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Thread Statistics | Show CCP posts - 4 post(s) |
RedeyeAce
Caldari Inspired Evolution
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Posted - 2009.04.17 17:04:00 -
[181]
Edited by: RedeyeAce on 17/04/2009 17:05:04 We started a thread on S&M for discussion as Nozh doesnt want them in here.
I started to put the Most requested balance issues, but seeing as other folks have already gone to the trouble and actually started counting, feel free to chuck up stats in this post, then we can leave this as nozh requested and have our 3 issues only.
CCP Requesting: Top 3 Balancing issues
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Happster
Polaris Project
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Posted - 2009.04.17 17:04:00 -
[182]
1. T2 close range ammo. IF tuned correct, it can solve both the issues minnies bs and blasters have.
2. Artillery.
3. Naglfar
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Phorashi
Minmatar GoonFleet GoonSwarm
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Posted - 2009.04.17 17:11:00 -
[183]
1) Large Projectile - mostly artillery, bring it into line with other long range large weapons. The description says rocket assisted, so make them longer range (20-40KM) and make them take longer to cycle.
2) Minmatar Caps, Mostly Naglfar. Give it a 3/3 layout, turrets and missles, so you can either mix and match or go all one or the other, of course remove a high slot. Nidhoggur, no complaints.
3)Boost webs a little, T2 web should slow a target down by at least 75%. Barring that, increase web range.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2009.04.17 17:17:00 -
[184]
1) The tiered ship system (tech 1 ships only, although I suppose it wouldn't even apply to t2 as they are not in a "tiered" layout). with battle cruisers the tier 2 is pretty much completely better then the tier 1. Like in this thread everyone just says cane for the first 5 posts or so, with a few well the cyclone is cheap. with frigs/cruisers there are 1 or 2 ships in each race that I would even consider using. battleships are mostly fine in this respect. 2) No space whales, this needs immediate boosting. 3) tech 2 ammo mostly sucks. especially them post web nerf blasters 50% tracking at 2km is not happy on anything, please change to a 1.50 tracking mod, it's mother****ing tech 2
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Col Faulkner
Minmatar The Wild Geese
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Posted - 2009.04.17 17:21:00 -
[185]
1 EM Damage Drones
2 Matari Recons
3 Large Projectiles
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Dethis
Caldari Queens of the Stone Age Rote Kapelle
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Posted - 2009.04.17 17:24:00 -
[186]
Edited by: Dethis on 17/04/2009 17:26:27
1) Blasters Web nerf put most blaster boats at a serious disadvantage 2)Large AC's Needs boosting 3) Amarr Not much else to say on this one almost all the best ships in each class 4)Active tanking Bring this back, buffer tanks are boring and not creative at all, they also make fights 100% more boring
Put 4 because the active tanking couldn't be left out --------
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Ad Valorem
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Posted - 2009.04.17 17:24:00 -
[187]
1. Active tanks compared to buffer tanks
2. Target painters, Damps, utilty drones (general ewar)
3. Blasters
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luurch
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Posted - 2009.04.17 17:24:00 -
[188]
1) Ewar! I think that a slight boost to damps especially woud be great.
2) Blasters, I love em even in their current state, but as mentioned elsewhere, the web nerf, although welcome when flying frigates.. definitely hurt the Gallente.
3) The sovereignty system. Its a huge issue for smaller PVP alliances to be unable to have a chance at the big time because of overpowered mechanics protecting the big boys.
P.s. not to sound like a fanboi, but I am very impressed at the way you guys are now communicating with the player base.. Dont listen to the whines! Most pilots who I fly with are LOVING the game and how its developed over the last 2 months..
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Sidus Isaacs
Gallente
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Posted - 2009.04.17 17:26:00 -
[189]
1. Some Caldari ships are in need of more grid. Most notably the Nighthawk and Hawk. Merlin and Caracal, and to some degree the Moa, needs some grid tweaks as well to be on par with other races T1 cruisers and frigs. But most of all the NH needs gird, all other commands can fit a gang link without a single fitting mod.
2. Rockets and the rocket using ships. Rockets is doing fairly poor right now, verging on usless and sometimes its actually better to fit guns on rocket ships. The Amarr missile AF and Inty and the Caldari missile AF need some love. (maby making the warhead upgrades skill give more bonus then 2% per level, like 3% or 4%?.)
3. T2 close range ammo. For all weapon systems, tho more so for gunnery systems. They are vastly outperformed byt the faction ammo. Faction ammo should be good, grantted, it is after all very very expencive, but the T2 ammo should be viable as well, either a good bost to damage, or less penalties would make the more balanced imo.
