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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  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.
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        |  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.
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        |  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.
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        |  Klown Walk
 0nslaught.
 
 10
 
 
       | Posted - 2011.12.15 21:13:00 -
          [4] - Quote 
 Works fine for me.
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        |  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.
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        |  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
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        |  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*
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        |  Hershman
 G-Weezy
 
 108
 
 
       | Posted - 2011.12.15 21:25:00 -
          [8] - Quote 
 Drones are kinda cool
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        |  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.
 
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        |  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)
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        |  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.
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        |  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
 
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        |  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.
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        |  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.
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        |  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.
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        |  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.
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        |  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/
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        |  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?
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        |  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.
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        |  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.
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        |  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.
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        |  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.
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        |  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
 
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        |  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
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        |  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?
 
 
 
 
 
 
 
 
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        |  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.
 
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        |  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?
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        |  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?
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        |  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)
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        |  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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        |  Grimpak
 Midnight Elites
 Echelon Rising
 
 166
 
 
       | Posted - 2011.12.16 03:54:00 -
          [31] - Quote 
 
 mkint wrote: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? 
 FYI the work needed to rebalance ECM so that it remains competitive in today's gameplay (no, your proposition would make it even worse than TP's) is, by far, too much for the benefits it would bring to the game as a whole. ECM brings the role of force multiplier to the game and in that role it is perfectly balanced. The ECM, as a concept however, is what makes it somewhat overwpowered.
 
 As it is, nerfing str on them would make them too weak, you can't increase their range, and nerfing their range even further would make them impossible to use.
 
 the only two ways to make ECM more bearable are either boosting the other ewar forms, or removing ECM from the game entirely. Besides that, it's a mechanic that works exactly as it says in the box.
 [img]http://eve-files.com/sig/grimpak[/img]
 
 [quote]The more I know about humans, the more I love animals.[/quote]
 ain't that right
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        |  Midori Tsu
 Evolution
 The Initiative.
 
 26
 
 
       | Posted - 2011.12.16 04:00:00 -
          [32] - Quote 
 The amount of dumb in this thread is astounding.
 
 The OP does bring up some fine points, but he's wrong on some of them.
 
 The Talos is the only not being used, due to having to be at 0 and no tank, you might as well just get a Brutix.
 
 250mm rails do hae a slight problem, but not as big as your making it out to be.
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        |  mkint
 
 466
 
 
       | Posted - 2011.12.16 04:15:00 -
          [33] - Quote 
 
 Grimpak wrote:. ECM brings the role of force multiplier to the game and in that role it is perfectly balanced. And by this, you mean "omg, my wtfsolopwnmobile will be balanced in line with the other ships! no way!"
 
 Actually, I'm not particularly against 1 ewar ship shutting down multiple targets (i.e. force multiplication). The reason I'm particularly against ECM as it exists is because it's not balanced. No other race has a force multiplier at all if judged by the same standards. No other race has an ewar where the only defense of against it can completely fail to do it's job. No other race has an ewar where the mere threat of the possibility of encountering that ewar forces the defenders to decide if they will waste a slot on a defensive module that doesn't really do anything. And finally, ECM kills opportunities for creative fleet compositions and tactics (and rock/paper/scissors.)
 | 
      
      
        |  Hungry Eyes
 Ministry of War
 Amarr Empire
 
 235
 
 
       | Posted - 2011.12.16 04:45:00 -
          [34] - Quote 
 
 Midori Tsu wrote:The amount of dumb in this thread is astounding.
 The OP does bring up some fine points, but he's wrong on some of them.
 
 The Talos is the only not being used, due to having to be at 0 and no tank, you might as well just get a Brutix.
 
