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Thread Statistics | Show CCP posts - 4 post(s) |
Tsubutai
The Tuskers
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Posted - 2010.09.12 13:12:00 -
[1261]
1) The tier system and T1 sub-BS ships in general. The tier system renders a lot of ships that have fun concepts basically un-useable in pvp because of their lack of slots and fitting room, and even some nominally top-tier ships are pretty bad because of a combination of inadequate fitting room and ill-conceived ship design (what, exactly, are the Maller and Prophecy supposed to do other than tank?)
2) Assault frigates. Even the 'good' ones are mediocre and overpriced for what they offer. A general buff/4th bonus and internal rebalancing is long overdue.
3) ECM drones and ECM in general. It's a terrible game mechanic, is disproportionately powerful against smaller ships, and the randomness is tiresome.
Sekrit 4th balance issue: the Dramiel is reta***-strength OP.
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Fam Trinly
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Posted - 2010.09.19 11:16:00 -
[1262]
Edited by: Fam Trinly on 19/09/2010 11:17:46 1. Ultimate Caldari missle-boats like Drake and Tengu have no equal boats for PVE in other races. Most player starting to play for caldari or re-learn to missles and caldary ships because this is fastest and simplest way to grind missions, complexes. Rebalance of missiles or missle-boats needed.
2. E-war of all 3 kinds have same effect for enemy - harder to kill. But ECM Jamming is a superior in this moment - rebalance needed.
3. Gallente+Drone hardwirings+BS issues: True drone-boat pilots can not maximize DPS with hardwirings for drones - so they loose competition with turret or missile boats (for witch damage +5% implants exists). And there is no Drone-based marauder class ship. Learning for t2 heavy or sentry drones tooks a lot of time, like for Gunnery or Missiles skills, but no true Drone-based boats of battleships size t1 and t2 and exellence in Drones gives no profit.
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Xaeltis
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Posted - 2010.09.19 18:27:00 -
[1263]
1. Destroyers - They aren't actually good for anti-frigate operations and are generally only useful in PvE and salvaging. The Thrasher is not too bad however. 2. Rockets - These need a significant boost. 3. Hybrids - Some balancing issues with these, but I'm not totally sure on the specifics.
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Prometheus Exenthal
Genos Occidere HYDRA RELOADED
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Posted - 2010.09.19 20:14:00 -
[1264]
among much of the things mentioned, there is one thing that ruins ALL the ships in a pvp situation (not only ecm/lag).
the ****ing "planet mode" button. move it.
its the WORST location for a button. you've cleverly put a non-combat related button next to heavily used combat buttons. simply grazing that button means you are ****ed for 10 seconds.
i've lost countless ships during chaotic fights simply because that button exists - MY LATEST VIDEO - DO IT ALONE COWARD |
Meditril
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Posted - 2010.09.26 19:21:00 -
[1265]
Scythe Fleet Issue is much to heavy if for example compared to other faction ships. This Ship is fragile and therefore it should be at least fast and agile. Its mass should be reduced to a number between Stabber Fleet Issue and Cynabal. This would make the ship useful and competetive.
Thx, Meditril
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GTN
Lyonesse. The Makhai
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Posted - 2010.09.27 16:41:00 -
[1266]
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1390583
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Soldarius
Independent Coalition DEM0N HUNTERS
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Posted - 2010.09.28 02:05:00 -
[1267]
I only really have 2 things that I think need rebalancing:
1. Roflkets are supposed to be the small version of HAMs/Torps. As such, they are meant to be mounted on frigate-sized ships, and used against small to medium-sized ships. The reduced range in exchange for greater RoF is fine. But the slow explosion velocity makes them useless in PvP. For PvE they work great, especially for hi-sec ratting. But that would be because most rats don't move very fast. They are useless against players because of this seriously nerfed stat. Heck, even a BS goes faster than the 80-something exp vel. This difference between close-range high damage ammo and longer range low damage variants is not in line with the other ammo types. Boost rockets explosion velocity by about 100 m/s.
2. Dramiel. Nerf it. Double damage is fine by itself. You don't see daredevils running around all the time even though they have triple damage modifier. But the ability to move at over 6000m/s coupled with the damage bonus is ridiculously out of balance. It takes very little training to get into one, so long as you have the cash, which is easy enough.
