
NenYim
Garoun Investment Bank Gallente Federation
9
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Posted - 2013.04.13 10:50:00 -
[1] - Quote
"Spidertanking strategies like Slowcat carriers are some of the post powerful tactics in the game, and it's no accident that those strategies rely entirely on resist bonused ships.
So we consider resistance bonuses to be a bit too powerful in modern EVE. The next question to answer was how exactly we should adjust them. Making them stacking penalized with modules and rigs would deal with most of the imbalance, but this would be the only ship bonuses stacking penalized with modules and the inconstancy adds its own kind of complexity to learning the game. Not ideal. Extending armor and shield repair bonuses to apply to remote reps would bring them much closer to balance with resist bonuses, but would also further empower the current remote rep tactics that are as strong as we feel we can allow them to be. "
Fozzie, have u thought of leaving the bonus as it is and adjust the EHP of the ship slowly into line as desired to get the same effect?
take spider tanked normal caps for example: (this is a fit i had listed away, not sure of the exact fit been used currently)
3x Capital Remote Armor Repair System I 2x Capital Energy Transfer Array I
ECCM - Radar II Sensor Booster II 2xCap Recharger II
Damage Control II Armor EM Hardener II Armor Explosive Hardener II Armor Kinetic Hardener II Armor Thermic Hardener II 2x Imperial Navy Energized Adaptive Nano Membrane
3x Large Trimark Armor Pump I
it gives u around 2.27m EHP depending on skills BUT u have given up all your fit just to tank... your a flying BRICK! and that's the power of the fit, you are meant to live, not die, to stay on field after almost every other ship has been killed. no offense here fozzie but the problem we have is that we the player base currently have no counter for this setup that's why its so strong, its not the bonus's them self's that have made it "OP" its just the old formula "N+1". without taking away the iconicness of the ships that have said resist, then maybe we need to look at other ways to balance the issue if its so powerful
now Im going 2 stay with the Archon due to it been the biggest elephant in the room.
1: only allow assisting of drones up to double of the person who can launch themselves (ei if someone can launch 5 drones he can have 10 assisted to him, if he can launch 10 drones out he can then have 20 assisting him(THIS IS ONLY A EXAMPLE, change as required))
2: over the next few patches starting with Odyssey slowly reduce the EHP of said ships till u feel they are inline with other ships but remember to use average skills, around level 3-4 of 5 so if u specialize you get a benefit of the time you put into it
3: reduce the amount of what a RR will heal the target for
4: (the one i would use) is a combination of 2-3 but do it over time, so we can observe the effects upon the meta
At the end of the day there is a number of paths available, if you follow through with this u may have to go back to the start and look at the balance of the ships you have already completed due to you making them obsolete VS others available. personally i think it should be left as is till you have completed the entirety of your tearaside, then start looking at fixing modules/bonuses as needed, if you start playing with modules/bonuses now you may be in a world of hurt later due to things not aligning properly at the end of your campaign.
how much would it hurt not to attack the problem now but do it at a later date when its at its point of the process that you are completing, please don't bite off more then you can chew, do it once and do it right.
thanks alot for all the work done so far, just remember to breath now and then fozzie :)
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