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Thread Statistics | Show CCP posts - 14 post(s) |

Charles Edisson
Aura of Darkness Nulli Secunda
28
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Posted - 2011.10.13 10:30:00 -
[1] - Quote
Most of the proposed changes sound reasonable but I think CCP are doing too many small alterations in one hit so they wont be able to figure out exactly which change is doing what.
The underlying philosophy of the game has always been that ships can hit their own class and everything bigger with full force, They hit one class down with most of their damage2 classes down they can tickle a little and everything else they have no chance. That's before tracking altering mods.
The issue of Titans owning BS fleets can be solved with a new class of guns for Super class hulls, The ship damage bonus would need to be altered to keep the DPS similar but slightly higher V other suppers, slightly less than current on regular caps and at or about 1000 DPS against BS. The DD only working on caps is a good thing and should remain.
Suppers loosing their Drone bays is OK but painful. BUT they should still be able to field a full flight of bombers and fighters. with possibly a few spares in the drone specialist ones.
Fighters, fine increase their sig resolution to 400 to stop them hitting small targets but they also need either a tracking and or optimal range buff to make them still effective against moving BS.
As we all know people will now try to de fang SC/Carriers with stealth bombers. this needs to be made slightly harder to do. Fighters need their orbiting range increased a lot. it should be more than 7.5K so 6 bombers cant take all the fighters from a hundred carriers in one pass. The solutions are either slightly nerf bombers so that a single wave can't kill fighters/bombers. They should do in the region of 60-70% armour damage so a second wave kills them OR increase fighter orbits so that only a portion of the sphere get killed when orbiting a target.
Now as for Dreads, I've already said all ships should be able to hit the class bellow to some extent. If a new class or super gun is introduced this makes it possible to increase the tracking of dread guns. Out of siege they should have the DPS of 1.5 to 2 BS and be able to hit BS ok but not well, in siege they should be unable to hit BS but get their big DPS increase.
And not sure if a fix has been mentioned but the ROF boost to the Moros is going to kill it's cap. This needs addressed. |

Charles Edisson
Aura of Darkness Nulli Secunda
28
|
Posted - 2011.10.25 20:33:00 -
[2] - Quote
The simple truth is that CCP have had their money out of the long term players. People that have been arond a very long time have skills and assets that currently make it very easy for them to wipe the floow with the masses of potential new players. Lots of new players will potentialy bring in several times more real money than the long term players that might leave.
It's all about the money baby, CCP dont give a damn about you if you've been playing for 5+ years they consider you a likely adict that will never leave so are confident in the fact that when they shaft you the vast majority will just go buy some lube and come back for more. |

Charles Edisson
Aura of Darkness Nulli Secunda
28
|
Posted - 2011.10.28 09:58:00 -
[3] - Quote
I wonder if a capital sized Smart bomb would be suitable compensation for the loss of the regular drones. and before I get flamed I'm not advocating it be anything like the doomsdaw was, it should be a similar step up in range and damage as the existing steps from small to medium and medium to large. so something in the region of 13-16K range and 600-800 damage per burst with a cycle of 15-20 seconds. This would let supers deal with Dictors that they will have no counter to in current fleets but importantly leave HICs outside the damage range. HICs are disigned to tackle supers after all, Dictors were not. |

Charles Edisson
Aura of Darkness Nulli Secunda
28
|
Posted - 2011.11.16 10:02:00 -
[4] - Quote
Velin Dhal wrote:Well as of right now, I'm on the test server with the new patch. Way to drop the ball CCP.
Hybrid balancing is great stuff, but I'm glad to see that once again, the older players in eve get screwed over. From the nerfs I'm seeing on here, you didn't listen to anyone in this thread. The massive Super nerf I'm seeing here is insanity. They are completely worthless.
Good job CCP on making Test and Goons now strong enough to push just about anyone they want out of Null. Seeming you just made the counter to their high member count disappear. Who needs skills points anymore when you can just have 3000 noobs.
Its getting more and more pointless to keep paying for a game that keeps alienating its older players.
Hit the nail straight on the head there, CCP dont care as much about 100 vet players as they do about 3000 noobs, you each pay as much $$ to CCP so they are going to look after their biggest demographic. It's ALL about making money for CCP, every single change they make must at the very least not reduce their overall subscriber base. If they cause 1,000 people that have played for years to leave but get 10,000 new paying subscribers do you think they give a ****.
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Charles Edisson
Aura of Darkness Nulli Secunda
28
|
Posted - 2011.11.19 21:25:00 -
[5] - Quote
How about giving dreads a utility high slot so they could fit a Neut or a SB. this would return some form of defence to smaller ships that could get out of range of these modules making them defensive only and not offensive.
And while we're on the subject of capital modules why are there so many Frig/Cruiser/BS modules that do not have capital counter parts. Really the list of standard modules should be uniform across all classes of ship. |

Charles Edisson
Aura of Darkness Nulli Secunda
28
|
Posted - 2011.11.19 21:32:00 -
[6] - Quote
Andski wrote:algorythm wrote:Supercaps are hard to build, hard to fit, and on top they require a dedicated pilot to fly them, why the hell wont they be Super?! ahaha that's total bullshit and you know it Thanks to BPC farms, mineral compression and jump freighters, a single dude with a few accounts can pump SCs and titans out of his supercap farm like it's nobody's business. The fittings are easily sourced off of the market and contracts, and there is so much damn ISK floating around that holder alts are a dime a dozen.
SC Titans can be build with 2 or three toons with not too much hastle appart from their risk of being destroyed in the cooker, they are the only ship that this applies to. The isk/Inflation issue is actually one of the biggest issues in the game atm. The effective trade/isk deficite is massive. When CCP introduced PI they removed a large number of NPC items that removed isk from the game. Incursions added huge summs of new isk. something needs to be done to stabalise the increase in the isk in circulation. if this needs to be done through increasing market taxes or some other machanic so be it but this is a serious issue that needs addressing.
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Charles Edisson
Aura of Darkness Nulli Secunda
28
|
Posted - 2011.12.14 10:36:00 -
[7] - Quote
Are the fule bays on almost every capital in game not too small. I know people are going to say put fule in the corporate hangers BUT that is not the intended use of the corporate hanger. The only etceptions to this appear to be the Rorqual and Jump Freighters.
Funny that the two ships with Fule bays of a reasonable size are the two classes that are used to move large volumes of supplies so having to set aside part of their corporate hanger/cargo bay would get complaints. |
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