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Liang Nuren
No Salvation PuPPet MasTers
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Posted - 2009.04.17 17:29:00 -
[190]
Edited by: Liang Nuren on 17/04/2009 17:31:53 1. Ailing weapons - T2 ammo: Close range T2 ammo is flat terrible, especially with the ubiquity of faction ammo. - Projectiles -- Artillery has been rendered essentially irrelevant in modern fleet combat by virtue of the hitpoint buff, optimal bonuses, and the larger number of ships involved. As the number of ships go up, the relative value of alpha strike goes down. This forces combats to come down essentially EHP vs eff DPS. I'm willing to provide a detailed proof if a dev emails me at the address associated with this account. My suggestion: Double alpha, cut ROF, slight overall DPS increase.
-- Autocannons are strongly affected by two things, EMP having less overall damage and being too widely spread on damage type, and falloff affecting both hit chance and hit quality (37.5% DPS at optimal + falloff, before tracking is considered). My suggestion: Trade EMP and Fusion, increase the damage on Fusion to be equal to other high damage ammos, and add falloff by weapon tier or ammo.
- Hybrids -- Blasters were strongly affected by the recent changes to the metagame (pulse tracking, EM resistance reduction giving lasers more real DPS than blasters in most situations... even close range situations), and then again by the web nerf. Already combat is happening largely at ranges unfavorable to blasters (requiring MWD into range), but now they don't have the tracking to deal with being inside web range. My suggestion: Increase blaster damage and tracking.
- Lasers: The recent changes to lasers (EM resistance, pulse tracking, optimal range, etc) have all conspired to bring Amarr to utter supremacy in TQ PVP. Either the above changes need addressed, or lasers need nerfed. There's a reason "what should I train" is always answered "Amarr" and everything is compared to what lasers do. My suggestion: boost the other two or nerf this one.. don't care which.
- Missiles: frigate missiles are pretty sad compared to other frigate weapons systems, and Rockets are especially bad. Even ships with fairly reasonable damage bonuses can't deal out reasonable damage (see Hawk, for example).
2. Ailing ships (Faction, Hawk, Tempest, 1 mid slot ships, 1 low slot ships, etc). These ships need boosts in some way, and possibly their role reconsidered. My suggestion: - Remove the tier system, the difference between cruisers 2 and 3 is trivial, and I think we'd all appreciate a couple more slots/fitting on our favorite lower tier ship. If done correctly, this would go a long way towards fixing many of the perceived balance issues. I know, its a wishlist item. :-/ - Rebalance *all* faction ships except those recently rebalanced. Most of these ships are not used, and for good reason. Their T1 counterparts are generally better. - Resolve weapon performance issues (rockets, blasters, projectiles, T2 ammo)
3. Grinding vs Fun in this game is imbalanced. - PVE: Highsec L4 missions are good isk, but unbearably boring. Last time I ran out of ISK I quit the game rather than force myself to mission. Mining makes me cry for being boring (consider a minigame similar to new scanning system?). 0.0 and Lowsec aren't worth enough ISK to make it worthwhile when compared to Highsec L4's. - Sov: POS's suck. The grinding and blobbing from taking/losing Sov is ridiculous. A mechanic that forces many more smaller (possibly roaming) gangs would be really fantastic.
Bonus: Active/Passive (HP) tanking is way out of balance. Virtually nobody active tanks in PVP unless they plan to be tanking sentries. :-/
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
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Rabid Rich
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Posted - 2009.04.17 17:29:00 -
[191]
1.SCORCH IS TOO GOOD. makes beams redundant in too many scenarios. makes other short range weapons systems redundant too for that matter...
2.arty needs to be top of the longrange volley damage by a big margin and 2nd in dps, to offset terrible range and tracking.
3.web/damp strength of min/gall recons is insufficient
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alpha11
Dynaverse Corporation
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Posted - 2009.04.17 17:34:00 -
[192]
1) Large Projectiles - autocannons falloff concept of dictating range falls apart at BS level, artillery is truly gimped
2) Recons (minmatar/gallente mostly)
3) Naglfar
4) Measures taken to make active tanks viable in pvp again
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Sonbalin
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Posted - 2009.04.17 17:35:00 -
[193]
1. Blasters
2. Sensor Dampeners
3. Faction Ships (excluding Sansha)
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Entipathy
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Posted - 2009.04.17 17:39:00 -
[194]
Edited by: Entipathy on 17/04/2009 17:45:44 Edited by: Entipathy on 17/04/2009 17:40:59 0.0 Sov mechanics.