Ex: Flying in nul-sec in a properly fit passive tanked drake, I got annihilated by 2 Dramiels inside of 30 seconds. Admittedly, they had 2 Guristas BS helping. But BS only had me at a steady 2/3 tank. Once the Drams opened up, I never even saw peak recharge. 10 seconds for shields, about 8 seconds for armor, 5 seconds for hull, and pop. Don't bother shooting at them with combat drones. They just fly in line and shoot the drones.
I'm not saying that you can't fit to kill Drams. But if you are flying a shield-tanked ship (anything Caldari), you are screwed because you have to sacrifice tank for double webs and scrams, or ECM. No single ship or mod should be able to change the face of game-play throughout eve. If it does, it is unbalanced. "When you have to shoot, shoot. Don't talk." |
Natasha Nikolaev
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Posted - 2010.09.28 02:54:00 -
[1268]
Edited by: Natasha Nikolaev on 28/09/2010 02:57:15 Null needs to be balanced with scorch and barrage. currently "effective range" (opti + falloff) is boosted by 37.5% by scorch, 40% by barrage and 25% by null. Should be fairly obvious this isn't balanced. Null needs to be made +37.5%/+37.5%.
oh and fix the f'ing deimos. How long ago was it that you last minute dropped your proposed changes and then never touched it again?
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Hentes Zsemle
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Posted - 2010.09.29 21:09:00 -
[1269]
It would be nice to hear if they are fixing hybrids in the near future.
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Kogh Ayon
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Posted - 2010.09.29 22:11:00 -
[1270]
0.Low-sec should have better goals.
1.Medium Railgun Turrets/Platforms; Medium Blaster Ships
2.Close-range T2 ammo.
3.Jita and Caldari are too crowd.
Don't have to change atm:
Anything about missile and projectile weapons, EWs, Drones Cloacker Local Shield/Armor
Not About the Game: Tidy up or repost this Thread Please!
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Kai Yuen
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Posted - 2010.09.30 15:23:00 -
[1271]
Dreads: Tracking. Dreads have hard time hitting other CAPITALS because they move and dreads have virtually no tracking. Buff their HP and unnerf their tracking instead of taking the nerf bat to moms. Then at least we'll see varying ships on the field instead of mom blobs.
Hybrids: Rework please. Lasers have the best tracking to make up for their cap useage. Hybrids use cap as well. By that extension they should have the second best tracking. Instead they have the WORST. Also some of the worst damage at range and the worst range at damage. Increase blaster range. Increase rail damage. Increase tracking overall.
Rockets: More damage, more velocity, less explosion radius. Make them good against frigates ffs.
Angel ships: Nerf, no way around it. Remove/reduce drone bays on the cynabal and the dramiel. Increase mass slightly(and I do mean slightly). Slightly reduce velocity. Leave Mach as is.
Worm: Buff please. It pales in comparison to all other faction ships. Slow, rocket based, active shield tank = fail. Make it faster, fix rockets, and increase its fitting stats and/or capacitor.
Missiles: Increase velocity and reduce flight time to compensate on all missiles. Increase cruise missile velocity MAJORLY to make them useful. Right now they're useless in PvP.
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Luthair StoneDog
Gallente Wormhole XXXtreme
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Posted - 2010.10.01 00:03:00 -
[1272]
1. Blasters. Need. Love. I didn't realise how much I relied on webs until they were nerfed. Now you're at a disadvantage against practically anything as soon as you bolt them onto your spaceship.
2. Armour. Gallente ships have very short effective weapon ranges, yet we get our speed nerfed every time we buff our HP.
3. There is no 3.
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Unbendable McRib
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Posted - 2010.10.01 13:52:00 -
[1273]
rebalancing hybrid weapons and amunition!
comparable to caldari heavy-, cruise missiles and torpedos!
its unjust when a Drake makes the same dps as an Megathron with t1 turrets! or an Golem makes almost twice dps as an Kronos!
