
Erutpar Ambient
Real Nice And Laidback Corporation Black Core Alliance
73
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Posted - 2013.08.02 08:27:00 -
[1] - Quote
Dear Foz et all,
Please break the Mindset that Rep bonuses have to be race specific. Rep bonuses, while giving a nice boost to very few specific situations/roles, take away from the general usage of the ship they're plastered to. There are a multitude of problems associated with a rep bonus ship.
-The Rep bonus is a bonus to a utility module. To utilize the bonus you have to give up a Mid(shield) or low(armor) slot. -The Bonused Rep module is not strong enough alone to be effective. This means you have to dedicate additional slots in the same rack to gain viability. -The additional slots required to gain viability compete with other modules that increase your effectiveness. Armor Rep competes with Weapon/Hull/Prop Upgrades. Shield Boost competes with Propulsion/Tackle/Ewar for slots. Both of them require capacitor upgrades that can compete with either mid, low or rig slots. -The Rep bonus steers your ship's fitting towards a specific tanking type. -The Rep bonus ships are less effective for Logistic supported Fleets. -Because of the previous statement, some races lack viable ship classes to compose a fleet with completely. (i.e. Gallante combat BCs)
To effectively utilize a Rep Bonus a ship must give up too much of it's Utility. Not utilizing the Bonus Wastes basically half the time you spent training your ship skill. Gallente and Minmatar are plagued with these problem ships.
Either spread rep bonuses and resist bonuses around throughout the different race ships or completely replace it with something else. Even from a realism perspective it doesn't make sense. Gallente and Minmatar are gimped in Large fleet battles vs the Caldari and Amarr because Caldari and Amarr have much better Fleet comp ships.
Resist bonuses stand alone perfectly effective. A resist bonus will passively increase local and remote rep effectiveness. You can't unfit a resist bonus. Rep bonuses require supplement. A rep bonus will not affect any other attribute/module. They require additional resist to function properly as well as capacitor modules/rigs. You can unfit a rep bonus and lose 50% of why you trained your ship skill beyond level 1.
There is no Balance for Rep VS Resist. There is no Fix for Rep vs Resist. Change them or spread them out between the races. I personally believe in Rig bonuses instead of module bonuses as i mentioned here: https://forums.eveonline.com/default.aspx?g=posts&t=262880&find=unread Rigs are already very well balanced and functional. They would require seemingly minimal effort to prime for a change like this.
You guys are already in this mindset.
CCP Fozzie wrote: All the command ships have two unbonused highslots that can be used for two gang links, or as general utility highslots. The tension between the two free highslots and the three simultaneous link role bonus is intentional, giving people options to make tradeoffs.
All ships have 2 or 3 rig slots. If you bonus 2 or 3 rig lines (armor/shield/hybrids/missiles/etc) per ship instead of just the specific modules with specific bonuses, then there's your "giving people options to make tradeoffs." |