 250mm rails do hae a slight problem, but not as big as your making it out to be.
 
 
 well at this point im going to have to request some metrics. both the Talos and medium rails are not getting significant kills from what ive seen anyways. there's no reason to use anything over the Tornado's alpha and Oracle's dps.
 
 the problem is essentially the same: why fly anything other than Canes and Drakes?
 | 
      
      
        |  Valtis Thermalion
 Industrial Goods and Services
 
 0
 
 
       | Posted - 2011.12.16 05:03:00 -
          [35] - Quote 
 Problem with the ECM is that it's tied to rng and there is very little you can do yourself to influence whether or not you get jammed. ECCM of course helps you, but it has the problem that it's very difficult to get the feeling whether it's working or not - with sensor boosters you can see immediate increase in your targeting range for example, but with ECCM you don't get any notifications when it successfully helped you to resist incoming ECM. Probably a lot of the hate the ECM receives is due to the fact that the target feels out of control of the situation, that he\she is essentially the victim of the rng and all they can do is hope that they aren't jammed.
 
 As I just spent 5 minutes thinking about this, I feel confident on proposing the following: Change the mechanics to such that instead of rolling the dice to see if target is jammed, the time you are jammed depends on target's sensor strength and total (stacking penalized) jamming strength on the target.
 
 Jam time in seconds = 20*jam strength / sensor strength (or whatever time is appropriate, 20 seconds is just the current one)
 
 Obviously this would require rebalancing jammer strength. Jammed target could also receive a boost to their scan resolution after the jam timer ends so that they can actually lock something in between jam cycles, especially if they are larger vessels like battleships or even capitals. Additionally, you could always throw in maximum time for jam cycle to prevent permajamming.
 
 Various good sides compared to current systems are that it would be predictable and make any plans against it (or using it) easier vs hoping that the rng gods are favorable to you today. It would also make ECCM feel more useful as you could easily see it working. Stacking penalties would be easier to implement than on current change-based system. Also, ECM would still be a force multiplier, vastly reducing incoming dps from heavier ships.
 | 
      
      
        |  Bienator II
 madmen of the skies
 
 359
 
 
       | Posted - 2011.12.16 05:15:00 -
          [36] - Quote 
 
 Hungry Eyes wrote:the problem is essentially the same: why fly anything other than Canes and Drakes?
 for the same reason why you probably don't want to play a singleplayer game in easy mode, aimbots and wallhacks?
 a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105
 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked
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        |  Hofbrau Dunkel
 Republic Military School
 Minmatar Republic
 
 0
 
 
       | Posted - 2011.12.16 05:15:00 -
          [37] - Quote 
 .
 | 
      
      
        |  Hofbrau Dunkel
 Republic Military School
 Minmatar Republic
 
 0
 
 
       | Posted - 2011.12.16 05:15:00 -
          [38] - Quote 
 
 Ranger 1 wrote:I'd still like to see Hybrids redesigned.
 Blasters = Slow rate of fire, HUGE alpha.
 
 
 Making close range weapons have a slow RoF is a bad idea, high transversal will wreak havoc on low RoF weapons much more than high RoF weapons.
 
 Any proposals calling for an entire overhaul of all racial bonuses are never going to be considered, so don't bother with them. On the EWAR front, I have a couple of specific proposals to help balance out the racial EWAR:
 
 1) Make ECM's beak locks only instead of breaking locks and preventing relocking for a period of time.
 
 2) Make signal distortion amplifiers increase the range and effectiveness of all EWAR (ECM, damps, target painting and tracking disruptors). Currently ECM is the only form of EWAR that can fit a module to improve its effectiveness. This need to be changed.
 
 3) Increase the base optimal range of all EWAR (ECM, damps, target painting and tracking disruptors) and/or give all dedicated ewar ships a boost to their racial EWAR optimal range. The problem with most EWAR platforms is that they are paper thin, which goes double for electronic attack frigs, but the base optimal range of their respective EWAR usually means fighting in the kill zone of most weapons.
 
