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Hungry Eyes
Ministry of War Amarr Empire
235
|
Posted - 2011.12.15 21:03:00 -
[1] - Quote
Just wondering what's on the drawing board. You buffed hybrids a little bit, but most Gallente ships and their bonuses are still messed up. things to address:
- shield vs. armor tank; armor rigs (armor tanking is generally incompatible with mobility and high dps because of speed penalties and low slot usage; everyone may be attempting to fly half-assed shield tanks, but the bonuses and slots dont match) - speed - active vs passive tanking - ammo - medium hybrids (especially rails; they are awful; there isnt a single ship that can setup a decent tank with a rack of 250mm's)
over the last 3 years, Gallente ships have been getting torn apart by nano Drakes and Canes (for example). Gallente have the worst possible damage projection in the game. will this race's ships become viable once again (in comparison to the rest), or do you guys need more metrics (serious question) ?
p.s. Crucible has been a much appreciated expansion. however, it did next to nothing to address the rampant imbalances in the game (only Tornadoes and Oracles are being used effectively, while the other two are gimps). will you be posting updates on what you're working on, and what's on the drawing board? this is pretty high priority stuff because EVE is about pee vee pee. in fact, i cant imagine what can be more important in terms of the game's new direction. |

mkint
461
|
Posted - 2011.12.15 21:09:00 -
[2] - Quote
Hungry Eyes wrote:Just wondering what's on the drawing board. You buffed hybrids a little bit, but most Gallente ships and their bonuses are still messed up. things to address:
- shield vs. armor tank; armor rigs (armor tanking is generally incompatible with mobility and high dps because of speed penalties and low slot usage; everyone may be attempting to fly half-assed shield tanks, but the bonuses and slots dont match) - speed - active vs passive tanking - ammo - medium hybrids (especially rails; they are awful; there isnt a single ship that can setup a decent tank with a rack of 250mm's)
over the last 3 years, Gallente ships have been getting torn apart by nano Drakes and Canes (for example). Gallente have the worst possible damage projection in the game. will this race's ships become viable once again (in comparison to the rest), or do you guys need more metrics (serious question) ? I think Gallente not even being in the top 50 killers lists that CCP keeps putting together should be a pretty definitive metric if you ask me. Rebalances that completely fail to address what exactly was wrong won't bring them up to par.
also, lol @ the thought of ANY medium rail on (much less at the top of) ANY top killers list. Seriously, that's hilarious right there. |

Hungry Eyes
Ministry of War Amarr Empire
235
|
Posted - 2011.12.15 21:12:00 -
[3] - Quote
there's absolutely no reason why rails should not be able to do what arties and pulses can. |

Klown Walk
0nslaught.
10
|
Posted - 2011.12.15 21:13:00 -
[4] - Quote
Works fine for me. |

Alara IonStorm
624
|
Posted - 2011.12.15 21:14:00 -
[5] - Quote
Removing Rig Penalties would be a big start.
Between Gallente Armor Ships with Armor Rigs that don't hurt there Speed, Astronautics Rigs that increase it w/o hurting there tank and Hybrid Rigs that can be fit with a rack of Neutrons well that would definitely help a lot.
As long as Arties with there Massive Alpha and Selectable Dmg Types and Scorch that has the fleet range with greater tracking and Dmg Exist then Rails and Beams will always be a foot note. |

Opertone
Signal 7 The Jagged Alliance
53
|
Posted - 2011.12.15 21:21:00 -
[6] - Quote
Dear devs, can you make rigs not stacking penalized against modules?
Every module is stacking penalized. But rigs are modifications to ship's hulls itself, this is why they should not be affected by modules. It will make every other rig more useful than plain armor rigs.
Because armor rigs don't have serious drawbacks and give maximum result with less penalty, because they affect one of four resists, modules plug half of it and rigs cover holes.
Possibly resist rigs should give rainbow protection in smaller amounts. Max hit points rigs are too good. Active tanking rigs are not too popular.
85% of the rigs have no use, time to change bonuses and redesign the concept once again |

