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Roxanna Kell
Destructive Influence Band of Brothers
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Posted - 2006.08.24 23:22:00 -
[1]
it will be fun to hear your Ideas on how to make combat last longer and keeping the balance.
my idea: Half Base Rate of fire of all weapons + 1/2 the boost ammount of repairers and shield boosters.
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.24 23:24:00 -
[2]
Give my feorx a 500% boost to shields and add XL shield extenders.
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Jenny Spitfire
Caldari LoneStar Industries Veritas Immortalis
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Posted - 2006.08.24 23:28:00 -
[3]
TBH combat is balanced without T2 ammos. Not very short IMHO. --------- In the blindness, a streak fiery thread violently cuts the horizon. Bleeding golden mists, engulfing the blindness from within. Burning the darkness. The touch of dawn. |

Roxanna Kell
Destructive Influence Band of Brothers
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Posted - 2006.08.24 23:30:00 -
[4]
CCP think its too short, if you look at the drawing board there are features that they wanna bring into the game, but wont work well because combat is short.
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Jenny Spitfire
Caldari LoneStar Industries Veritas Immortalis
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Posted - 2006.08.24 23:32:00 -
[5]
If you think about it, CCP balances and buffs tanking. Players cry because cant kill fast. CCP buffs DPS. Players cry combat is too fast. CCP balances and buffs tanking. You get the picture. --------- In the blindness, a streak fiery thread violently cuts the horizon. Bleeding golden mists, engulfing the blindness from within. Burning the darkness. The touch of dawn. |

Adoro
Reunited
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Posted - 2006.08.24 23:32:00 -
[6]
Like the tournament? Those where long battles... :) t2 is overpowered :P
dont nerf t2 though  --------
Zapatero:
Quote:
So what happens when they 'cure' the geek gene as well? Poof <scuse the pun> There goes EVE.
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Roxanna Kell
Destructive Influence Band of Brothers
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Posted - 2006.08.24 23:32:00 -
[7]
what if? they change the game so you can only be locked by 5 ship, woot woot. hmm, well that will be kinda crazy. jsut thinking about it, peopel would propebly exploit it and lock they re friends to mminimise damage.
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mechtech
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Posted - 2006.08.24 23:34:00 -
[8]
wait.....would that even do anything?! 
ok, ive thought about it now and I understand. It is effectivly exactly the same as doubling the HP as all ships, except this has the added bonus that screws up the game, as it makes plates and extenders 2x more effective, messing up balance unless that was changed also....its all a big can of worms, and would be a nightmare for the balancing guys, and will be as long as you try to fix the problem by changing stats.
I personally think combat is timed just right.
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Roxanna Kell
Destructive Influence Band of Brothers
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Posted - 2006.08.24 23:37:00 -
[9]
but if you reduce the rate of fire a little.
add more tank like triple. and make booster and repairers almsot uselss. because seriously , dont you think its retarded that there is a module taht repairs armor, wish is made from some kind of metal. shield is more believable, but armor guys, come on, oh well we are flying gadamn spaceships and can jump thru gates. who can argue.
iam not complaining of course dont get me wrong, but i like the features in the drawing bord, and to have em , combat ahs to be prolonged a bit more, how you do that without upsetting the balance so gadamn much? you tell me
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Avon
Caldari Black Nova Corp Band of Brothers
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Posted - 2006.08.24 23:37:00 -
[10]
There is no simple solution. Basically it all come down to focused fire, and that is just such a hard thing to address. Enough guns will pop a target very quickly.
Combat actually lasts quite a long time in a balanced fight (as we saw in the championships), but that is not the reality of combat in Eve.
People want to kill their enemies as quickly as possible, not get in to some noble knightly joust.
The Battleships is not and should not be a solo pwnmobile - Oveur
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.24 23:42:00 -
[11]
Cap ships should have a '0' added to the end of their armor/shields/structure, on a more serious note.
Sure an Avatar can break 90k armor with just skills taken into effect, and with the +% armor plates and proper pirate implants, can probably hit 200-250k*, but that's still nothing a fleet can't pop in minutes, if not less.
Capital ships need to be huge, a ***** to move, massive investments, and a royal pain in the ass to kill.
But as was already said, the problem is focused fire.
*I forget the exact bonus % from a complete HG slave set, but you can get armor plates which boost armor by 6% or so, and when you're already at 150k or so, that's better than any other plate in the game.
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Benglada
Finite Horizon
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Posted - 2006.08.25 00:25:00 -
[12]
1v1 fights vs similar ships usually run into 3-5 minutes, ganks are short and they should be. ---------------------------
Originally by: Arkanor
0.0 is the Final Frontier. Bring money and friends.
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Auraurious
Celtic Anarchy Black Reign Syndicate
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Posted - 2006.08.25 00:31:00 -
[13]
Originally by: Roxanna Kell but if you reduce the rate of fire a little.
add more tank like triple. and make booster and repairers almsot uselss. because seriously , dont you think its retarded that there is a module taht repairs armor, wish is made from some kind of metal. shield is more believable, but armor guys, come on, oh well we are flying gadamn spaceships and can jump thru gates. who can argue.
iam not complaining of course dont get me wrong, but i like the features in the drawing bord, and to have em , combat ahs to be prolonged a bit more, how you do that without upsetting the balance so gadamn much? you tell me
The problem with this is that there would suddenly be a lot easier to avoid unwanted pvp in many cases. Incepters and vagabonds would become insanely powerful, as they would be almost impossible to kill (subsequently, rapiers/hugins would become a requirement in many skirmishes, and a gang without one would be sheep to the slaughter).
Now here is another what if. What if ccp instead boosted active tanking (I am assuming you were originally hoping that ccp would boost how long it takes to kill something, not how well they actively tank)? Well IMO this would be even worse. It would essentially spell the death of t1 frigates as anything but tacklers, and destroy the effectiveness of small scepter gangs almost completely, making eve a battleship/jammer only game.
Of course ccp could try and make a small change to either of these, but I really can't see how it would help the situation (besides adding another damage mod to a few setups). _____________________________________________
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Lazuran
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Posted - 2006.08.25 00:54:00 -
[14]
Originally by: Roxanna Kell it will be fun to hear your Ideas on how to make combat last longer and keeping the balance.
Potions of Healing. Lay on Hands ...
Oh wait.
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Engelious Angelion
Minmatar Liberty Rogues Tactical Narcotics Team
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Posted - 2006.08.25 00:55:00 -
[15]
i like combat JUST AS IT IS
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w0rmy
Intensive CareBearz
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Posted - 2006.08.25 01:03:00 -
[16]
25% decrease to a weapons final damage output.
But i like things as they are anyway
Originally by: Avon
Originally by: Dark Shikari
What single item is larger than a jetcan?
My ego?
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Liegus
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Posted - 2006.08.25 01:18:00 -
[17]
I'm reading this thread while I wait for my weapons to sloooooowly wear down a battleship's shields... it's been at least 10 minutes so far... and all I can think is, 'huh?' 
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Danton Marcellus
Nebula Rasa Holdings
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Posted - 2006.08.25 01:19:00 -
[18]
Screw damage, armor & shields, have guns and missiles for that matter miss a whole lot more than they do currently, viola, longer battles.
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Sorja
E X O D U S Imperial Republic Of the North
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Posted - 2006.08.25 01:40:00 -
[19]
To have longer and more interesting fights, concentrated fire should have a limit on a same target.
This was debated before the flat HP increase (which didn't change a thing) and was proven to be the more interesting solution to: 1¦ increase combat duration 2¦ prevent blobbing 3¦ add tactical depth to fights
Flat HP increase is of course easier to do, but don't change much to fight duration in many cases and leads to blobbing.
____________________ Darko1107 > does anything in ascn space have tech II fittings? Quillan Rage > Iron ships |

Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.25 01:48:00 -
[20]
Originally by: Lazuran
Originally by: Roxanna Kell it will be fun to hear your Ideas on how to make combat last longer and keeping the balance.
Potions of Healing. Lay on Hands ...
Oh wait.
Only if I can have a Harm spell which leaves you with 1d4 hull points after a succcessful bump from my inty.
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Crausaum
Ixion Defence Systems The Cyrene Initiative
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Posted - 2006.08.25 01:57:00 -
[21]
The really insane part of Eve I find is all the skills that you can train to do more damage and fit more guns.
On the weapons front you can train to reduce CPU and power needs as well as train a boatload of +5% damage skills along with skills for rapid firing.
On the tanking side you have some skills to add defence HP, increase your capacitor, and get some slight resist bonuses. Nothing to balk at but not that great.
Overall there is a bias to damage but not enough to be considered a crippling problem in small force actions. When you get into anything beyond 3 ships and someone starts acting as a fire control then things just get stupid.
When on the ganked side it sucks as you end up sitting in a pod and down a few million in a few seconds. On the ganking side it sucks as it shortens the duration of your enemies suffering 
To be honest after three years of playing this game I'm kind of suprised ship HP is not higher. I actually find myself in agreement with those suggesting to just add another zero to the end of all HP scores. As long as you halved the effectivness of the booster/repair systems I think things would balance a bit. Sure there would be further tuning needed but it would not be the worst change Eve has seen.
-Brotherhood, fraternity and equal rights to all men. ...and the ladies too.  |

