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Charles the Miner
Amarr Empire
46
|
Posted - 2013.06.14 13:48:00 -
[391] - Quote
Lexmana wrote:SMT008 wrote:Rigs should be removed from T3, maybe, that would truly make them adaptable. You might have solved most of the rebalancing right there. Simple and effective. Time to call Fozzie ... It would certainly be a great compromise.
Remove raw stats, but change mechanics so that T3 are truly flexible and only depend on their sub-systems.
It should remove some balancing pains, in order to ensure that T3 never beats a specialized T2 hull for a single purpose.
The problem is, when has "jack of all trades, king of nothing" ever been worthwhile in an MMO?
Being able to exchange subs at places where one could also just store other specialized T2 hulls, isn't really being flexible.
On that note, I see the true strenght of T3 as being able to rival multiple T2 hull stats, in one hull. That's kinda what we have now; it's a very fine line to walk.
Should they remove rigs, they need to add more subsystems, to expand the roles T3 can be fitted for. Maybe add a backup sub for each slot, so T3 can activate and de-activate subs on the fly? Increasing flexibility, but at the risk of losing x2 the ISK if you get blown up?
|

Jake Warbird
Republic Military School Minmatar Republic
2879
|
Posted - 2013.06.14 14:00:00 -
[392] - Quote
Malcanis wrote:I guess am not a superstar  But,but... I voted for you because I thought you were :( |

Merouk Baas
676
|
Posted - 2013.06.14 14:20:00 -
[393] - Quote
My crazy idea for "flexible but not overpowered" would be:
- give the ship plenty of slots - give the ship a zillion different bonuses, but all small - have the ship have an amplified stacking penalty effect so you cannot take any one stat to ludicrous levels via modules
This should promote installing everything and the kitchen sink in your solomobile, without making a solopwnmobile.
|

Dual B
Duol's Corp
1
|
Posted - 2013.06.14 14:40:00 -
[394] - Quote
Merouk Baas wrote:My crazy idea for "flexible but not overpowered" would be:
- give the ship plenty of slots - give the ship a zillion different bonuses, but all small - have the ship have an amplified stacking penalty effect so you cannot take any one stat to ludicrous levels via modules
This should promote installing everything and the kitchen sink in your solomobile, without making a solopwnmobile.
Congratulations, you just came up with the most complicated and difficult to balance solution to this 'problem'...
Ever. |

Nyancat Audeles
Center for Advanced Studies Gallente Federation
285
|
Posted - 2013.06.14 20:34:00 -
[395] - Quote
CCP Ytterbium wrote:Tech3s are due for a change, and are not meant to go above Tech2 in terms of raw performance (example: Warfare Subsystems, have a look why at the end of this blog). The other problem with Tech3s is that only a few of the sub-system configurations are actually decent, with the rest being quite terrible. Ideally all the sub-systems should have a proper role on the field, and Tech3 should be used because of their flexibility and adaptability, not because they surpass hulls of the same category at their specialized purpose. The chart linked in the first post is slightly out-of-date - the new one we've showed during Fanfest 2013 is here. In summary:
- Tech1 are the basic entry level, simple gameplay hulls that are used as reference points for all the other. That's why we started with them during the "tiericide" initiative.
- Navy / Faction are improvement over Tech1, with roles more or less varied depending on the ships themselves. Ex: Drake vs Drake Navy Issue, Megathron vs Vindicator and so on.
- Tech2 hulls provide specialized gameplay with advanced mechanics. Perfect example are Stealth Bombers, Interdictors, Heavy Interdictors, or Black Ops.
- Tech3 vessels were initially meant to be extremely flexible with adaptable roles due to sub-system configurations. In practice, they currently overlap in stats with other, more specialized ship classes, which create problems.
Tech3 ships are due to be rebalanced after Tech2 hulls so that our team may use the experience they've gained along the way to overhaul them properly. Exactly how and when this is going to be accomplished, we cannot say for now, even if we do have some ideas.
What I really hope is that CCP realizes that EVE isn't "Tengus Online". It seems that everyone bases the status of T3's off of the admittedly overpowered Tengus, but they fail to even look at the performance of other T3's...
How about you start with nerfing the Tengus rather than just breaking every other T3? The Legion is already fine as it is, nerfing all T3's would maintain the imbalance between the Tengu and everything else. What you want to break is the overpowered status of the Tengu, but why ruin the Legion and Proteus?
If CCP just nerfed everything in a T3 and increased them in the name of "flexibility", no one in their right mind would use a T3 in the first place. T3's are useful because they are tanky and powerful - why would I spend 700M ISK on a T3 if I could be outperformed by a HAC? Because I can keep another 1.4bn ISK worth of subsystems in my cargo? Thinking so is ludicrous. |

