:00 -
[1248]
rockets need to be udated to keep up with small fast moving ships that use them so pilots would like using them more!!!!!!
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China Chinchin
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Posted - 2010.08.09 01:00:00 -
[1249]
Fix mining. A man can do 3 Sanctums and make 3 times as much profit as an uberminer munching on arkanor for the same amount of time. Every time you introduce something to the game (ie PI, the "insurance fix"), you hurt miners more and more. Do something nice for them. Not the macro's munching on low ends, but the guys out in 0.0 that make cap components for dreads.
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Doctor Aibolit
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Posted - 2010.08.09 02:05:00 -
[1250]
Originally by: China Chinchin Fix mining. A man can do 3 Sanctums and make 3 times as much profit as an uberminer munching on arkanor for the same amount of time. Every time you introduce something to the game (ie PI, the "insurance fix"), you hurt miners more and more. Do something nice for them. Not the macro's munching on low ends, but the guys out in 0.0 that make cap components for dreads.
Before mining boost macromining should be stopped. Otherwise nothing will be more profitable then mining :)
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Lykouleon
Trust Doesn't Rust Mostly Cookie
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Posted - 2010.08.12 18:31:00 -
[1251]
1. Hybrids (Blasters especially)
2. Rockets
3. Aggression/Docking Games
Quote: Aedun Sole > flying with lyk is like flying a bus filled with 5 year old children
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Tiger Cub
Caldari The Tyranical Commonwealth Adeptus Arbites
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Posted - 2010.08.16 17:48:00 -
[1252]
1. Moms and Titans - Way over powered, we need T2 dreads(More gank , less tank?) and T2 carriers(more tank, less gank?) to counter them.
2. Titans - One shot, one kill anything? sounds good, but you need to make them not be able to move at all or cloak for 10 min. better effects will also be nice.
3. T3 - We want more T3 class ships! T3 Frig, T3 Battle cruiser, T3 Battle ship, Also T3 modules and ammo for t1, t2 and t3 ships!
Simply saying, balance whats over powered with bringing up the other stuff. Nerf'in ****es ppl off, upgrades don't.
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Dez Affinity
Habitual Euthanasia Cry Havoc.
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Posted - 2010.08.19 18:01:00 -
[1253]
1. ECM Drones Pretty much the only counter is fitting a smartbomb or bringing more people. You can kill them with guns, but you have the problem of locking them which depending on your ship size can take a while, web them and still have trouble tracking them (also removing web from the guy you are trying to kill) or put your drones on them one at a time. Meanwhile you are getting jammed for somewhere in the region of 14 seconds a time. Plenty of time for even a Carrier to align and warp. It's basically a get out of jail free card against solo'ers.
Scenario 1: Proteus1 tackles Proteus2 in a belt. 1vs1. Proteus2 drops 5 hornet ec- and puts them on Proteus2. Proteus2 frantically tries to lock 5 drones and dispatch them. Proteus1 achieves this and is winning the fight, Proteus2 drops 5 more hornet ec- and is fully aligned. Proteus1 gets jammed, Proteus2 warps.
Scenario 2: Proteus1 tackles Sleipnir and Proteus2. 1vs2. Both drop ec- drones against the Proteus1, both warp.
Scenario 3: Proteus tackles Loki, brings in 2 friends who also tackle Loki. Loki drops hornet ec- on Proteus. Proteus gets jammed but Loki dies because it has 2 more people shooting it.
To conclude - you can't solo if the other person has hornet ec-. Unless you somehow use your own hornet ec- to jam them before they can put theirs on you. Sure you might get lucky one time and kill the ec- before they pull a jam off but it's luck if you do. Fact is the longer the fight goes on the more chance you are going to get jammed and if they are aligned already it's already too late.
My proposal: If not flat out remove them, make it so they only remove lock not jam.
2. Drakes The best BC bar none. I mean you could say the Hurricane is quite good because its versatile and if shield fit it can go fast. The drake pulls over 1km/s with a standard fit. It has a 15km+ optimal even with faction HAMs and gets about 600 dps, which is comparable to a shield gank fit Brutix/Harb. However these two ships fit for full gank will struggle to get more than 50k EHP whereas the drake will get a 90k EHP and on top of that a 180 dps passive tank.
Then you look at a Drake that's fit for HML with same fit, 500 dps 84km optimal. Although this isn't a whine against HML, it's a whine against how the Drake doesn't sacrifice anything to get extra range or damage, it has awesome EHP and just as good DPS as other BCs.
Now let's look at how the average ******** fits his. Passive mainly fit, with a point sometimes. 70k+ EHP 400 DPS and an 800 DPS tank. That's just ludicrous, not only do you have to shoot through a huge buffer, but you have to overpowere the stupidly huge tank. If you bring say 1000 DPS against an 800 DPS tank you will be doing 200 DPS or there abouts and 70k EHP will take somewhere along the lines of 6 minutes. That's assumign he hasn't self destructed, killed your drones or jumped to high sec before then.
My proposal: Make it so LSE's reduce shield recharge, or something similar.
3. Blasters Web nerf hurt. Really, I'd argue for webs to be buffed because quite frankly going from 90 percent to 60 was just far too radical and didn't look at the implications.