Surfin's PlunderBunny
Sebiestor Tribe Minmatar Republic
159
|
Posted - 2011.12.15 21:23:00 -
[7] - Quote
Hungry Eyes wrote:there's absolutely no reason why rails should not be able to do what arties and pulses can.
*cough* Beams *cough* |

Hershman
G-Weezy
108
|
Posted - 2011.12.15 21:25:00 -
[8] - Quote
Drones are kinda cool |

Alara IonStorm
624
|
Posted - 2011.12.15 21:26:00 -
[9] - Quote
Surfin's PlunderBunny wrote:Hungry Eyes wrote:there's absolutely no reason why rails should not be able to do what arties and pulses can. *cough* Beams *cough* Scorch is the new Beams.
|

Nariya Kentaya
Celestial Ascension
92
|
Posted - 2011.12.15 21:26:00 -
[10] - Quote
Alara IonStorm wrote:Removing Rig Penalties would be a big start.
Between Gallente Armor Ships with Armor Rigs that don't hurt there Speed, Astronautics Rigs that increase it w/o hurting there tank and Hybrid Rigs that can be fit with a rack of Neutrons well that would definitely help a lot.
As long as Arties with there Massive Alpha and Selectable Dmg Types and Scorch that has the fleet range with greater tracking and Dmg Exist then Rails and Beams will always be a foot note. im al for modifing scorch, it IS a little ridiculous in some cases, so long as pulses themselves ent changed, just the T2 ammos (I REALLY dont wanna have to rethink my hrribly precariously cpu/pg balanced fits) |

Obsidian Hawk
RONA Corporation RONA Directorate
310
|
Posted - 2011.12.15 21:46:00 -
[11] - Quote
CCP did a partial rebalance but it needs more work. The better fitting and power use requirements were great on hybrids, 10% damage increase, a start, maybe another 5 %
however its the mass addition from MWD and AB that cause problems with acceleration. The deimos, brutix, hyperion should have a bonus that removes the mass addition penalty or reduces it.
oh and nothing wrong with the ammo now. |

Crias Taylor
GoonWaffe Goonswarm Federation
104
|
Posted - 2011.12.15 22:37:00 -
[12] - Quote
Hungry Eyes wrote:there's absolutely no reason why rails should not be able to do what arties and pulses can.
Well the fact you put a close range gun in with long range guns should tell you pulse is pretty broken.-á
|

Ranger 1
Ranger Corp
529
|
Posted - 2011.12.15 22:51:00 -
[13] - Quote
I'd still like to see Hybrids redesigned.
Blasters = Slow rate of fire, HUGE alpha. Rails = Very high rate of fire, low alpha, good DPS.
Basically the exact opposite of Auto Cannon and Artillery.
For mobility:
Higher acceleration.
For defense 2 possibilities come to mind.
Hyper small sig radius (explained by their more "organic" lines) Structure tanking that isn't actually a joke.  Revenge should not stop at the ship!
It's not so much a mission statement,-áit's more like a family motto. |

Mors Sanctitatis
Death of Virtue MeatSausage EXPRESS
25
|
Posted - 2011.12.15 23:13:00 -
[14] - Quote
Opertone wrote:Dear devs, can you make rigs not stacking penalized against modules?
Every module is stacking penalized. But rigs are modifications to ship's hulls itself, this is why they should not be affected by modules. It will make every other rig more useful than plain armor rigs.
Because armor rigs don't have serious drawbacks and give maximum result with less penalty, because they affect one of four resists, modules plug half of it and rigs cover holes.
Possibly resist rigs should give rainbow protection in smaller amounts. Max hit points rigs are too good. Active tanking rigs are not too popular.
85% of the rigs have no use, time to change bonuses and redesign the concept once again
I suggested that DPS rigs not be stacking penalized a week or so ago and got flamed to hell for it lol. Personally, I think it's a great idea to make the DPS rigs unique in that manner. I'm a pirate in a pirate's body. |

