Edited by: Roosterton on 12/06/2010 22:15:50Edited by: Roosterton on 12/06/2010 21:38:03The SacrilegeCurrently, the Sac, while being a fairly decent HAM boat, is overshadowed by the HAM drake in tank and DPS, leaving the Sacrilege with a lack of a role.
Solution: Lose the armor resist bonus for a 5% missile launcher RoF bonus per level. Give it one more missile slot.
While this further decreases EHP, it means the Sacrilege lives up to its name of "Heavy Assault" ship, and is capable of putting out great DPS, but with less of a tank.
The BrutixThe only problem I see is that the best Brutix fits completely ignore the armor rep bonus. You either armor buffer it or shield gank it.
Ths solution: drop the armor repair bonus for a hybrid tracking bonus.
Now people won't feel obliged to active tank it, and it can better hit small, fast things.
RocketsAlso known as "roflkets," the main problem is that they can barely hit anything and have horrible range.
The Solution: Give them the same explosion radius as light missiles, and give them about +30% explosion velocity.
Keep their range short, though. Now they'll do higher "real" DPS, so they should have short range to balance this.
BlastersShort range, bad tracking, and DPS which many find isn't worth it.
The Solution: Buff the blaster damage modifier.
Now when they do hit, it really counts.
The DramielLots of slots, good EHP, really fast, and three drones makes the Dramiel probably the most hated, "overpowered" ship in EVE.
The Solution: Drop the EHP levels down to slightly below that of a T1 Rifter.
While it's still fast and annoying, it will die in one or two good hits from a medium sized ship.
The RetributionThe Retri is commonly disliked because of one mid slot, which makes it useless for solo PVPers, and useless as a tackle boat, even though it's a frigate which is supposed to be fun with both of those things.
The Solution: Remove a turret hardpoint and a high slot, add a medium slot.
The Retri will still have its impressive five-low slot layout, allowing for impressive tank, but it no longer has four guns, and can actually tackle stuff now.
Assault ShipsThey have no clearly defined role, and almost everything they do is done better by a cruiser.
The Solution: Bring back the AB bonus, anyone? (Props to Darius McClever)
This allows them to travel fast enough to catch nano cruisers and whatnot while not running their cap dry with a MWD at the risk of being shut down by a scram. They also have the ability to tank a bit, but they won't be as fast as an inty.
ECM!NO MORE CHANCE BASED ABILITY TO STOP YOUR ENEMY FROM DOING EVERYTHING!
The Solution: Make each ECM have a set jam strength (depending on whether it's racial or multispec) and each ship a set sensor strength. We already have this, but instead, now the ship WILL be jammed if the total jam strength applied to it goes higher than its total sensor strength, but WILL NOT be jammed if it is too low. Make sure to re-work the jam strength and sensor strength numbers so this isn't too overpowered/underpowered. NOTE: Ideally, they would be re-worked so it takes one max-skilled falcon to permajam a frig-cruiser, and two or more for BCs and battleships.
Now it won't be as "HAHAHA you're in hull, oh **** I've been jammed for 20secs by a single ECM drone, now he's going to kill me."
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That's all I could think of on the spot. Thoughts? Suggestions? Improvements?
