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ghost st
The Scope Gallente Federation
1
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Posted - 2011.12.10 09:09:00 -
[1] - Quote
Now that CCP has (mostly) fixed hybrids, I think that the weapons systems themselves are where (or are close to) they need to be. I think the next thing CCP should do is focus on some of the ships themselves.
There are many ships in EVE that suck at what they are supposed to do, or are just doing the wrong thing entirely.
This thread is about listing the ships you think deserve some loving, why you think they deserve it, and what you would do do fix it. |

ghost st
The Scope Gallente Federation
1
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Posted - 2011.12.10 10:20:00 -
[2] - Quote
Mine would be khanid ships.
Combines a close in weapons system that you need to get in close with, and a defense system that is counter productive to getting in close to your target.
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ghost st
The Scope Gallente Federation
1
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Posted - 2011.12.10 11:16:00 -
[3] - Quote
I don't believe that tiers should be removed, I like the idea of lower costs being part of a ship choice. (but not a justification for them performing poorly)
I also believe that each ship should fill a useful role in the game, and at least in the case of t1 ships, be somewhat flexible in that role.
For example, there are 3 Amarr battlecruisers, The Prophecy, Harbinger, and Oracle.
The Prophecy is for situations where survivability is a little more important than dps. The Harbinger is for when damage and survivability are both necessary. The Oracle is for when you need the most dps, and survivability is not paramount.
The oracle is in line for what it needs to do, as is the harbinger. However the prophecy is not in line, while damage output is in line for both ships (with the harbinger achieving much higher damage output), the difference in tanking ability is barely noticeable.
The harbinger has a better capacitor, and more armor. Making the resistance bonus of the prophecy negligable in comparison.
So the prophecy would need something to make it fill its role better in comparison.
My suggestions; -Give it some more cap (making its active tanking comparable to the harbinger) And -Boost the hp (further pigeonholing the prophecy as a brick). Or -Add another low slot (giving the the ability to tank better than the harbinger, and giving it some flexibility).
Anyhow, my point is this thread is about pointing out lackluster ships and giving them some love. Not about overarching changes to the way things work.
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ghost st
The Scope Gallente Federation
1
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Posted - 2011.12.10 11:18:00 -
[4] - Quote
Xenial Jesse Taalo wrote:The Malediction. It's like a set of self-contradictions. Range bonuses to scramblers but they give it rockets. Armour bonuses on an interceptor. The only thing it did well was look good, but thanks to Crucible that's gone too. Keep the rockets, ditch the armour bonuses. Give it something that makes sense and is interesting. Random suggestion: 10% reduction in webifier speed penalty per level. 5% increase in rocket range. Big buffs I admit, but it's not like it's going to arrive anywhere near overpowered, and those ideas would make it less of a contradiction of bonuses.
Its not just the malediction, all khanid ships have the same issue.
ghost st wrote:Mine would be khanid ships. Combines a close in weapons system that you need to get in close with, and a defense system that is counter productive to getting in close to your target. 
Sound familiar |

ghost st
The Scope Gallente Federation
3
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Posted - 2011.12.11 22:40:00 -
[5] - Quote
Vallek Arkonnis wrote:I can only go from experience and I've only flown amarr so here goes:
Drop the Retribution's utility high slot for a second mid
Add a bit more PG to the Omen
Swap the Punisher's 10% bonus to cap use to rate of fire or damage; there's no incentive to use energy turrets over, say, projectiles, even with the bonus they still use more cap.
I like the retributions utility high slot |

ghost st
The Scope Gallente Federation
6
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Posted - 2011.12.12 09:41:00 -
[6] - Quote
Jojo Jackson wrote:ghost st wrote: The Prophecy is for situations where survivability is a little more important than dps.
Except, that you can make the Harb more tanky then the Prophecy. First of I would remove the HOLE 10% cap/level for laser bullshit and gave all this ships a base cap/recharg equal to 50% cap usage for laser to compensate it. Next step I would check which REAL bonus this ships need as second bonus. Not all might need the same bonus. A Maller with 5% RoF might be cool, a Abaddon with 5% RoF will be OP ... just as excample. Next I would switch the remote energy bonus from T1 suport cruiser to remote rep bonus. Maybe this ship might be used then. And yes, I know the Gallente has the same bonus .. but who cares. Nothing wrong when SOME ships from different races are very simmilar. It's a game and all that count is playablity.
A ship with a bonus to tanking should be able to tank better than one without, why ply a prophecy at all when it a harb tanks the same, and has better dps
Anyhow, I also agree that the cap 'bonus' taking away a bonus for every laser boat needs to go.
Takeshi Yamato wrote:Jojo Jackson wrote:The Prophecy is for situations where survivability is a little more important than dps. The problem with the Prophecy and the Harbinger is that they both do the same thing in the same way: they're passive tanked laser platforms with a flight of drones. The Harbinger does this better than the Prophecy. I disagree that the Prophecy is worth flying by the way, being good at taking damage is useless in this game if you can't dish it out as as well (and the Harbi does this better as I said). Nobody primaries a Prophecy, nobody is fooled by a bait Prophecy. To think this ship is worth flying is an illusion.
Just because a ship doesnt do great dps doesnt make it useless. Look at the drake |
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