Mors Sanctitatis
Death of Virtue MeatSausage EXPRESS
25
|
Posted - 2011.12.15 23:14:00 -
[15] - Quote
Ranger 1 wrote:I'd still like to see Hybrids redesigned. Blasters = Slow rate of fire, HUGE alpha. Rails = Very high rate of fire, low alpha, good DPS. Basically the exact opposite of Auto Cannon and Artillery. For mobility: Higher acceleration. For defense 2 possibilities come to mind. Hyper small sig radius (explained by their more "organic" lines) Structure tanking that isn't actually a joke. 
The above Blaster/Rail ideas are pretty interesting. I'd be curious to see how an ultra-high volley blaster setup works out. I'm a pirate in a pirate's body. |

mkint
462
|
Posted - 2011.12.15 23:24:00 -
[16] - Quote
Ranger 1 wrote:I'd still like to see Hybrids redesigned. Blasters = Slow rate of fire, HUGE alpha. Rails = Very high rate of fire, low alpha, good DPS. Basically the exact opposite of Auto Cannon and Artillery. For mobility: Higher acceleration. For defense 2 possibilities come to mind. Hyper small sig radius (explained by their more "organic" lines) Structure tanking that isn't actually a joke.  rate of fire is actually an interesting way to justify bringing ranges back into line.
I'd propose that much of what ought to happen for balance is to consider ewar (inspired by your sig radius idea)...
Firstly, ECM needs to be changed to be a 100% effective -1 target slot instead of chance based -all target slots. Gallente ships should have a base -1 target slot compared to other races, but fast locking speed/range to make up for it (ECCM would be +1 target slot making it always useful), as that would be a reasonable explanation as to why caldari would use an ewar that's more effective versus gallente.
Caldari should have slower locking speeds and lower base targeting range, making damps most effective versus caldari
Amarr should have a more moderate sig radius and minmatar guns a bigger sig resolution (maybe as well as a slight increase in DPS to make up for it), so paints become more of a necessity against Amarr.
Minmatar guns, while high in DPS should also have low tracking and more moderate range, making tracking disruptors a vital tool to shut them down.
Those balances are probably flawed in general, but it seems that rock/paper/scissors through ewar might be the way to balance out the races. This doesn't go into secondary ewar, which should probably be adjusted a bit to make it more effective versus secondary opponents... give caldari the web bonus to counter minmatar, give minmatar a remote ECCM bonus (or maybe a brand new type altogether) to counter caldari, give gallente the neut/vamp bonus to counter the cap hungry amarr, give amarr the scram bonus to counter MWD heavy gallente... secondary bonuses are so freakin' broken right now. :( Fixing secondary ewar would have a lot more fallout, but face it... the current setup does not make any sense at all regarding balance.
Balanced ewar would make weapons a secondary consideration, which imo, is how it should be. |

Malcanis
Vanishing Point. The Initiative.
1432
|
Posted - 2011.12.15 23:58:00 -
[17] - Quote
mkint wrote:Ranger 1 wrote:I'd still like to see Hybrids redesigned. Blasters = Slow rate of fire, HUGE alpha. Rails = Very high rate of fire, low alpha, good DPS. Basically the exact opposite of Auto Cannon and Artillery. For mobility: Higher acceleration. For defense 2 possibilities come to mind. Hyper small sig radius (explained by their more "organic" lines) Structure tanking that isn't actually a joke.  rate of fire is actually an interesting way to justify bringing ranges back into line. I'd propose that much of what ought to happen for balance is to consider ewar (inspired by your sig radius idea)... Firstly, ECM needs to be changed to be a 100% effective -1 target slot instead of chance based -all target slots. .
So... basically useless?
Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