 
 I believe neuts, webs and scrams are well balanced and should be left as is, although it wouldn't hurt to give a few more gallente ships a web range or web strength bonus.
 | 
      
      
        |  Grimpak
 Midnight Elites
 Echelon Rising
 
 166
 
 
       | Posted - 2011.12.16 12:30:00 -
          [39] - Quote 
 
 mkint wrote:Grimpak wrote:. ECM brings the role of force multiplier to the game and in that role it is perfectly balanced. And by this, you mean "omg, my wtfsolopwnmobile will be balanced in line with the other ships! no way!" Actually, I'm not particularly against 1 ewar ship shutting down multiple targets (i.e. force multiplication). The reason I'm particularly against ECM as it exists is because it's not balanced. No other race has a force multiplier at all if judged by the same standards. No other race has an ewar where the only defense of against it can completely fail to do it's job. No other race has an ewar where the mere threat  of the possibility of encountering that ewar forces the defenders to decide if they will waste a slot on a defensive module that doesn't really do anything. And finally, ECM kills opportunities for creative fleet compositions and tactics (and rock/paper/scissors.) 
 
 by that I mean that is perfectly balanced in the role that is supposed to occupy, which is being a force multiplier.
 
 
 
 the design itself however, is ovepowered, and unfortunately, beyond removing it or making it totally useless. any change that you might impart on them will either bring no significant change, or make them too good or too bad. ECM is pretty much a "yes/no" type of tool with random probabilities of hitting "yes" or "no". Basically a force multiplier attack of the denial type.
 
 make it hit too much on "yes" and it becomes OP. make it hit too much on "no" and it becomes useless, and keeping with this design there is really no other way to balance it any further. So in the end, you either remove it, or rework the mechanic from the ground into something totally different that it is today. And in keeping the "denial attack" we would hit on this very issue yet again, because people don't like to be locked out of a fight, so in the end we would have wasted dev developing time to reach the same conclusion we have nowadays.
 
 
 your solution, posted on another post, would totally remove the "force multiplier" role of ECM, making it a hindrance no bigger than a TP, since you would need to focus all your ewar in a single ship, and make it totally useless vs ships like logis that can lock 10 targets. And "creative fleet composition and tactics" is a bit relative. It is possible to make a creative fleet with ECM, that can beat a bigger fleet with no way to counter it, and that's what ECM is supposed to do.
 [img]http://eve-files.com/sig/grimpak[/img]
 
 [quote]The more I know about humans, the more I love animals.[/quote]
 ain't that right
 | 
      
      
        |  SmegB
 Onyx Brotherhood
 STR8NGE BREW
 
 1
 
 
       | Posted - 2011.12.16 13:32:00 -
          [40] - Quote 
 as far as balancing goes gallante for short range can do some crazy damage argueably best in game. Proteus SICK blaster dmg. MEGA OMG DMG only thing is they last a good battle cruiser myrm good tank decent dmg brutix good dmg decent tank. people tend to use BCs more in pvp so thats why gallante doesnt make the list.
 | 
      
      
        |  ALTternate
 School of Applied Knowledge
 Caldari State
 
 2
 
 
       | Posted - 2011.12.16 14:44:00 -
          [41] - Quote 
 
 mkint wrote:Grimpak wrote:. ECM brings the role of force multiplier to the game and in that role it is perfectly balanced. And by this, you mean "omg, my wtfsolopwnmobile will be balanced in line with the other ships! no way!" Actually, I'm not particularly against 1 ewar ship shutting down multiple targets (i.e. force multiplication). The reason I'm particularly against ECM as it exists is because it's not balanced. No other race has a force multiplier at all if judged by the same standards. No other race has an ewar where the only defense of against it can completely fail to do it's job. No other race has an ewar where the mere threat  of the possibility of encountering that ewar forces the defenders to decide if they will waste a slot on a defensive module that doesn't really do anything. And finally, ECM kills opportunities for creative fleet compositions and tactics (and rock/paper/scissors.) 
 I think the other ewars should be buffed.
 
 Also, if you're going to start pulling this fantastic line every time you post
 
 "The reason I'm particularly against ECM as it exists is because it's not balanced. No other race has a force multiplier at all if judged by the same standards. No other race has an ewar where the only defense of against it can completely fail to do it's job."
 
 Then you're going to continue to open up a huge can of worms.
 
 We all know the races are different and this reality is highlighted by ewar. Is it fair that Minmatar can pretty much zip around and destroy most opponents with little danger? What other race has a such a strong representation in PvP? If you're going to start arguing racial balance I think we need to look at the much bigger picture and not just ewar.
 
