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Thread Statistics | Show CCP posts - 4 post(s) |
Raimo
Genos Occidere HYDRA RELOADED
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Posted - 2011.06.11 21:37:00 -
[1]
@ the op, great news!
I think the Dram change suggested is one decent way of looking at it, but could do well combined with some additional slight nerfs - capacitor and lockrange could easily be toned down in addition to the changes in the OP without it going too far, maybe powergrid or drone bay as well. IMHO the agility nerf could be less than suggested though, having the agility to me is "personality" like someone suggested ;)
Logistics warp speed change is ofc welcome as well.
Next up some Hybrid love maybe? ----------
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Raimo
Genos Occidere HYDRA RELOADED
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Posted - 2011.06.12 05:10:00 -
[2]
Originally by: Don Pellegrino
Originally by: Marlona Sky
2. This game has become all about remote reps. Ships that receive a personal repair bonus are instantly passed up in favor of ships with a resistant bonus or HP increase bonus. It was suggested in a thread that the personal rep amount bonus should also include repairs incoming as well. This might help a bit to add more ships as an option to todays fleet fights.
This, so much.
Yes. it's a great idea.
Originally by: Podcat
Speed nerf looks ok but isnt enough to balance the frigate class. It needs a powergrid nerf to make it harder to fit mse+200mm guns and the falloff bonus needs to be removed because it makes the ship much too strong at scram edge without any weakness up close because of tracking bonus. I dont mind the slot layout though.
Also instead of scan res lower lockrange to that of a taranis to make interceptors better as gang tackle
And this, I'm not personally that big on the PG nerf (or just don't overdo it) but greatly reducing lockrange *in addition* to scan res would be very good IMO. Removing falloff would maybe be decent too, but I'm of the opinion that you should do smaller tweaks more often, if possible - to not grind it to the ground right away but revisit it in a few months to see if the nerf was adequate :D ----------
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Raimo
Genos Occidere HYDRA RELOADED
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Posted - 2011.06.12 15:04:00 -
[3]
Originally by: Swynet Are you still sure I'm missing the point?
Yep, the Oneiros is p much fine for an agile self sufficient small gang repper, only problem is that in current eve agile and armor tanking don't usually mix - like someone pointed out. So rebalance the drawbacks of armor and shield tanking so that armor tanks are viable for fast skirmish gangs as well, then see how many Oneiroses are about.
Anyway, I'm hoping the devs are reading the Dram discussion here and elsewhere, hopefully we will see some added changes as well as those in the OP like lock range nerf in addition OR INSTEAD of scan resolution (17km base lockrange would be lovely) and slight fitting or DPS nerfs etc... As well as a culture of re-visiting and re-evaluating changes periodically! ----------
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Raimo
Genos Occidere HYDRA RELOADED
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Posted - 2011.06.12 19:08:00 -
[4]
Originally by: Raimo self sufficient
Anyway, I don't disagree that the Oneiros couldn't use some form of love.
But the only direct ship changes asked about in the OP (for now, I hope) are for the Dramiel anyway... ;) ----------
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Raimo
Genos Occidere HYDRA RELOADED
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Posted - 2011.06.14 10:53:00 -
[5]
FWIW, still regarding the Dram, what I'd most want to see - after these changes to it (though lockrange instead/ in addition to scan resolution+somehow additionally nerfing it's fitting/cap/damage output) - what I would most love to see would be a 5-15% speed increase across all of the frigate and cruiser classes, balanced accordingly.
Maybe even improving fitting for speed a tad? :D
Speed is fun and it would *definitely* improve the solo and small gang gameplay experience bringing back some of the fun that was lost in the nano nerf, please do consider this CCP! (and no I don't want old nanos back but ATM the game could definitely use some more mobile boats, and the game does need some balance changes to keep things fresh for all)
Oh and hybrids ofc ----------
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Raimo
Genos Occidere HYDRA RELOADED
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Posted - 2011.06.17 05:43:00 -
[6]
Originally by: Rikki ******o Good area to concentrate on :)
I believe there are a quite a few tech 1 frigates that need some ballancing. i try to pvp in every ship available but there are some frigates that are just not up to the job. I realize that there are purpose built frigates like scanners and miners which in my opinion can be ignored. That being said every combat frigate should be up to the job of combat but unfortunatly there are quite a few which are not. a ballancing of tech 1 frigates would have a broad appeal and we may see less pilots in rifters.