in the most Mission arreas you find many drakes, Ravens and golems why?? help Gallente Pilots to have more fun! and to see more diffrent ship types in space
thx
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Alicia Ryan
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Posted - 2010.10.04 17:15:00 -
[1274]
1. Lag 2. High Sec Ganking (1Bs to kill a Tengu, 3Bs to kill a faction tanked bs is just to easy) 3. Blasters (they need a change)
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Failgun Owner
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Posted - 2010.10.06 04:39:00 -
[1275]
1) RAILS 2) BLASTERS 3) ECM DRONES
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Aglais
Caldari
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Posted - 2010.10.11 18:24:00 -
[1276]
1) Caldari are the designated PvE race. Change that please. No. I don't care if ECM ships count in PvP, I don't fly ECM ships. I've tried the Moa, but apparently, for every Caldari gunboat there's a Gallente one that does it better. Then you have the Drake or gtfo thing going on. For a Caldari PvPer you have very few options. Drake, ECM, crosstrain. Otherwise you're bottom of the barrel. Oh, and the Cerberus is kinda weak. Kinda very weak. And it's niche is ****ing ******ed, as someone once put it, "hurling missiles at someone from over the horizon". If it had more tank on it I can almost guarantee that it'd be the Caldari short range HAC as it'd be able to fit HAMs and devestate things, and yet remain unique from the Sacrilege because the Cerberus should have defensive bonuses that relate to passive tanking.
2) Don't nerf Angel ships; buff the other faction ships. Honestly, they're ****ing expensive. Cynabals go for over 200mil. They're WORTH that much. Do NOT nerf angels, BUFF THE OTHER FACTION SHIPS. Gila's pretty good as is, though it'd be nice if it got a bit more resists than the vanilla 5% per level, maybe 7.5%. Remember. This is a faction ship. They are expensive. You should get what you pay for. There is absolutely no reason for you to ever spend 260 million ISK on a gold plated turd. If I'm spending 260 million ISK on a SINGLE cruiser hull it'd better be damn good.
3) Boost speed on Caldari gunboats. My Moa is amazing on defense and somewhat average on offense for a T1 ship. However it fails horribly in the speed arena and as such even though it's a competent ship, it fails to kill things because it does not reach the target in time before the rest of the fleet does. Hell, make Gallente ships a bit faster too as they suffer the same problem.
4) Caldari are second only to Minmatar in terms of ship ugliness. Mostly due to the Raven. I do not like the fact that the Raven looks like... Well, an obese raven with a malformed pair of wings. It doesn't look like a battleship. It looks stupid. Please don't mess with the Moa too much though; it's 'cool ugly' if that's possible.
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Zogra
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Posted - 2010.10.12 05:02:00 -
[1277]
Originally by: Kai Yuen Dreads: Tracking. Dreads have hard time hitting other CAPITALS because they move and dreads have virtually no tracking. Buff their HP and unnerf their tracking instead of taking the nerf bat to moms. Then at least we'll see varying ships on the field instead of mom blobs.
Hybrids: Rework please. Lasers have the best tracking to make up for their cap useage. Hybrids use cap as well. By that extension they should have the second best tracking. Instead they have the WORST. Also some of the worst damage at range and the worst range at damage. Increase blaster range. Increase rail damage. Increase tracking overall.
Rockets: More damage, more velocity, less explosion radius. Make them good against frigates ffs.
Angel ships: Nerf, no way around it. Remove/reduce drone bays on the cynabal and the dramiel. Increase mass slightly(and I do mean slightly). Slightly reduce velocity. Leave Mach as is.
Worm: Buff please. It pales in comparison to all other faction ships. Slow, rocket based, active shield tank = fail. Make it faster, fix rockets, and increase its fitting stats and/or capacitor.
Missiles: Increase velocity and reduce flight time to compensate on all missiles. Increase cruise missile velocity MAJORLY to make them useful. Right now they're useless in PvP.
Sorry but i think that some of your ideas are not balacing the game instead its making caldari OP normally i should like this since i am one but i know good that unbalance in a game ends up with destroying it so i cant fully agree with your ideas but i agree that some rly small and soft tweaks could be made carefully.
About blaster keep in mind its the higher dps weapon and about rail its the best sniper weapon If you want my opinion they are just fine with proper gunnery skills and implants.
Missiles are fine the dps they produce is average but dps is steady and they never miss and they dont have minimum range + they got good max range. If you use a cruise missile on a frigate its like trying to hit a frigate with a large weapon, large weapon wont hit at all if frigate got some speed and pilot is not moving straight to the BS even in high range.