Alavaria Fera
GoonWaffe Goonswarm Federation
3689
|
Posted - 2013.06.14 21:04:00 -
[396] - Quote
Nyancat Audeles wrote:What I really hope is that CCP realizes that EVE isn't "Tengus Online". It seems that everyone bases the status of T3's off of the admittedly overpowered Tengus, but they fail to even look at the performance of other T3's...
How about you start with nerfing the Tengus rather than just breaking every other T3? The Legion is already fine as it is, nerfing all T3's would maintain the imbalance between the Tengu and everything else. What you want to break is the overpowered status of the Tengu, but why ruin the Legion and Proteus?
If CCP just nerfed everything in a T3 and increased them in the name of "flexibility", no one in their right mind would use a T3 in the first place. T3's are useful because they are tanky and powerful - why would I spend 700M ISK on a T3 if I could be outperformed by a HAC? Because I can keep another 1.4bn ISK worth of subsystems in my cargo? Thinking so is ludicrous. Sounds like a nice lossmail. I am a nullsec zealot. |

Nyancat Audeles
Center for Advanced Studies Gallente Federation
286
|
Posted - 2013.06.14 21:05:00 -
[397] - Quote
Myriad Blaze wrote:Malcanis wrote: Just remember that no one is going to pay any premium for ships that are mediocre at several roles.
If we're putting a quarter of a million SP on the line, then that ship damb well better do something better than anything else. Otherwise I'll simply buy the 2-3 racial T2 ships instead.
The other huge barrier to "flexibility" is rigs. If I have to destroy the rigs every time I "flexibly" change my T3s role, then it very very quickly becomes cheaper and easier to simply have multiple ships. In fact people have multiple T3s now because of this.
The idea of owning a "flexible" multi-role hull that you can refit to your immediate purpose sounds appealing on the face of it, but there are a large number of game mechanics that make it rather unappealing.
(1) The relative cost of subsystems (2) Rigs (3) Price premium (including SP loss) (4) The need to have multiple fitted ships ready to go in any case in case of ship loss (5) The ease of resupply/reshipping
Basically to make the "flexibility" concept really attractive you have maybe 2 options
(1) Allow T3s to self-refit subs and modules dynamically in space (this would actually be a useful advantage) (2) Go back in time to around and stem the wealth boom that has meant that it's easy to afford large numbers of fitted ships.
Malcanis sums it up very well here. (+1 from me  ) From my point of view - and I believe that at least some people share it - T3s are not really "adaptive" or "flexible". When I fit a T3 I always do the same I do when fitting any other ship: I try to find a good fit for the intended task. The only difference from fitting a T1 or T2 is that the T3 has subsystems, which means you need to put some more thought into it. If I'm able to get a better (=more dps or more tank or more specials or being cheaper while being as good) result with another ship I will get that other ship instead. Unless I no longer need the T3 for the original task I would never change the subsystems to fit it for another task; instead I simply buy a second T3 (or T1 or T2 if they are better suited for the task). I'm not saying that T3s aren't in need of a rebalance. But I believe it will be very difficult to rebalance them without making them obsolete. Maybe it would be a good idea to think out of the box here. I liked the ideas about removing the rig slots and giving T3s the ability to self-refit subs and mods. Imagine flying your explorer T3 in a scanner setup, refit it to a fighting setup on finding a combat site, refit to a PvP or a cloaky fit on noticing neutrals (or reds) on dscan. Yes, this might open a new can of worms and if not done right could make the T3s OP. But that way you would get a truly unique ship type, a jack of all trades but master of none. Come to think of, as long as T3s are still tough enough to deal with sleepers I would actually like to have such a versatile ship and wouldn't care if they have the best dps/tank or not. 
THIS THIS THIS THIS THIS
THIS THIS THIS THIS THIS
THIS THIS THIS THIS THIS
T3's are NOT versatile. To nerf them would be to make them obsolete! The ideas above are perfect! Make it so a T3 is very good at one task (say, Incursions) or decent at a wide variety of tasks! Make it so we could "focus" our T3's on one thing or "spread" focus among other roles. |