Jask Avan
Republic Military School Minmatar Republic
0
|
Posted - 2011.12.16 00:09:00 -
[18] - Quote
mkint wrote:[quote=Ranger 1]Caldari should have slower locking speeds and lower base targeting range, making damps most effective versus caldari The race that specializes in rails and missiles, I.E. the longest range weapons in the game... should have the shortest targeting range? |

Opertone
Signal 7 The Jagged Alliance
54
|
Posted - 2011.12.16 00:15:00 -
[19] - Quote
DEVs, boost e-war FFS.
DAMPs were meant to be used as a counter for sniping, bring damps back. With e-war game may become varied, not DMG + Hitpoints festival.
Give drone bonuses to e-war drones on specialized drone ships. Give more damage to Rail Guns, but make snipers susceptible to sensor damps. |

Ranger 1
Ranger Corp
531
|
Posted - 2011.12.16 00:19:00 -
[20] - Quote
Jask Avan wrote:mkint wrote:[quote=Ranger 1]Caldari should have slower locking speeds and lower base targeting range, making damps most effective versus caldari The race that specializes in rails and missiles, I.E. the longest range weapons in the game... should have the shortest targeting range?
I like a lot of the theory behind mkints proposal, justification should be somewhat apparent as to why a races EW capabilities have specialized the way they have. To attain that might require some reshuffling, or perhaps reworking the underlying mechanics of how the EW works specifically.
If Caldari (for example) could retain their longer lock range, but be more vulnerable to the range decreasing effect of Sensor Damps than other races due to how they worked....
I would require a great deal of thought, but it is a worthy goal. It would be nice to look at a races strengths and see a logical cause/effect relationship as to why it developed that way based on who their enemies are.
Edit: Another reason to consider digging this deep into the mechanics of things would be that weapon balance and EW balance between the various races have always had fundamental issues. It might be wise to bite the bullet and devote most of an expansion into reworking both systems to work hand in glove in a logical fashion. Revenge should not stop at the ship!
It's not so much a mission statement,-áit's more like a family motto. |

mkint
464
|
Posted - 2011.12.16 00:53:00 -
[21] - Quote
Ranger 1 wrote:Jask Avan wrote:mkint wrote:[quote=Ranger 1]Caldari should have slower locking speeds and lower base targeting range, making damps most effective versus caldari The race that specializes in rails and missiles, I.E. the longest range weapons in the game... should have the shortest targeting range? I like a lot of the theory behind mkints proposal, justification should be somewhat apparent as to why a races EW capabilities have specialized the way they have. To attain that might require some reshuffling, or perhaps reworking the underlying mechanics of how the EW works specifically. If Caldari (for example) could retain their longer lock range, but be more vulnerable to the range decreasing effect of Sensor Damps than other races due to how they worked.... I would require a great deal of thought, but it is a worthy goal. It would be nice to look at a races strengths and see a logical cause/effect relationship as to why it developed that way based on who their enemies are. Edit: Another reason to consider digging this deep into the mechanics of things would be that weapon balance and EW balance between the various races have always had fundamental issues. It might be wise to bite the bullet and devote most of an expansion into reworking both systems to work hand in glove in a logical fashion. basically this. I understand my exact proposals probably aren't exactly correct, but I think it's time to say "no" to the band aid fixes already and get the job done right.
And no, the 100% chance to -1 target slot would not be any less useless than any of the other ewar types. But the point is that ewar should be the rock/paper/scissors. Guns is guns is guns. They can be balanced, but there's only so much you can do. But if people started bringing brutix fleets because they were the most effective ship in the game at shutting down drake fleets, we'd be on to something. And a brutix/cane mixed fleet should always beat an equal number of drakes. (maybe even give all T1 ships a small racial ewar bonus once rock/paper/scissors is established?)
Only way I see that happening without completely starting over from scratch is through ewar. Yes, weapons probably still need to be adjusted a little more, but I don't think that is the key to a more permanent solution. |