 BTW, there are counters to ECM. I know you hate the idea of fitting a module to counter another, but seriously fit one and suddenly ECM becomes much more manageable.
 | 
      
      
        |  baltec1
 
 248
 
 
       | Posted - 2011.12.16 14:55:00 -
          [42] - Quote 
 
 Kaylyis wrote: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.
 
 
 My mega out runs and out manovers most BCs it meets now and the combat range of blasters is perfectly fine so long as you dont try to fly them like an auto ship.
 | 
      
      
        |  Slade Trillgon
 T.R.I.A.D
 
 76
 
 
       | Posted - 2011.12.16 15:01:00 -
          [43] - Quote 
 I am for the rebalancing by way of the EWar rock/paper/scissors suggestion. Maybe the way to go with that first would be to balance Amarr vs Minmatar and then the Gallente vs the Caldari. Maybe I am biased as a RP'er but it makes more sense that way and then much variety may pop up since many fleet composites could be invented with all the crossover that occurs in day to day EVE warfare.
 
 
 Slade
 
 | 
      
      
        |  Ocih
 Space Mermaids
 
 14
 
 
       | Posted - 2011.12.16 15:48:00 -
          [44] - Quote 
 
 Alara IonStorm wrote: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. 
 This.
 
 Aurora/ Tach is a flash light. I passive locked a dram once at 240 km with a tinfoil Apoc and while I freaked him out and he went out to 300 km to break my lock, there was never any chance of me killing him.
 
 | 
      
      
        |  Messoroz
 AQUILA INC
 
 80
 
 
       | Posted - 2011.12.16 15:59:00 -
          [45] - Quote 
 My gallente alt now has 200+ kills with a rail Talos, stop whining and innovate beyond trying to use cookie cutter blaster fits on ******* everything like all the other nubs.
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        |  Ranger 1
 Ranger Corp
 
 533
 
 
       | Posted - 2011.12.16 16:10:00 -
          [46] - Quote 
 
 Messoroz wrote:My gallente alt now has 200+ kills with a rail Talos, stop whining and innovate beyond trying to use cookie cutter blaster fits on ******* everything like all the other nubs. 
 Few people use Rails to their best effect, nice to see someone that does.
 Revenge should not stop at the ship!
 
 It's not so much a mission statement,-áit's more like a family motto.
 | 
      
      
        |  Hungry Eyes
 Ministry of War
 Amarr Empire
 
 235
 
 
       | Posted - 2011.12.16 17:41:00 -
          [47] - Quote 
 
 baltec1 wrote:Kaylyis wrote: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.
 
 My mega out runs and out manovers most BCs it meets now and the combat range of blasters is perfectly fine so long as you dont try to fly them like an auto ship. 
 your mega is out-tanked, out-dps'd and out-ranged by any amarr and minnie bs. taking down bc's with ease is something every bs should be capable of. and only the shield mega with 2-3 TE's in lows has decent damage projection (still laughed at by any pulse boat).
 | 
      
      
        |  Hungry Eyes
 Ministry of War
 Amarr Empire
 
 235
 
 
       | Posted - 2011.12.16 17:47:00 -
          [48] - Quote 
 
 Messoroz wrote:My gallente alt now has 200+ kills with a rail Talos, stop whining and innovate beyond trying to use cookie cutter blaster fits on ******* everything like all the other nubs. 
 i dont know, this sounds like a whole bunch of hot air to me. im not saying i dont believe you, im sure you got on the killmails. but the mega pulse oracles and arty tornadoes did all the work for sure. unless you can give me some examples, im afraid youre not contributing anything to the thread. large rails have nothing to offer over arties and mega pulses with scorch.
 
 in addition, this does not address the issue with medium rails, which are awful.
 
 
 
 but really, id love to get some sort of response from CCP regarding upcoming plans for overall ship balancing and Gallente fixing.
 | 
      
      
        |  mkint
 
 472
 
 
       | Posted - 2011.12.16 17:55:00 -
          [49] - Quote 
 
 Grimpak wrote:
 your solution, posted on another post, would totally remove the "force multiplier" role of ECM, making it a hindrance no bigger than a TP, since you would need to focus all your ewar in a single ship, and make it totally useless vs ships like logis that can lock 10 targets. And "creative fleet composition and tactics" is a bit relative. It is possible to make a creative fleet with ECM, that can beat a bigger fleet with no way to counter it, and that's what ECM is supposed to do.
 Someone else posted a no-relock delay idea that might be acceptable if:
 
 All other racial ewar boats had a 100% role bonus to their ewar (thus providing that force multiplier mechanic to other races). and ECCM had some benefit in addition to countering ECM.
 