It should not be profitable to hold space until after you have claimed it, it should cost you isk (ships and manpower). Therefore moving sov mechanics away from POS and Moon harvesting would be awesome. Maybe something simalar to faction warefare where you have to defend control points, where manpower and teamwork is required to hold your space. As it stands now, all that has to be done is purchase time cards and spam towers, whoever spams the most towers wins. \0/
I dont think we should remove the logistic fuction of POS, they should be for stuff like jump bridges, Super cap production, Cyno Jammers and i think once you hold sov you should be intitled to your 25% reduction in fuel.
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Yorda
Battlestars GoonSwarm
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Posted - 2009.04.17 17:41:00 -
[195]
Edited by: Yorda on 17/04/2009 17:41:28 1. THE NAGFLAR TAKES WAY TO MUCH TRAINING TIME FOR THE COMPLETE PIECE OF **** IT IS. - As it is, it's quicker to train into a revelation than a naglfar if you're already in a nidhoggur. This is absurd considering the fact the nagflar has the worst eHP/tank (shield tanked) and bleh dps OR bleh tank (armor tanked) and the ****test dps by a long shot. Not to mention you can't sniper fit it because it has two weapon systems that need to be enhanced.
- For the love of God, make this a big maelstrom (high burst damage and tank)
2. Minmatar bses / arty suck - Give arty better tracking and range, possibly more alpha while keeping the dps low as well.
3. Level 4's run in highsec generate way to much money. - It's rather stupid that I'd rather run level 4's in the security of high sec than rat in 0.0. The money making difference really isn't worth the tiny better isk.
Please resist the urge to flame - Mitnal
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BlackSparrowHawk
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Posted - 2009.04.17 17:47:00 -
[196]
1. Improve Blasters tracking and damage.
2. The Hyperion needs a boost - something to make it inline with the other Tier 3 battle-ships.
3. Hmm, i dunno, maybe..boost Minimatar BS's
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Elo Behram
Minmatar GoonFleet GoonSwarm
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Posted - 2009.04.17 17:48:00 -
[197]
1. no real reason to train minmatar ships past the hurricane, minmatar BS and dread are useless due to a combination of split slots, poor fitting stats, and large projectile being rubbish
2. all forms of EW other than ECM are useless, either nerf ECM or (preferably) give a reason for players to use tracking/sensor/painting EW
3. L4 missions should not be available in highsec, make players hike up their skirts and go to lowsec or nullsec, you can't spell risk without isk ~ |
Soyemia
Minmatar Rionnag Alba Against ALL Authorities
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Posted - 2009.04.17 17:49:00 -
[198]
1) Large Projectiles Artillery is subpar to any other large long range weapons platform Autocannons have bad DPS, bad range and bad tracking!!
2) Tempest Bad EHP, bad DPS, lol utility slots
3) Titans Doomsdays are overpowered, too easy to DD a small roaming gang with a dictor, cynoship and a titan without any risk of dying!
I've stopped pretty much flying minmatar now that I've got both amarr and caldari. Official BoB fanboy. Called Stabemia. Corp hopper. |
Mr Ignitious
R.E.C.O.N. Dara Cothrom
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Posted - 2009.04.17 17:52:00 -
[199]
Just 3? Tough... Lots of things, but I guess I'll voice the things that most directly impact my daily play (PS: I really appreciate all the direct player input you guys are opening too, I think it is phenomenal, even if we can't have everything we want)-
1. (Dedicated RSD Ships) Dedicate damp boats should have gotten a compensation for scripting (10% damp bonus would be plenty accommodation) Reason: Right now, an arazu needs to focus all of its damps on one ship to competently nullify it. This strikes me funny as Recons should be force multipliers - Inhibit the enemies abilities to effectively increase your advantage. But if you need one ship focusing on just one other ship then you're really not multiplying anything, you're just sort of shrinking the engagement. Not to mention the arazu will be highly vulnerable while trying to keep one ship down.