Anyway I realise that's unlikely so at least Blasters need to be looked at. On pretty much every blaster hull barring the Megathron hull (and the smaller ones with tracking bonuses), hitting your target is difficult, like really difficult. Tracking needs buffing for blasters across the board. I'd say optimal needs buffing slightly too and I do mean slightly. _______________
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Lana May
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Posted - 2010.08.24 11:43:00 -
[1254]
Not that its anything more... just voicing my opinion.
1 Shield vs armour... Shield buffers recharge, armour doesnt which the person previously has already stated.. that its hard to chew through things buffers alone aswell as thier passive tank.(be it small or large its still a pain) Also Local armour tanks cant ever compete with shield tanks
2 Blasters need more damage compared to other weopons as they have a much shorter range.. eg lasers do almost the same with greater optimal and projectiles have great falloff.
3 Lasers are overpowered...
Senario 1 - Megathron fighting a ship in optimal and an ewar/logistics/bomber whatever warps in at say 40kms... theres not much you can do at that range except drone it..
senario 2 - Armageddon fighting same ship in optimal and an ewar/logistics/bomber whatever warps in at 40km... lock it up a quick change to scortch and the secondary target is hurting with not much change to overall dps.
just my 2 cents
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Stuart Price
Caldari The Black Rabbits The Gurlstas Associates
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Posted - 2010.08.27 17:54:00 -
[1255]
1. Tier system on t1 ships - it's outdated, especially with the various ships being 'specialised' into roles. To use the Caldari cruisers as an example:
Osprey - Mining/logistics Blackbird - Ewar Caracal - Ranged combat/anti-frig Moa - Sniping/Assault
There's no real reason why any of these should be the best choice due to an artificial tier system. They should all be balanced against each other with bias given to their roles instead of how high up the tier they are. Tier 1 BC's suffer HORRIBLY under this; there are very, very few reasons (if any) to ever fly a tier 1 BC over a tier 2.
2. Rockets. They suck.
3. Differentiating between 'short range' combat and 'long range' combat with the scram and web changes created a very definite four range combat system of which two are the problem.
Short range = inside scram/web range (0-13km) Medium range = inside disruptor range (13-24km) Long range = outside tackle range, but under 100km (usually around 40-50km) Extreme range = the preserve of dedicated snipers (100km+)
Most weapons are simply not balanced around this and most pvp fittings in particular pay heavy attention to their capacity to operate at one of the above ranges, especially with regards to the first two.
My solution? Give scrams and webs a decent falloff effect and reduce the optimals. Falloff for scrams would be a speed reduction on MWD's (so at optimal+falloff they reduce MWD boost to 37% of maximum and only shut it off within optimal) and webs have higher base strength, reduced as they go into falloff.
This would make combat more organic as opposed to the very digital "I am fast", "I am slow" fighting we see today and make different weapons systems (particularly hybrids) a better choice for general combat. Putting the 'irate' into 'Pirate' |
General Domination
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Posted - 2010.08.30 09:16:00 -
[1256]
Dear CCP,
I think the general speed of ships need some tweaks. They are too slow and the webifier are too powerfully. It is really sad that webifier are rule number 2 of any cPvP Ship. That doesnŠt give us much variations in cPvP fittings.
Webifier destroy any good combat PvP, its highly to overpowered. I would really love webifiers only for tracking support instead of reducing the speed that massive way. The webifiers are the reason for me and much friends too donŠt play cPvP.
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Sentiax Alpha
Minmatar Advocates of Sin
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Posted - 2010.09.01 12:29:00 -
[1257]
I already made an individual post about this, but add a scan resolution increase for turrets on the tracking disruption script. See post:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1377434
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Jaggati Khan
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Posted - 2010.09.05 00:52:00 -
[1258]
Originally by: rowdy buccaneer rockets need to be udated to keep up with small fast moving ships that use them so pilots would like using them more!!!!!!
i think rockets should have something done to them, as it stands the rifter generally rules the t1 frigate world and although i have pitched a rocket kessie up against them and won mostly the rifter owns... though i have heard good things about the punisher?
as it stands i dont think id bother using a gallente t1 frig in most cases..
as a footnote although minmatar are known to be the fastest and most agile ships in game (for the most part) maybe with gallente ships you could add more speed but less agility? so faster in a straight line.. or maybe better acceleration? the vagabond owns, the diemos sux, hardly ever see them in fleets and i have never bothered to fly one (in fact its only drone boats i fit blasters too, and thats only cus i cant really use ac's)
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Jaggati Khan
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Posted - 2010.09.05 00:55:00 -
[1259]
Originally by: General Domination Dear CCP,
I think the general speed of ships need some tweaks. They are too slow and the webifier are too powerfully. It is really sad that webifier are rule number 2 of any cPvP Ship. That doesnŠt give us much variations in cPvP fittings.
Webifier destroy any good combat PvP, its highly to overpowered. I would really love webifiers only for tracking support instead of reducing the speed that massive way. The webifiers are the reason for me and much friends too donŠt play cPvP.
webs arent that great unless you have two of them imo, web and scram is good but hell the range is really limited... i always thought adding a rig to help that would be good...
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coolruningc
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Posted - 2010.09.06 20:05:00 -
[1260]
Why does T2 only have 2 rig slots and T3 have 3 like T1 surley it 3 2 1? or evean 3 3 3?
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