Getting a full missile clone seems to work rly nice for any smaller than cruise size missiles and remember that cruise missiles are pve missiles and torpedos are more than fine for pvp.
If you want my opinion about a good change would be about t2 ammo. Add more dmg types on each faction t2 ammo so we can use t2 in pve and have more options at pvp
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Hentes Zsemle
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Posted - 2010.10.13 07:28:00 -
[1278]
Originally by: Aglais ...
Caldari is supposed to be a missle/sniper hybrid race, they would be great snipers if rails didn't suck (or even with blasters with more range, no and no tracking bonuses, if blasters didn't suck either). As for their speed, caldari doesnt have any penalty to that from their tank, so it should be fine, although i don't know the moa specificly. Confirming drake or gtfo anyways...
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Kai Yuen
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Posted - 2010.10.13 18:00:00 -
[1279]
Originally by: Zogra
Sorry but i think that some of your ideas are not balacing the game instead its making caldari OP normally i should like this since i am one but i know good that unbalance in a game ends up with destroying it so i cant fully agree with your ideas but i agree that some rly small and soft tweaks could be made carefully.
About blaster keep in mind its the higher dps weapon and about rail its the best sniper weapon If you want my opinion they are just fine with proper gunnery skills and implants.
Missiles are fine the dps they produce is average but dps is steady and they never miss and they dont have minimum range + they got good max range. If you use a cruise missile on a frigate its like trying to hit a frigate with a large weapon, large weapon wont hit at all if frigate got some speed and pilot is not moving straight to the BS even in high range.
Getting a full missile clone seems to work rly nice for any smaller than cruise size missiles and remember that cruise missiles are pve missiles and torpedos are more than fine for pvp.
If you want my opinion about a good change would be about t2 ammo. Add more dmg types on each faction t2 ammo so we can use t2 in pve and have more options at pvp
Wrong on virtually every account. Tweaking missiles won't even affect Caldari DPS. It will only put cruise missiles on the map for PvP. All missile tweaks just cut down on delay between firing and seeing damage applied. Cruise missiles are PvE Missiles? Torps are for PvP? Torps are extremely short range weapons as far as battleships go. What would you possibly use for long range BS engagements as Caldari? Please. How many Minmatar weapons are purely for PvE? Very weak, very biased argument. Caldari OP? The only worth while Caldari ship in 0.0 is the Drake right now. There's a reason you only see Drakes. Everything else blows. Just bring the other ships and weapons up to speed.
Blasters is also completely wrong. Blasters are a close range weapon put on some of the slowest ships in the game. They need some major work. Increasing range would go a long ways towards correcting them.
Rails are the WORST sniping weapons in the game because of their absolutely pitiful alpha, to say nothing of their terrible tracking. Artillery is FAR superior. If anything is OP it's projectiles.
Changing T2 ammo won't even come close to repairing hybrids. They have to be reworked like projectiles were to bring them up to speed. Projectiles got a full makeover, why should hybrids be left out?
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Salvia Olima
The All-Seeing Eye Blade.
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Posted - 2010.10.16 13:56:00 -
[1280]
1. Please give 50m3 dronebay and a minor drone bonus to the Legion, so it can field two waves of light drones or one wave of EC-600s, this will improve its survivability and range of damage. 2. Please give a short shelf life to R64 and a longer shelf life to R32 moon minerals, it will liberate the T2 production.
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Sean Faust
Gallente Point of No Return Waterboard
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Posted - 2010.10.22 19:48:00 -
[1281]
1. Hybrid turrets. Railguns are just absolutely horrible, and blasters just don't mesh well with ships that need to be armor tanked to have any measure of survivability, thus killing their ability to keep point-blank-range on the target. Giving the one weapon that needs to be at point blank range to the two races that have the slowest ships in-game really doesn't make a whole lot of sense.
2. Electronic attack ships. They're too slow to be able to hang with the T2 frigate gangs they're supposed to go along with, and their targeting range is too low. What use is the optimal range bonus on the Kitsune when it only has a 45km base targeting range?
3. The state of the Legion compared to other T3 ships.
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Rellana
DAB Dead Terrorists
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Posted - 2010.10.25 12:05:00 -
[1282]
1: System Blockade units.
Right now there too hard to take down boefore they come online without a massive gang in the system,so I propose that until they come online they don't get the 50% resistances across the board,to make it easier to defend a system if a SBU gets deployed outside an alliance's primetime..