Senn Denroth
Lead Farmers Kill It With Fire
86
|
Posted - 2013.06.17 05:17:00 -
[398] - Quote
Malcanis wrote:Just remember that no one is going to pay any premium for ships that are mediocre at several roles. Remember the glory days of "flexible" pirate ships with split weapon bonuses?
If we're putting a quarter of a million SP on the line, then that ship damb well better do something better than anything else. Otherwise I'll simply buy the 2-3 racial T2 ships instead.
The other huge barrier to "flexibility" is rigs. If I have to destroy the rigs every time I "flexibly" change my T3s role, then it very very quickly becomes cheaper and easier to simply have multiple ships. In fact people have multiple T3s now because of this.
The idea of owning a "flexible" multi-role hull that you can refit to your immediate purpose sounds appealing on the face of it, but there are a large number of game mechanics that make it rather unappealing.
(1) The relative cost of subsystems (2) Rigs (3) Price premium (including SP loss) (4) The need to have multiple fitted ships ready to go in any case in case of ship loss (5) The ease of resupply/reshipping
Basically to make the "flexibility" concept really attractive you have maybe 2 options
(1) Allow T3s to self-refit subs and modules dynamically in space (this would actually be a useful advantage) (2) Go back in time to around and stem the wealth boom that has meant that it's easy to afford large numbers of fitted ships.
You sir hit the nail on the head. Probably one of the only people here looking at things diplomatically.
Or am I to believe that a Tech2 ship is going to be better than a Tech3 ship in every way? Sure if they actually pull off the flexibility factor and make T3's scalable to the situations at hand, why wouldn't I just have a dozen T2 ships instead as I can just own higher Tech level ships.
Also, cool aliens gave us T3's. Why are we questioning their power? lolz |

Pantson Head
Caldari Provisions Caldari State
32
|
Posted - 2013.06.18 20:01:00 -
[399] - Quote
I'm bothered by two things in what I've read of this thread. The first is the certainty that tech 3 cruisers need balancing now. The tengu is a better hac than a cerberus. It isn't hard to be better than a cerberus, because a cerberus is bad. Why don't we compare the two after you balance hac's and see where we are. Were t3 cruisers nerfed to **** because a Talos out vagas a vaga? No, HAC balancing is yet to come and may end up with both ships being viable kiting tackle killers or good soloing ships. However you feel strategic cruisers should compare to t2 ships in their specialized roles, the performance of those t2 ships in those roles is soon to change so a sense of certainty that changes need to happen to tech 3 ships could very well lead to unnecessary changes being made for the sake of doing something.
My other fear is that the fact that a great many pilots make their living from the construction of these ships doesn't seem to be an issue in much of the discussion. Many suggestions here would empty out wormholes faster than an outbreak of the Bubonic Plague. While it isn't written in stone that tech 3 production needs to form a significant part of the WH economy, possible effects on that economy should be something which are taken into the discussion from the very start. The health of wormholes is intricately linked with strategic cruisers and cannot be an afterthought. |

Ooklah TheMoc
Balls and Shaft
0
|
Posted - 2013.06.25 17:11:00 -
[400] - Quote
T3's themselves are not OP. Its the subsystems that are OP. Fix the subsystems and fix T3's. A Tengu Electronics - Emergent Locust Analyzer should not be intended for a PVP fit but its bonus' to slots are what makes a Tengu have a BS tank not the tengu hull itself. Fix the subsystems or give the hull base slots regardless of what subs you have on it. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
898
|
Posted - 2013.06.25 17:46:00 -
[401] - Quote
Ooklah TheMoc wrote:T3's themselves are not OP.
Pretty much this.
Scrap command subs, scrap OGB ----> if people still put T3 links ship on the field over a command ship they will be doing it wrong.
HACs spot: Hacs are terrible, how many times we need to go through this???
T1 Cruisers are fine now, som estill need adjustements but still, T2 cruisers and specially HACs need to take the same balance path which means :BUFFS therefore relegating T3's to their spot without even touching them.
Last point, once HACs are balanced vs T1 performances all the sudden T3's will be the last choice for large fleets because HACs will do their job for 1/3rd of the price, the "cost is not a balance argument" propagande works fine,hundreds o hurricanes turning appart capitals "yey OP success we're gods", Drakes by thousands thrown at the enemy face "yey we win because we're too good" Caracals against Munnins fleets "yey kill only half of them but they lost "x billions more than us", Bombers shooting structures "yey cost/balance FU in the face" ...
I'm waiting all of the T3 hating guys right around the corner after T2 balance to provide them links to their own posts, eventually fleet battle repports to see how many man up and assume their stupidity but I already know the answer: none because those brainless fowllowers can't see any further than their nose and think above what they're told to.
Gallente got nerf to the ground years ago for these same argumentations and idiots posting, they needed another pixels icon to pass their anger and frustration instead of using their brains, T3's are their goal and they will probably succeed to ruin an awesome addition to the game just because they can and have the friends to achieve this.
CCP being CCP, whoever is on the idea of training for those T3's skip it, from what I can read those will soon enough be turned ion to hangar queens and collectors for years to come.
*removed inappropriate ASCII art signature* - CCP Eterne |