2. (Blasters + Agility) Agility in relation to blaster boats. The agility thread and proposed reduction of agility is totally cool, but it is contradictory to why the agility buff ever got implemented. IIRC the main inspiration for agility increase was when testing ships on SiSi for QR it was a huge impediment for all things blaster oriented; the mega, hype, deimos, astarte. Other than making special cases of them to keep them as viable ships I don't know what to do. I think I'm addicted to eve, but in my dreams I keep on imagining the difference between quickness and speed. Blaster boats aren't notoriously speedy, but quickness is vital to their survival and ability to apply damage. Also there is the general issue of optimal/fall off/tracking/damage. I don't know how to say to "fix" or bring them more in line, but there is a lot of difficulty of getting blasters to track their victims at their own optimal range. My issue is that right now the blaster boat has to run a gauntlet of: getting into range (5km>) which all the while they are going to be shot at/kited- Once in range, there really is no going back, they will be in web and scram range- once they start trying to apply their damage you'd expect a reward for overcoming all of that, but what you find is: at best, a 10% increase of damage over what you're trying to kill, and most of that is theoretical because you can't hit the target. I think its not quite right that you can have 90% of the closest "highest dps" weapon but have 10km more range over it (zealots with out drones can very easily mimic a deimos but apply at it a much wider variety of ranges)
Tl;Dr - Blaster boats need a way to more easily apply the only advantage they have, damage.
3. (Low sec lifestyles) In lieu of all the LvL 4 missions and high sec nutting on most any other form of income I think low sec could use some help. I don't mean ratting or anything, but I mean some help for pirates. I don't want to condone gate camping but incentives for people to don the eye patch and roam low sec looking for people to ransom or pewpew for loot. As is it is difficult to get a ransom out of people, perhaps a formalized ransoming tool could be implemented that accepts isk as well as fittings as payment. Increase in module drop could help as well. One of the CSM candidates sparked a great idea, an expansion on mini professions. Things like salvaging corpses, a pvp twist on a industrial feature. Right now the only way to have any chance at persisting in low sec is on insurable t1 ships and have an alt that can move stuff around for you and/or run lvl 4 missions in high sec.
I read the forums assuming there are no trolls, only really stupid people.
Originally by: CCP Zulupark
WHAT'S WRONG WITH YOU?
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Etien Aldragoran
DarkStar 1 GoonSwarm
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Posted - 2009.04.17 17:58:00 -
[200]
1. Minmatar-based ships/weapons.
The Naglfar is a perfect example of this. It's just nowhere close to any of the other dreads in terms of tank (single type, not combo), optimal range, and DPS. Because of its split weapon system, you have to dedicate much more of your low slots to increase damage in an attempt to be on par with other dreads. Even if you try, you cant get similar dps at similar ranges. The best solution would be to add an extra turret and launcher hardpoint to the Naglfar while beefing up the damage bonuses on the ship. This would allow a pilot to choose between using citadel torpedoes or artillery if they dont want to continue using the split weapon system. Additionally, the optimal range of all artillery weapons needs to be increased by approximately 25-33%. Cut the falloff by half if you consider this creates some sort of imbalance.
The optimal range issue falls in place for all of the Minmatar BS. The tempest is the closest one can get to a fleet sniper and compared to the other battleships such as the Megathron or Rokh, it fails miserably. By increasing the optimal range on Artillery, more effort can be placed onto the tanks of said battleships giving them the ability to actually survive a single doomsday while still being able to shoot at range with the other BS.
2. The supply of low-end minerals in 0.0 space creates the need to compress minerals in high-security space and import them to be refined. The spawning of hauler rats that drop said minerals is a decent way to offset this. However, it includes a considerable amount of hauling. The pirate factions aren't that stupid, so give them more credit. If pod pilots haul minerals in compressed form around, they should too.
The best solution I see is to introduce more low-end minerals to 0.0 space in the form of compressed ores dropped by pirate haulers. This will reduce the number of runs a pilot has to make to gain upwards of 100 million tritanium that get dropped while stimulating the compressed minerals economy.
3. The profit ratio of living in 0.0 and high security space is skewed. As it stands, it can be rediculously risky and meticulous to live in 0.0 space due to the lack of established station services in most every system, the ability to be ganked at any time, and the lack of a well seeded and competitive market. However, in empire space, one can live incredibly safe in an NPC corp running level 4 missions in a faction battleship to earn a very steady 30 million ISK/hour. Set some sort of a multiplier on empire missions so their value is halved. There's no reason why the safest space in the game should be more valuable than the riskiest space.
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Drave McClay
GoonFleet GoonSwarm
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Posted - 2009.04.17 18:03:00 -
[201]
1. Naglfar/large artillery 2. Un-nerf NOS 3. Nerf lvl 4 missions.
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Fistme
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Posted - 2009.04.17 18:04:00 -
[202]
Close range t2 ammo We all know they suck, how about we start smashing our heads together and figure out a solution.