 ECM is a bad mechanic, from the randomness, to the counter, to it's ability to 100% completely remove someone from a fight rather than reduce their effectiveness.
 
 I was going to suggest earlier that what if ECM, instead of breaking locks ECM had a 100% chance of offlining random modules? ECCM would be changed to reduce the capacitor needed to online those modules (and maybe a scripted secondary benefit, like reducing heat from overloading?) I'm not sure how this would balance with rock/paper/scissors ewar between the races, but either way, pretty much ANY other idea is better than ECM as it is now.
 | 
      
      
        |  Hungry Eyes
 Ministry of War
 Amarr Empire
 
 235
 
 
       | Posted - 2011.12.16 17:58:00 -
          [50] - Quote 
 yep, there's a reason WoW moved away from RNG effects. they make pvp ******* stupid.
 | 
      
      
        |  Nariya Kentaya
 Celestial Ascension
 
 92
 
 
       | Posted - 2011.12.16 19:47:00 -
          [51] - Quote 
 
 Crias Taylor wrote: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 wrong, pulses are still relatively close range, with DPS dwindling severely as you switch to farther optimal crystals, and they are easy to overpower in a long term engagement IN FACT the biggest weakness of amarr pulse ships is their ******** levels of cap usage which IMO i belive is enough of a counterbalance to their high volley ability.
 
 though arties have high alpha AND optimal and have NO excuse.
 | 
      
      
        |  Grimpak
 Midnight Elites
 Echelon Rising
 
 167
 
 
       | Posted - 2011.12.17 01:50:00 -
          [52] - Quote 
 
 Nariya Kentaya wrote:Crias Taylor wrote: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 wrong, pulses are still relatively close range, with DPS dwindling severely as you switch to farther optimal crystals, and they are easy to overpower in a long term engagement IN FACT the biggest weakness of amarr pulse ships is their ******** levels of cap usage which IMO i belive is enough of a counterbalance to their high volley ability. though arties have high alpha AND optimal and have NO excuse. actually, arties have the smallest optimal of all long range weapons. the 1200mm for example even has a bigger falloff than optimal.
 
 
 
 they do however have the biggest falloff.
 [img]http://eve-files.com/sig/grimpak[/img]
 
 [quote]The more I know about humans, the more I love animals.[/quote]
 ain't that right
 | 
      
      
        |  Tore Vest
 Vikinghall
 
 104
 
 
       | Posted - 2011.12.17 01:56:00 -
          [53] - Quote 
 
 Messoroz wrote:My gallente alt now has 200+ kills with a rail Talos, stop whining and innovate beyond trying to use cookie cutter blaster fits on ******* everything like all the other nubs. 
 Killmail whoring... eh?
  
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        |  Hungry Eyes
 Ministry of War
 Amarr Empire
 
 236
 
 
       | Posted - 2011.12.17 16:24:00 -
          [54] - Quote 
 bump, id still like an answer
 | 
      
      
        |  Mariner6
 EVE University
 Ivy League
 
 38
 
 
       | Posted - 2011.12.17 17:43:00 -
          [55] - 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.
 
 Removing rig penalties would be a massive failure. Can you imagine an armor tanked hurricane with no loss to speed? All that would do is make minmatar even more OP. The changes to fix Gallente MUST be done specifically to Gallente hulls. If its done to Modules then all that will happen is the other races with just be that much better. The problem is the hulls of Gallente ships (all the attributes) and hybrids. Bonus, stats etc must directly be adjusted.
 | 
      
      
        |  Alara IonStorm
 
 631
 
 
       | Posted - 2011.12.17 17:50:00 -
          [56] - Quote 
 
 Mariner6 wrote:Can you imagine an armor tanked hurricane with no loss to speed? All that would do is make minmatar even more OP.
 Your example is flawed a faster Armor Cane would not be much of an issue. It would not have it's Nano Agility / Speed, Dmg and Range enjoyed by the much used Shield Counterpart. It's use as a rush Armor DPS Ship would see some improvements but inside Blaster Range where it would fight it would have a difficult time competing.
 