Kyt Thrace
Lightspeed Enterprises Fidelas Constans
160
|
Posted - 2013.06.25 18:40:00 -
[402] - Quote
SMT008 wrote:
Seriously tho.
Yes, some subsystems need rebalancing. Rigs should be removed from T3, maybe, that would truly make them adaptable.
This is a big issue with T3s. CCP wants T3s to be all versatile by changing out the sub systems, but you have to destroy the rigs each time you change sub systems to get best use out of the fit most of the time.
REMOVE RIGS from T3 HULLS
CCP should rework sub system bonuses to compensate for losing rigs. R.I.P. Vile Rat |

Christopher Multsanti
Frag Executors ROMANIAN-LEGION
5
|
Posted - 2013.08.14 21:39:00 -
[403] - Quote
CCP Ytterbium wrote:Tech3s are due for a change, and are not meant to go above Tech2 in terms of raw performance (example: Warfare Subsystems, have a look why at the end of this blog). The other problem with Tech3s is that only a few of the sub-system configurations are actually decent, with the rest being quite terrible. Ideally all the sub-systems should have a proper role on the field, and Tech3 should be used because of their flexibility and adaptability, not because they surpass hulls of the same category at their specialized purpose. The chart linked in the first post is slightly out-of-date - the new one we've showed during Fanfest 2013 is here. In summary:
- Tech1 are the basic entry level, simple gameplay hulls that are used as reference points for all the other. That's why we started with them during the "tiericide" initiative.
- Navy / Faction are improvement over Tech1, with roles more or less varied depending on the ships themselves. Ex: Drake vs Drake Navy Issue, Megathron vs Vindicator and so on.
- Tech2 hulls provide specialized gameplay with advanced mechanics. Perfect example are Stealth Bombers, Interdictors, Heavy Interdictors, or Black Ops.
- Tech3 vessels were initially meant to be extremely flexible with adaptable roles due to sub-system configurations. In practice, they currently overlap in stats with other, more specialized ship classes, which create problems.
Tech3 ships are due to be rebalanced after Tech2 hulls so that our team may use the experience they've gained along the way to overhaul them properly. Exactly how and when this is going to be accomplished, we cannot say for now, even if we do have some ideas.
I like the overall proposal and idea but t3s should be able to have interchangeable rigs (without them getting destroyed when removed) otherwise it does defeat the purpose of them being flexible.
|

Christopher Multsanti
Frag Executors ROMANIAN-LEGION
5
|
Posted - 2013.08.14 21:41:00 -
[404] - Quote
Kyt Thrace wrote:SMT008 wrote:
Seriously tho.
Yes, some subsystems need rebalancing. Rigs should be removed from T3, maybe, that would truly make them adaptable.
This is a big issue with T3s. CCP wants T3s to be all versatile by changing out the sub systems, but you have to destroy the rigs each time you change sub systems to get best use out of the fit most of the time. REMOVE RIGS from T3 HULLS CCP should rework sub system bonuses to compensate for losing rigs.
I agree with the fact it negates the purpose of them being flexible but why not make t3s the only ships that can change rigs without them getting destroyed. problem solved. |

Nyla Skin
Maximum fun chamber
258
|
Posted - 2013.08.15 09:07:00 -
[405] - Quote
Tippia wrote:Mr Kidd wrote:The popularity of a T3 comes from exactly what is saying needs to be fixed: adaptability & flexibility. These are exactly the reasons they're popular and yet CCP wants to fix that. No. The reason they're popular is because they outperform T2 ships for a fraction of the cost (and training time), and that is what CCP wants to fix since the intended design is that they should be adaptable and flexible, but not as good at any one thing as T2 ships are.
And nobody would want to fly such a "master of none" ship, would they? I know I wouldn't. In after the lock :P -á - CCP Falcon www.nizkor.org/features/fallacies |