War Kitten
Panda McLegion
368
|
Posted - 2011.12.16 01:40:00 -
[22] - Quote
mkint wrote: And no, the 100% chance to -1 target slot would not be any less useless than any of the other ewar types.
You're right, it would be far more useless.
You devote 5 slots to remove 5 of my targeting slots. I can target 6 things. You have wasted 5 slots and I can still kill you just as easily as before.
This is my signature.-á There are many others like it, but this one is mine. |

Cryten Jones
Advantage Inc The Matari Consortium
10
|
Posted - 2011.12.16 01:47:00 -
[23] - Quote
Ranger 1 wrote:I'd still like to see Hybrids redesigned. Blasters = Slow rate of fire, HUGE alpha. Rails = Very high rate of fire, low alpha, good DPS. Basically the exact opposite of Auto Cannon and Artillery. For mobility: Higher acceleration. For defense 2 possibilities come to mind. Hyper small sig radius (explained by their more "organic" lines) Structure tanking that isn't actually a joke. 
This! If you get in close enough to fire your blasters our target should be in BIG trouble fast. You take incoming fire all the way in and that risk should be rewarded with a massive alpha strike.
-CJ
|

Hicksimus
Enslave. GIANTSBANE.
68
|
Posted - 2011.12.16 02:23:00 -
[24] - Quote
Are you guys suggesting that there are ships other than the Abaddon, Drake, Hurricane and Falcon? I see something at range but it's too small and has no sig radius it looks like it's projecting something at them to make them invulnerable....
Really though this Gallente buff has been a good start(a bit weak)and some suggestions in this thread really should be taken seriously if not for balance then for the sake of variety. Things I have realized from the EvE forums: Many people beleive cost means money and only money |

Herr Wilkus
Aggressive Salvage Services LLC Tear Extraction And Reclamation Service
82
|
Posted - 2011.12.16 02:35:00 -
[25] - Quote
Hungry Eyes wrote:Just wondering what's on the drawing board. You buffed hybrids a little bit, but most Gallente ships and their bonuses are still messed up. things to address:
Uh, I don't think you were paying attention.
All Gallente ships were buffed in both speed and agility.
If you weren't so busy whining, you might have noticed.
And all races have wasted bonuses. Gallente isn't special in this respect.
Minmatar alone:
Typhoon = Large Proj ROF bonus wasted 95% of the time, since it became 5/5 instead of 4/4. Bellicose/Recons = TP is LOL, Huginn Heavy Missile/Projectile bonus + split Turrets with 3 Lows is LOL. Scimitar - tracking links FTL Mastodon/Prowler - Active Tanking?
|

Kaylyis
Aces wild mining corporation The I.D.E.A.
1
|
Posted - 2011.12.16 02:56:00 -
[26] - Quote
Herr Wilkus wrote:
Uh, I don't think you were paying attention.
All Gallente ships were buffed in both speed and agility.
Speed boost and agility are nice. Still cannot catch targets for blaster love and hugs is the point I believe, amongst other things.
Yes we got a speed boost.
No, it wasn't enough to get us into engagement range with blasters before we pop. The main ***** about gallente is the supposed focus on blasters.
that and Gallente EWAR ship bonuses got nerfed to **** before i even started playing, but that happened so long ago I only think a few people remember it.
|

mkint
464
|
Posted - 2011.12.16 03:00:00 -
[27] - Quote
War Kitten wrote:mkint wrote: And no, the 100% chance to -1 target slot would not be any less useless than any of the other ewar types.
You're right, it would be far more useless. You devote 5 slots to remove 5 of my targeting slots. I can target 6 things. You have wasted 5 slots and I can still kill you just as easily as before. And how exactly do target painter modules remove 6 or more ships from a fight single handedly with a single boat?
How many tracking enhancers do you need on a single target to be invulnerable from attack?
How many damps boats do you need in a fleet to completely shut down an opposing fleet?
So, maybe T2 ECM should be -2 targets (most ewar that's ever useful on any target due to stacking penalties is 4 or 5.) But ECM is broken. It's unbalanced and that it remains the way it is in the game is a major sign of dev incompetence. And arguing "omg, my ECM solopwnmobile might no longer be all-poweful" is the most incompetent argument you can make in favor of it.
edit: but this isn't a 'nerf ecm' thread... this is a 'balance the races' thread. Back on topic, does anyone else think the core of the balancing should be focused on the rock/paper/scissors ewar philosophy? Or what kinds of ewar vs guns changes would need to happen to balance the races? |

