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Thread Statistics | Show CCP posts - 20 post(s) |
Mafone
The Dark Space Initiative Scary Wormhole People
3
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Posted - 2016.08.30 01:09:01 -
[1] - Quote
OK First off off grid boosts needed nerfed - they were op.
However have a number of problems with this as suggested@
Firstly the command processors becoming rigs is a nerf to Command ships - instead of the present up to 7 links per ship they get 4 and have to be ongrid. (they can only fit 2 rigs) A T1 BC can now get the same number ie 4 (links - it has 3 rig slots to T2s 2) if not the same effect multipliers. Also notice from the figures given that you have not only nerfed range (needed - ongrid is good) but also amount of boost and duration (not good).
Your figures state for example: Max skirmish boosts will be Reduces signature radius -32.34% at present at a range of 50km for 1 min - I am presently sitting my booster in a Slepneir getting - 34.5% sig radius reduction with much longer duration/range. Similarely Armored Warfare passive defence is being nerfed from system wide enduring boost of 25.88% to short range short timed 21.56%
As I said there does need to be some work done to remove off grid boosts (and I say that from someone who flys boosts a lot) but Nerfing range, duration and effect for something that people have put a lot of skill points and time into needs much more thought. As well as making Fleet command Skill needed to get max boost range skills from something that lets face it was only needed by FC's for large alliances where fleets approach the max number of players to something more needed as a 12x skill is not cool.
My suggestion would be: 1) Make all boosts on grid - 50-70km range or so with skills might work. Needs to be large enough to allow logistics to be at range and still get boosts.
2) Command Ships need to at least be able to fit 3 links as a base possibly with 3 Rig slots to allow some variations on the present max multi link ships obviously fitting should be nerfed by the command processors as presently to nerf max tank etc.
3) Links should definately NOT be nerfed in all 3 of range, duration and amount. Yes make gameplay more active and ongrid but the boosts should be increased over the present amounts with max skills - oh and all this is gonna cost you in ammo costs that you don't have now -
4) Leadership skills need some love in this - after all why would someone train them now apart for boosting toons. Small gangs and kitchen sink fleets (which may presently may not have dedicated command ships of any sort) just got significantly nerfed as the passive bonuses do not apply - so this favours larger more organised fleets who lets face it already have max leadership skills/ppl - and makes small gangs much more vulnerable unless they bring command ships etc. I think some sort of balance is required in this perhaps making leadership 5 necessary for squad command, and providing some sort of low level boost as at present.
TBH i think it will be hard to not present this as a nerf to high skill players - yes they do get perhaps better gameplay but for much less reward - as someone who has nearly 2 years of skill training invested in leadership between my toons this needs much more work and as they say the devil is in the detail - much more of which is needed and needs to be tweaked.
I hope this is constructive |
Mafone
The Dark Space Initiative Scary Wormhole People
3
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Posted - 2016.08.30 20:52:05 -
[2] - Quote
My main comments were at #347
But reading through this I am not sure of the whole mining boosts thing that seems to have overtaken this topic.
The risk/reward balance for Rorq on grid in belts/anoms and fixed in place a la siege may be a bit to much - speaking as someone who enjoys nothing more than ganking miners and would love to find a whole immobile PANIC mining fleet while I ping for more dps. There does have to be some balance and perhaps the balance is off in this.
I have seen a number of suggestions - moving mining anoms back to scanned sites would make a bit of sense to mitigate this - however this should also be done with either the removal of or delay of local chat (in null/low) which is the biggest annoyance for pvp roams in null especially. Yes make the belts harder to find but encouraage active gameplay by making ppl check D-scan for probes rather than relying on an alt a few jumps out seeing ppl in local. Even a 1 minute delay in local would help.
As for the links as I said before yes stop offgrid, but nerfing range, duration, amount and command ships themselves (less links) as well as passive nerfs to fleets usually small without boosters at present (by removing base skill effects) is too much.
AOE boosts with decent duration and range good. They have to also be significant in effect not nerfed as suggested - indeed should if anything be buffed to make them more reflect increased effort.
Specialised command ships/Destroyers need to be reworked in this properly.
Also unless I am very much mistaken we will start to see Sleipnir's online for high skill players and groups which will decrease rather than increase ship diversity in fleets. Ppl who cant afford/fly these may use a T1/Faction BC doctrine where everyone boosts but not sure this is the best way to go. |
Mafone
The Dark Space Initiative Scary Wormhole People
4
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Posted - 2016.11.11 22:55:57 -
[3] - Quote
What happened to: Blog three will focus on the balance tweaks being made to combat-focused boosting ships to release alongside the new system. Blog four will be released right before the November release, covering all the changes to the plan we made thanks to your feedback and summarizing all the ship and module balance changes in the November release for easy reference.
Are the balance tweeks (NERFS) to combat focused Boosting ships further expanded as we were promised and if so where as well as the whole blog 4 stuff. They don't seem even to be in the patch notes for ascension which were published today
As a high skilled command ship pilot would be nice to be able to know whats happening to the ships themselves amidst this extensive and in some places needed (on grid finally) reworking of the command boost system - we have had the well overpowered details on the so much buffed Mining command ships that they are well OP for months. Yet the much more common and integral to combat command ships???? apart from the general point of nerfing the number of links they can field and a promise of a dev blog on further details nothing. I know this patch is all about how much ccp loves miners but I am sure the number of active combat command ships in game far exceeds to niche mining ones probably by orders of magnitude. So what are you doing to our command ships apart from nerfing the number of links and the on grid stuff. Will we have to wait until tuesday when we log in to see if we can pilot ships we already have and how effective they are? |
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