Alavaria Fera
GoonWaffe Goonswarm Federation
4147
|
Posted - 2013.08.16 04:14:00 -
[406] - Quote
Christopher Multsanti wrote:Kyt Thrace wrote:SMT008 wrote: Seriously tho.
Yes, some subsystems need rebalancing. Rigs should be removed from T3, maybe, that would truly make them adaptable.
This is a big issue with T3s. CCP wants T3s to be all versatile by changing out the sub systems, but you have to destroy the rigs each time you change sub systems to get best use out of the fit most of the time. REMOVE RIGS from T3 HULLS CCP should rework sub system bonuses to compensate for losing rigs. I agree with the fact it negates the purpose of them being flexible but why not make t3s the only ships that can change rigs without them getting destroyed. problem solved. Pretty great. Of course rigs and your skillpoints are destroyed when the ship is. There are no goons. The goons' 0.0 dream is over.
"Progodlegend said the goal of N3 is to destroy Goonswarm Federation, but in reality NCdot is in Fountain due to the fact it is virtually the last place there is action." ~NC., Fountain 2013 |

Large Collidable Object
morons.
2194
|
Posted - 2013.08.16 09:41:00 -
[407] - Quote
Mr Kidd wrote: That CCP is nerfing the current top dog irks me because of the investment I've made in skilling for those hulls. Once T2's become the top dog CCP will then again want to nerf those hulls devaluing any investment in time and isk I've made there and so on and so on.
I have skilled all subsystems for a Loki, Legion and Proteus to V (left out the Tengu because it is so OP I consider it embarassingly lame to be seen flying one), but I'm personally looking forward for a rebalance.
It definitely is going to be a tough one - my explo T3s would be a fine example - they can probe, cloak, fit a codebreaker, analyzer and salvager at the same time and still perform reasonably good without being particularily good at anything.
Compared to other nerfs, even if you consider them useless after it, the SP investment is a minor one - I have HAC and CS on V on two characters and after the current rebalance, I'd love to redistribute the SP into something different (maybe not CS, but definitely HAC skills), but such is life.
Compared to Supercarrier pilots whose drone SP where rendered useless in a whim, having a couple of x1 skills that aren't as useful anymore is nothing.
Welcome to eve You know... morons. |

baltec1
Bat Country
7591
|
Posted - 2013.08.16 10:37:00 -
[408] - Quote
Nyla Skin wrote: And nobody would want to fly such a "master of none" ship, would they? I know I wouldn't.
Thats because you chase the FOTM. |

Pohbis
Neo T.E.C.H.
352
|
Posted - 2013.08.16 14:32:00 -
[409] - Quote
Christopher Multsanti wrote:Kyt Thrace wrote:SMT008 wrote:
Seriously tho.
Yes, some subsystems need rebalancing. Rigs should be removed from T3, maybe, that would truly make them adaptable.
This is a big issue with T3s. CCP wants T3s to be all versatile by changing out the sub systems, but you have to destroy the rigs each time you change sub systems to get best use out of the fit most of the time. REMOVE RIGS from T3 HULLS CCP should rework sub system bonuses to compensate for losing rigs. I agree with the fact it negates the purpose of them being flexible but why not make t3s the only ships that can change rigs without them getting destroyed. problem solved. Because making loot pi+¦atas out of T3 cruiser hulls isn't the solution. |

Alavaria Fera
GoonWaffe Goonswarm Federation
4149
|
Posted - 2013.08.16 15:40:00 -
[410] - Quote
Loot pinatas are great. There are no goons. The goons' 0.0 dream is over.
"Progodlegend said the goal of N3 is to destroy Goonswarm Federation, but in reality NCdot is in Fountain due to the fact it is virtually the last place there is action." ~NC., Fountain 2013 |

Jezza McWaffle
The-Hole-Idea Void-Legion
54
|
Posted - 2013.08.16 17:00:00 -
[411] - Quote
Maybe its just me but everytime I hear someone say "T3's need to be more versatile etc" I think great, ok, so how does this work?
Switching subs mid fight isnt the answer. Because:
A - It will waste valuable time and you will also need to re-fit modules B - It will add a massive cost and risk that wont be worth it (who will put every sub and module needed in their cargo hold)
Also in EVE ships which can do everything but nothing well has NEVER EVER worked. |