Blasters/ACs Don't need to get into this, we all know the NMX trolling that will follow.
Command Ships This is really my big beef atm. Certain Command ships are fantastic, others are awful. I think that a built in gang bonus would be a cool idea and maybe make a Field Command worth flying over a BS :P.
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Solar Ra
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Posted - 2009.04.17 18:04:00 -
[203]
1.Sovereignty. 2.Pos setup/takedown and most of the utility modules have silly long timers/low usability. 3.Wardec fees needs to be looked at (way too low).
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Professor Dumbledore
Amarr GoonFleet GoonSwarm
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Posted - 2009.04.17 18:07:00 -
[204]
1) Citidel Torpedoes - These by far are the absolute worst dread weapon system. A Carrier can go fast enough to be speed tank the damage by the missiles when a dread is in siege and it takes upto 2 minutes to hit the target were all other weapon systems are instant. Combined with the Fact there is no "close range" or "long range" missile weapon system unlike the rest of the dreads. Also the Explosion Raidus makes it completly useless to shoot pos because its a1000 m3 explosion radius where most modules on a pos are 400m3 or smaller gun dreads dont have this issues are their size is 400m3.
2) Nagafars - Split Weapon systems are ****ing useless you dont have enough lowslots/cpu to fit damage mods to 2 weapon systems and a tank and all the other things you need for a dreadnought. Make these 4 gun setups.
3) Non-ecm ewar The ECM range is still way way way longer then non ecm ewar and could use a little parity
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Pottsey
Enheduanni Foundation
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Posted - 2009.04.17 18:17:00 -
[205]
Edited by: Pottsey on 17/04/2009 18:19:10 1) Passive shield tanking, mostly shield extenders which are overpowered and shield rechargers which are mostly underpowered and useless. 2) Drones: Could we have pure drone ships with 1 turret slot, and T2 drone modules with T1 implants. Drones them self are ok. 3) T2 hybrid ammo it's mostly useless.
______ How to Passive Shield Tank T2
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Nguyen VanPhuoc
Minmatar The but's shoal
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Posted - 2009.04.17 18:18:00 -
[206]
1) Blasters (In theory close rang high damage but nigh on impossible to get the high DPS)
2) Mauraders (Faction BS's just as good 1/3 the cost, Zero use in PvP)
3) Ship build costs, less difference between T1 & T2 would brew more interesting combat ___________________ MAXimum CAOD!
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Naomi Knight
Amarr Imperial Academy
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Posted - 2009.04.17 18:21:00 -
[207]
Edited by: Naomi Knight on 17/04/2009 18:22:41 Edited by: Naomi Knight on 17/04/2009 18:22:16 1.caldari race is very weak in pvp, the ships are not well designed to do their intended jobs or those jobs are too limited for every day use
their ships should be awesome at longrange with heavy shield tank or ewar capability -weak at close range+ slow easy to hit ships to balance it out ,but currently they are just long range with neglectible turret dmg or stupid missile delay + most ships are realy unfittable
2.doomsday should be removed from game, 0.0 is already titan online,some more months and titans will be able to dd dreads, btw there should be a problem if it worths to dd 3-4 t1 ship gangs
3. redesign 0.0 warfare , currently it is boring and time consuming oh and lvl4 mission in high sec brings more or at least as much isk/hour as most jobs in 0.0 without the risk or need co-operation between players
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Commoner
Caldari Deep Core Mining Inc.
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Posted - 2009.04.17 18:24:00 -
[208]
1. Mineral balance - Way too much ISO/NOCX on the market. Rebalance it so low sec mining will be worth it. a) Scale YIELD of reprocessing by security status. Low-end ores suffer no penalty, but as you get to the "rarer" ores scale yield gradually as you get lower sec.
2. Low sec in general. What about larger astroid fields, Viceroys, low sec only items? (boosters?).
3. Retribution - Could use a 2nd medslot
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Minaruars
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Posted - 2009.04.17 18:26:00 -
[209]
People are saying, level 4 missions make to much money.
You need to take note.. How is ISK introduced into the game to begin with?
1. Missions 2. Rat bounties - Which if you think missions give to much rats do as well 3. Trade with NPCs..
How else?
If level 4 missions didn't give what they did, the EVE universe would be broke. Everyone is suffering from Obamaitis
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Lady Subspace
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Posted - 2009.04.17 18:28:00 -
[210]
1. Large Projectiles and Medium Arty 2. Minnie Battleships (Define roles, and then make them effective at performing that role) 3. Blasters
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