 The benefits to Gallente far outstretch the 3 Minmatar Hulls this would help. Add in more Hybrid Balancing and this is a step in the right direction.
 | 
      
      
        |  Keen Fallsword
 Billionaires Club
 C0VEN
 
 27
 
 
       | Posted - 2011.12.17 22:39:00 -
          [57] - Quote 
 friendly bump
 | 
      
      
        |  Hungry Eyes
 Ministry of War
 Amarr Empire
 
 236
 
 
       | Posted - 2011.12.17 22:47:00 -
          [58] - Quote 
 and up
 | 
      
      
        |  Wacktopia
 Sicarius.
 The Kadeshi
 
 57
 
 
       | Posted - 2011.12.18 01:44:00 -
          [59] - Quote 
 
 Midori Tsu wrote:The Talos is the only not being used, due to having to be at 0 and no tank, you might as well just get a Brutix. 
 Thought the exact same the first time I looked at Talos fits. The recent hybrid changes are good but I think CCP still need to look a little at Gallente. Not saying they should make them just like other races but perhaps just better at what they do.
 | 
      
      
        |  Ranger 1
 Ranger Corp
 
 536
 
 
       | Posted - 2011.12.18 02:29:00 -
          [60] - Quote 
 
 mkint wrote:Grimpak wrote:
 your solution, posted on another post, would totally remove the "force multiplier" role of ECM, making it a hindrance no bigger than a TP, since you would need to focus all your ewar in a single ship, and make it totally useless vs ships like logis that can lock 10 targets. And "creative fleet composition and tactics" is a bit relative. It is possible to make a creative fleet with ECM, that can beat a bigger fleet with no way to counter it, and that's what ECM is supposed to do.
 Someone else posted a no-relock delay idea that might be acceptable if: All other racial ewar boats had a 100% role bonus to their ewar (thus providing that force multiplier mechanic to other races). and ECCM had some benefit in addition to countering ECM. ECM is a bad mechanic, from the randomness, to the counter, to it's ability to 100% completely remove someone from a fight rather than reduce their effectiveness. I was going to suggest earlier that what if ECM, instead of breaking locks ECM had a 100% chance of offlining random modules? ECCM would be changed to reduce the capacitor needed to online those modules (and maybe a scripted secondary benefit, like reducing heat from overloading?) I'm not sure how this would balance with rock/paper/scissors ewar between the races, but either way, pretty much ANY other idea is better than ECM as it is now. 
 
 Hmmm, as a secondary effect of ECCM I could see it reducing Sig Radius.
 
 Sig radius is a reflection of a ships electronic signature, I could see the distortion put out by ECCM effectively having a low key but noticeable effect on lock times, missile accuracy, scanning efficiency, etc.
 
 Revenge should not stop at the ship!
 
 It's not so much a mission statement,-áit's more like a family motto.
 | 
      
      
        |  Professor Alphane
 Alphane Research Co-operative
 
 3
 
 
       | Posted - 2011.12.18 02:53:00 -
          [61] - Quote 
 TLDR on the EWAR disscusion
 
 My thoughts distance and speed is so important in the comparison of application of DPS, I think this is the main problem, along with the dumb idea a ship designed to hull hug should be an armor tank therefore suffering serious mobilitty penalties.
 
 My 'dirty hack' would be an extension of drone operation range allowing you to lock and engage some DPS within the first 10 secs of an engagment. Plus an speed and agiltiy buff so you can open up earlier in the combat and sustain more effectivley.
 