Spurty
942
|
Posted - 2013.08.16 17:11:00 -
[412] - Quote
Looking forward to undocking in my Phantasm and not being laughed at.
You are fixing it right?????????????? --- GÇ£If you think this Universe is bad, you should see some of the others.GÇ¥ GÇò Philip K. **** |

Herzog Wolfhammer
Sigma Special Tactics Group
3326
|
Posted - 2013.08.16 23:08:00 -
[413] - Quote
CCP Ytterbium wrote:Tech3s are due for a change, and are not meant to go above Tech2 in terms of raw performance (example: Warfare Subsystems, have a look why at the end of this blog). The other problem with Tech3s is that only a few of the sub-system configurations are actually decent, with the rest being quite terrible. Ideally all the sub-systems should have a proper role on the field, and Tech3 should be used because of their flexibility and adaptability, not because they surpass hulls of the same category at their specialized purpose. The chart linked in the first post is slightly out-of-date - the new one we've showed during Fanfest 2013 is here. In summary:
- Tech1 are the basic entry level, simple gameplay hulls that are used as reference points for all the other. That's why we started with them during the "tiericide" initiative.
- Navy / Faction are improvement over Tech1, with roles more or less varied depending on the ships themselves. Ex: Drake vs Drake Navy Issue, Megathron vs Vindicator and so on.
- Tech2 hulls provide specialized gameplay with advanced mechanics. Perfect example are Stealth Bombers, Interdictors, Heavy Interdictors, or Black Ops.
- Tech3 vessels were initially meant to be extremely flexible with adaptable roles due to sub-system configurations. In practice, they currently overlap in stats with other, more specialized ship classes, which create problems.
Tech3 ships are due to be rebalanced after Tech2 hulls so that our team may use the experience they've gained along the way to overhaul them properly. Exactly how and when this is going to be accomplished, we cannot say for now, even if we do have some ideas.
There will be oceans of tears. Oceans.
The Hate Boat will be out of dry dock before then, I hope.
|

Caviar Liberta
Moira. Villore Accords
133
|
Posted - 2013.08.17 01:02:00 -
[414] - Quote
Mr Kidd wrote:Sanadras Riahn wrote:
Tech 3 Cruisers don't necessarily need to be better than Tech 2 ships, but they do need to bring something unique. Something that Tech 2 cruisers can't do. As the chart suggests, that should be filling multiple roles at the same time, while Tech 2 ships would be specialized to fit a single role.
Yeah, because at +1bil for a fit ship doing two jobs, you could have 2 ships at half the cost doing each of those jobs with twice the tank/dps. And when you die in a ball of fire flying that amazing dual role T3 you can pat yourself on the back for a job well done, "Yeah! I'm amazing, I just lost +1bil and a subsystem level in skills!" Makes perfect sense.
But the more expensive the ship, the better its explosion right?
|

Caviar Liberta
Moira. Villore Accords
133
|
Posted - 2013.08.17 01:07:00 -
[415] - Quote
Grath Telkin wrote:Malcanis wrote:Grath Telkin wrote:Malcanis wrote: Price can never be the sole balancing factor, agreed, but it most definitely can be A balancing factor, especially for ships which can be killed in routine engagements without the extraordinary effort required to down eg: a Titan. Titans die anytime anybody puts the minimal effort into stalking and killing one. Even by your own suddenly ******** logic my 100 billion isk titan should at the very least be balanced against other supers and caps, and yet one hic, and a single mothership, or 1 hic, and 5 dreads, can down a titan because they've been neutered so hard, because in the words of the CCP Devs, Price cannot be a factor in balancing. But I guess since you're changing your mind on how you see balance I can assume you'll now be the champion of Titan buffing so that my Titan is the equal isk to power value in supers and or dreads. You know, making a titan worth 30 dreads worth of tank and firepower, or 4 supers of tank and firepower (roughtly 50k dps or so, and about 100 million hp by your logic). Tell me why as they sit right now you'd ever use a HAC over a combat t3? Hell, tell me why you'd ever use a Huggin over a webbing (armor or shield) Loki? Oh whats that, you wouldn't? The T3 is significantly less training time you say? And outclasses just about everything it has to compete with you say? Oh its made several classes of ship simply useless you say and the only justifiable reason that you can come up with is price? And cry me a rive about the skill point loss, as a guy who's lost 12 T3's and had to retrain those skills several times I can say that the 3-5 days it takes isn't really a detractor, and anybody who says it is, is largely just a whiney ninny. Your tears are precious btw and I'm not done with titans yet. Yes because you have say in the design process, sorry thats not the way it works, I know what the CSM is and how it works, and I know what your limitations are.
Right the CSM is to be a voice for the players. Make suggestions about the game and CCP takes those suggestions in consideration and how it effects the game balance. Correct me please if I'm wrong here.
|