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Exploited Engineer
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Posted - 2010.10.29 19:28:00 -
[1283]
Edited by: Exploited Engineer on 29/10/2010 19:30:44
Originally by: Aglais 1) Caldari are the designated PvE race. Change that please. No. I don't care if ECM ships count in PvP, I don't fly ECM ships. I've tried the Moa, but apparently, for every Caldari gunboat there's a Gallente one that does it better.
This. Caldari need a mostly-gun frigate and a mostly-gun cruiser. Replace one missile slot on the Merlin with a turret slot. Same for the Moa.
(Oh, and buff hybrids.)
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Arbiter Reformed
Minmatar 4S Corporation Morsus Mihi
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Posted - 2010.11.02 20:23:00 -
[1284]
commandships, imo fleet commands should give better boni than t3 and field cs need alot of love, especially the nh which just needs more grid and arguably a medslot.
2 sov and blobs, this was completely changed recently but to little effect the new system needs to be built on.
3 faction mwd and od's giving more speed, it really needs to happen
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Mortimer Civeri
Gallente Federal Navy Academy
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Posted - 2010.11.06 17:44:00 -
[1285]
1. Non Caldari EWAR. As it stands now you would be laughed at if you use any Ewar platform other than a Falcon/Rook/Lachesis(only if you shield tank it and never put a RSD on it). Buff the EWAR bonuses on Non Caldari ewar platforms. This issue has been going on since Trinity.
2. SOV war. CCP wanted small gangs to have an influence in sov disputes, it seems that particular feature was cut from the Dominion release due to time constraints. Look into putting it in, otherwise it will continue to be supercap blobs vs AFK/failcascade alliances online, to see any movement on the sov maps.
3. Supercaps. CCP wants balance to be a "rock, paper, scisors" type of thing. Instead we get supercaps as dynamite, which blows up rock, paper, and scisors.
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HeliosGal
Caldari
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Posted - 2010.11.10 08:18:00 -
[1286]
the supercaps thing hasnt changed a lack of low sec and high sec to 00 wh leaves lots of empty space
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Mauricius
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Posted - 2010.11.15 11:41:00 -
[1287]
1 tier 2 battlecruisers 2 gallente ships in 20+ fights (both rails, blasters, grid, and damps) 3 ECM both drones and falcons (or any jamming ships for that matter)
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Liucinda
Minmatar Expiation n Damnation
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Posted - 2010.11.16 08:45:00 -
[1288]
1- Drake NERF - Ferox got the resist bonus, so put the drake with an active shield bonus, that should be enought to nerf it, it totaly unbalance the game (there is 10x more Drake pilot that any other ship in pvp now)
2- Gallente UP - give them love!! the are armor tanker, so they are slow, but the blaster can't shoot after 20km, there is a problem....
3- Tech 2 Ammo - they are likely useless.
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Tecknoth
Caldari AdAstra. Not Found.
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Posted - 2010.11.16 09:32:00 -
[1289]
Originally by: Liucinda 1- Drake NERF - Ferox got the resist bonus, so put the drake with an active shield bonus, that should be enought to nerf it, it totaly unbalance the game (there is 10x more Drake pilot that any other ship in pvp now)
2- Gallente UP - give them love!! the are armor tanker, so they are slow, but the blaster can't shoot after 20km, there is a problem....
3- Tech 2 Ammo - they are likely useless.
+1 agree _________________
Tecknoth iNsIdE
Ad Astra
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Kai Yuen
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Posted - 2010.11.16 19:14:00 -
[1290]
Originally by: Tecknoth
Originally by: Liucinda 1- Drake NERF - Ferox got the resist bonus, so put the drake with an active shield bonus, that should be enought to nerf it, it totaly unbalance the game (there is 10x more Drake pilot that any other ship in pvp now)
2- Gallente UP - give them love!! the are armor tanker, so they are slow, but the blaster can't shoot after 20km, there is a problem....
3- Tech 2 Ammo - they are likely useless.
+1 agree
-1 disagree. Don't touch the drake. It's the only worth while Caldari PvP ship. This isn't "anti-caldari online" anymore than its "minmatar online" or "amarr online". Buff hybrids and t2 ammo, leave the drake alone.
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