It's all about the ship tier system that's really holding the game back. It's relevant for the first few days of gaming and after that it just means that over half of the T1 ships available ingame are totally useless for PVP, especially in frigate and cruiser hulls. And yes, I do agree that a slight general T1 frigate boost wouldn't hurt. (Maybe starting with the overall frigate & cruiser 5-15% speed boost I suggested)
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Raimo
Genos Occidere HYDRA RELOADED
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Posted - 2011.06.20 19:56:00 -
[7]
Edited by: Raimo on 20/06/2011 19:57:03
Originally by: CCP Tallest
Originally by: DarkAegix are hybrids acknowledged as being weak?
They are on my list of things that need balancing.
Originally by: NosubstanceHere How bout you fix sub-cap Gallente hulls?
They are also on my list.
Based on your feedback, I will take better look at the powergrid, capacitor and drone bay on the Dramiel as well as looking into whether or not the Oneiros needs a boost when compared to the other logistics ships.
Good stuff!
Re: the Dram, I'd also suggest you reconsider nerfing locking range in addition to, or instead of scan resolution. I'd look into the stats of combat inties like the Claw and Taranis for inspiration here. ---------- The HydraBreak Perspective
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Raimo
Genos Occidere HYDRA RELOADED
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Posted - 2011.06.21 10:33:00 -
[8]
Originally by: Raimo Edited by: Raimo on 20/06/2011 19:57:03
Originally by: CCP Tallest
Originally by: DarkAegix are hybrids acknowledged as being weak?
They are on my list of things that need balancing.
Originally by: NosubstanceHere How bout you fix sub-cap Gallente hulls?
They are also on my list.
Based on your feedback, I will take better look at the powergrid, capacitor and drone bay on the Dramiel as well as looking into whether or not the Oneiros needs a boost when compared to the other logistics ships.
Good stuff!
Re: the Dram, I'd also suggest you reconsider nerfing locking range in addition to, or instead of scan resolution. I'd look into the stats of combat inties like the Claw and Taranis for inspiration here.
Oh, pre-emptively: IMHO nerfing capacitor is also a really good call - to make it easier to neut off and to make it harder to do good LR point tackle fits, PG nerf is probably ok tho IMHO not by a lot, and drone bay, I guess but maybe let it keep 2 drones? :)
(And do consider that lock range/scan resolution issue please ;) ) ---------- The HydraBreak Perspective
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Raimo
Genos Occidere HYDRA RELOADED
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Posted - 2011.07.02 15:02:00 -
[9]
Edited by: Raimo on 02/07/2011 15:03:49
Originally by: Hirana Yoshida
Originally by: Scandal Caulker Been looking at the Succubus and I've seen a really simple buff that would bring it in line...
Suck-a-bus is getting 107dps per mounted gun with a single heatsink (my skills), don't know how you only get 280dps after adding a slot.
The ship itself does tons of damage already, but it (and the bigger brothers) inherit the ****** mobility of Caldari so are sitting ducks for the most part. Sansha hulls needs to be sped up somehow or rebuilt from scratch as was done with all the other pirate hulls .. why they left them out in the refresh is anyones guess ..
Because Sansha was buffed earlier, and were the only good pirate hulls before the boost(Great, actually. Succubus was so much fun). In fact during the faction ship overhaul they NERFED Sansha a bit while boosting the others if I recall correctly (at least the Phantasm), which in hindsight was probably not the smartest of moves :D
Oh and the poster above me is trollin so badly Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes. Zymurgist |
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