Alavaria Fera
GoonWaffe Goonswarm Federation
4167
|
Posted - 2013.08.17 02:46:00 -
[416] - Quote
Mm, nerfing titans. There are no goons. The goons' 0.0 dream is over.
"Progodlegend said the goal of N3 is to destroy Goonswarm Federation, but in reality NCdot is in Fountain due to the fact it is virtually the last place there is action." ~NC., Fountain 2013 |

Gealbhan
True Slave Foundations Shaktipat Revelators
412
|
Posted - 2013.08.17 05:12:00 -
[417] - Quote
CCP Ytterbium wrote:Tech3s are due for a change, and are not meant to go above Tech2 in terms of raw performance (example: Warfare Subsystems, have a look why at the end of this blog). The other problem with Tech3s is that only a few of the sub-system configurations are actually decent, with the rest being quite terrible. Ideally all the sub-systems should have a proper role on the field, and Tech3 should be used because of their flexibility and adaptability, not because they surpass hulls of the same category at their specialized purpose. The chart linked in the first post is slightly out-of-date - the new one we've showed during Fanfest 2013 is here. In summary:
- Tech1 are the basic entry level, simple gameplay hulls that are used as reference points for all the other. That's why we started with them during the "tiericide" initiative.
- Navy / Faction are improvement over Tech1, with roles more or less varied depending on the ships themselves. Ex: Drake vs Drake Navy Issue, Megathron vs Vindicator and so on.
- Tech2 hulls provide specialized gameplay with advanced mechanics. Perfect example are Stealth Bombers, Interdictors, Heavy Interdictors, or Black Ops.
- Tech3 vessels were initially meant to be extremely flexible with adaptable roles due to sub-system configurations. In practice, they currently overlap in stats with other, more specialized ship classes, which create problems.
Tech3 ships are due to be rebalanced after Tech2 hulls so that our team may use the experience they've gained along the way to overhaul them properly. Exactly how and when this is going to be accomplished, we cannot say for now, even if we do have some ideas.
tl;dr - sell your T3 ship now because soon they'll be worthless. |

baltec1
Bat Country
7594
|
Posted - 2013.08.17 06:10:00 -
[418] - Quote
Gealbhan wrote: tl;dr - sell your T3 ship now because soon they'll be worthless.
Only to the people who need an overpowered mess of a ship to succeed. |

Nyla Skin
Maximum fun chamber
259
|
Posted - 2013.08.17 07:19:00 -
[419] - Quote
baltec1 wrote:Nyla Skin wrote: And nobody would want to fly such a "master of none" ship, would they? I know I wouldn't.
Thats because you chase the FOTM.
Is this even an argument? And no I don't, its just basic logic. Why would I want to fly a ship that is weaker than everything it faces with no edge whatsoever?
ps. I don't even play this game anymore.. In after the lock :P -á - CCP Falcon www.nizkor.org/features/fallacies |

baltec1
Bat Country
7594
|
Posted - 2013.08.17 08:01:00 -
[420] - Quote
Nyla Skin wrote:baltec1 wrote:Nyla Skin wrote: And nobody would want to fly such a "master of none" ship, would they? I know I wouldn't.
Thats because you chase the FOTM. Is this even an argument? And no I don't, its just basic logic. Why would I want to fly a ship that is weaker than everything it faces with no edge whatsoever? ps. I don't even play this game anymore..
It is an argument because the only reason peoply fly these ships is because the out class everything else. After seeing a decade of people trying to defend their overpowered ships you start to see the same old poor excuses they give to keep their broken ships.
T3 are not going to be worse than everything else but we know that they will be balanced in such a way that does not invalidate t1 cruisers. A big nerf is garenteed at this point simply because these ships are so out of whack. |
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