vyperpit
Gallente The Scope
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Posted - 2006.08.25 02:10:00 -
[22]
Edited by: vyperpit on 25/08/2006 02:11:08
nerf tracking of all guns by some factor
nerf sig of torps by some factor
nerf dmg small ships can do to bigger ships
nerf sensor boosters as detailed by Digitalcomunist
result: more small 1v1 in combat, why would u attack a raven if its called pirmary and ur in a taranis, you would be better off hitting other cepters
why would you go for that hac if you where in a pulse gedden if u know you will miss it farrr too often,
hope this makes sense, ofcourse this would be a MASSIVE change so would need lots of balancing
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Malicious Wraith
The Dark Side of the Moon
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Posted - 2006.08.25 02:32:00 -
[23]

Dont increase the length of combat. I think its very ballanced currently. ----------------------------------------
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Engelious Angelion
Minmatar Liberty Rogues Tactical Narcotics Team
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Posted - 2006.08.25 03:05:00 -
[24]
i've been doing nothing but fighting... if they decide to NERF combat... AND I LIKE COMBAT JUST AS IT IS... then.. i think they risk making carrier killing almost impossible... curse fighting isnt just a matter of how long it takes to take down an enamy, its also, how fast is he to have back up to come. if battels increase in length, you'll actually make every capital ship in the game abel to call reinforcements from far far awaye, knowing they'll get there.. and capital ships compared to lower ranks of ships, will still be signigicant enoughf for the capital ships to WAY OUTTA HECK pewn the bs's or other unlucky craft sitting there...
if combat should be nerf'd it should be size...
aka...
more damage to larger targets than your self, but less to smaller targets... i think smaller craft could easy use a 10% increase in damage on larger targets, and largertargets a 5-7% decrease.
but as i said...
I LIKE IT MOST TO STAY AS IT IS, SINCE NERFING HOW EVER RISK MAKING GREATER INBALANCE THAN IS WITH MISSILES ALLREADY!.
only real overpowerd craft in game is the Raven, which still with very low skills, is both more vertisile and powerfull than any other bs in game. A raven pilote with low skills, can easy with a tech I fitting go even with most tech II fittet bs's out there....
Always hits with in its range..... Can tank, and gank as the only ship currently in all of EVE. CAn tank, gank and EW as the only ship in EVE.
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Roxanna Kell
Destructive Influence Band of Brothers
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Posted - 2006.08.25 08:55:00 -
[25]
^^ the raven lacks the long ragnge capability, have it jammed and you ll be jsut fine
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Jim McGregor
Caldari
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Posted - 2006.08.25 09:04:00 -
[26]
I dont agree that combat is too short. The big hits and fast combat is why its FUN to start with. I seriously suggest they leave it alone.
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Tate Iceni
Caldari Iceni Combat and Logistical Support
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Posted - 2006.08.25 09:08:00 -
[27]
Unless I'm duelling with other corp mates I *WANT* combat to be quick. My aim is to kill the enemy as quickly as I can; I certainly do not want combat to be a slogfest - can you imagine every engagement in Eve being like the final of the Tournament? The fun. 
Don't take that as a slight to either of the teams by the way - but I'm sure their main aim was to kill the other team as quick as they can.
If you want combat to last longer in your battles - don't call logistics ships and the like primary.. (and watch your fleet get taken apart because the other side just wants to kill you!)
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Eleni Shakira
Citizens of E.A.R.T.H. E.A.R.T.H. Federation
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Posted - 2006.08.25 09:14:00 -
[28]
Remove all RoF bonuses and replace them with tracking, optimal, falloff, flight time, ballistic velocity, or even dmg bonuses.
There you go, ganks remain, while drawn out fights become more about tactics than straight damage.
I just saved a bunch of money on my car insurance by not switching to Geico.
*snip* Cute, but not eve related - Tirg
Since when are recruitment threads not Eve related? |

turnschuh
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Posted - 2006.08.25 09:19:00 -
[29]
I also think combat is fine, I had cruiser 1on1s from 15sec up to 49sec, it all depends on the fitting.
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El Berto
Dirty Deeds Corp. Axiom Empire
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Posted - 2006.08.25 09:52:00 -
[30]
This constantly increasing HP actually has the opposite effect. It forces people to increase their gank and reduce their tank and to fly in bigger gangs to try and counter the percieved increased tanks. The result being that gang/fleet combat actually is shorter (apart from the time you actually meet an uber tank command ship). One on ones usually last quite a while now, leave tanking alone.
Originally by: "Roxanna" ...dont you think its retarded that there is a module taht repairs armor, wish is made from some kind of metal. shield is more believable, but armor guys, come on...
Intellegent materials and self repairing materials are already being researched and prototyped. So no I don't think its retarded 
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