 /edit perhaps in the long run a move to a more unique form of tanking using speed low sig and resists in combination
 | 
      
      
        |  mkint
 
 484
 
 
       | Posted - 2011.12.18 03:04:00 -
          [62] - Quote 
 
 Ranger 1 wrote:mkint wrote:Grimpak wrote:
 your solution, posted on another post, would totally remove the "force multiplier" role of ECM, making it a hindrance no bigger than a TP, since you would need to focus all your ewar in a single ship, and make it totally useless vs ships like logis that can lock 10 targets. And "creative fleet composition and tactics" is a bit relative. It is possible to make a creative fleet with ECM, that can beat a bigger fleet with no way to counter it, and that's what ECM is supposed to do.
 Someone else posted a no-relock delay idea that might be acceptable if: All other racial ewar boats had a 100% role bonus to their ewar (thus providing that force multiplier mechanic to other races). and ECCM had some benefit in addition to countering ECM. ECM is a bad mechanic, from the randomness, to the counter, to it's ability to 100% completely remove someone from a fight rather than reduce their effectiveness. I was going to suggest earlier that what if ECM, instead of breaking locks ECM had a 100% chance of offlining random modules? ECCM would be changed to reduce the capacitor needed to online those modules (and maybe a scripted secondary benefit, like reducing heat from overloading?) I'm not sure how this would balance with rock/paper/scissors ewar between the races, but either way, pretty much ANY other idea is better than ECM as it is now. Hmmm, as a secondary effect of ECCM I could see it reducing Sig Radius. Sig radius is a reflection of a ships electronic signature, I could see the distortion put out by ECCM effectively having a low key but noticeable effect on lock times, missile accuracy, scanning efficiency, etc. I kinda like that idea. Of course, I highly doubt CCP will ever implement any of the radical changes the races need to be balanced, but it's still fun to theorycraft.
 
 They say there are 3 phases in empire... conquerors, bureaucrats, and decline. I think Hilmar managed to stall the decline (the part where the "rulers" try to suck every last bit of value out of the empire) but I don't see CCP moving back into conquering innovator mindset needed to do the big shakeup the races so badly need. When they do finally decide to do the shakeup it will be to stop the bleeding and already be too late. (I wouldn't mind being proven wrong though.)
 | 
      
      
        |  Mr Epeen
 It's All About Me
 
 541
 
 
       | Posted - 2011.12.18 03:25:00 -
          [63] - Quote 
 EVE needs a machine gun and rails would be perfect for that.
 
 Like Ranger 1 said way back on page one, a high rate of fire/low alpha/decent DPS would be a good compromise. And by high rate of fire I mean a serious rat-tat-tat 60 rounds per second with tracers on every fifth bullet. Way cool!
 
 EVE needs this.
 
 Mr Epeen
  If you can read this, you haven't blocked me yet.
 | 
      
      
        |  r0selan
 Kasar Infinae
 Ares Protectiva
 
 3
 
 
       | Posted - 2011.12.18 04:50:00 -
          [64] - Quote 
 give blasters ships the ability to "blink" 20km towards it's target, at great cap cost. there, problem solved.
 
 or, easier to implement I guess, give them a 10x bonus on mwd overheating.
 | 
      
      
        |  Hungry Eyes
 Ministry of War
 Amarr Empire
 
 236
 
 
       | Posted - 2011.12.18 06:06:00 -
          [65] - Quote 
 tallest said these are all changes theyre considering. i hope theres some really cool stuff being internally tested. it would be great to get a timeline though, or just some reassurance that they're working on SOMETHING.
 | 
      
      
        |  Katana Kane
 Hedion University
 Amarr Empire
 
 0
 
 
       | Posted - 2011.12.18 06:11:00 -
          [66] - Quote 
 
 r0selan wrote:give blasters ships the ability to "blink" 20km towards it's target, at great cap cost. there, problem solved.
 or, easier to implement I guess, give them a 10x bonus on mwd overheating.
 
 I have maxed blink on my level 70 scythe Evie and I like it. But blinking a big fat Mega? That's just wrong.
 
 | 
      
      
        |  r0selan
 Kasar Infinae
 Ares Protectiva
 
 3
 
 
       | Posted - 2011.12.19 10:17:00 -
          [67] - Quote 
 I don't know what "scythe Evies" are, but I was referring to SCII stalkers ability to "warp" a short distance ;)
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