JamesCLK
Lone Star Exploration Lone Star Partners
20
|
Posted - 2011.12.16 03:29:00 -
[28] - Quote
mkint makes a good point on the ECM; "because of falcon" exists for a reason. Moving the "I'll spin a coin and if it's a heads, you're jammed - oh and I get to flick the coin while it's spinning" to a "I declare my ECM on you" system is a good thing. All other forms of ewarfare are all guarenteed to do what it says on the box. Most ships don't have 10 target slots either.
As for balancing the races... I'm going to jump on the bandwagon with the rock/paper/scissors ewar suggestion. Every race has two kinds of ewarfare though (one offensive, one practical), so maybe we're talking about a two handed rock/paper/scissors scenario. As a reminder: - Amarr have capacitor warfare and tracking disruption. - Gallente have interdiction (points) and sensor dampeners. - Minmatar have Target Painting and Webbing.
- Caldari have ECM and... well... would you look at that; they don't have a secondary ewarfare type! HERECY! What could be done about this if the current ECM was changed to be inline with the rest of the ewar forms? |

mkint
465
|
Posted - 2011.12.16 03:38:00 -
[29] - Quote
JamesCLK wrote:mkint makes a good point on the ECM; "because of falcon" exists for a reason. Moving the "I'll spin a coin and if it's a heads, you're jammed - oh and I get to flick the coin while it's spinning" to a "I declare my ECM on you" system is a good thing. All other forms of ewarfare are all guarenteed to do what it says on the box. Most ships don't have 10 target slots either.
As for balancing the races... I'm going to jump on the bandwagon with the rock/paper/scissors ewar suggestion. Every race has two kinds of ewarfare though (one offensive, one practical), so maybe we're talking about a two handed rock/paper/scissors scenario. As a reminder: - Amarr have capacitor warfare and tracking disruption. - Gallente have interdiction (points) and sensor dampeners. - Minmatar have Target Painting and Webbing.
- Caldari have ECM and... well... would you look at that; they don't have a secondary ewarfare type! HERECY! What could be done about this if the current ECM was changed to be inline with the rest of the ewar forms? Yeah, the secondary ewar for caldari... The technical description for that would be "a toughy." Granted, according to my initial idea, secondary ewars would need to be shuffled around between races to make more sense... maybe something that affected the target's weapons, like reduce the targets rate of fire or alpha or something? Would also make an interesting counter to minmatar alpha fleets (caldari primary ewar vs gallente, secondary vs minmatar to make the rock/paper/scissors work out.)
edit: proposed ewar rock/paper/scissors changeup (that would p!ss off a whole lotta people until they realized it makes more sense)
gallente - damps (caldari) neuts/vamps (amarr) caldari - ECM (gallente) webs (minmatar) amarr - tracks (minmatar) scrams (gallente) minmatar - paints (amarr) ??? (caldari) |

Ranger 1
Ranger Corp
533
|
Posted - 2011.12.16 03:44:00 -
[30] - Quote
As a side note, does one else think that in general:
Gallante EW should be centered around webs (web range bonus) to allow getting in close (with a side order of low sig radius). Caldari EW should be Target Painters to help with Missile damage and give Rails a bigger target. Amarr EW should be Sensor Dampners to leverage their excellent short range weapons and level the field for long range. Minmatar EW should be Tracking Disrupters to leverage their excellent speed.
... and standard ECM to be done away with completely.
Eh, maybe that's just crazy talk. Revenge should not stop at the ship!
It's not so much a mission statement,-áit's more like a family motto. |
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