open All Channels
seplocked Features and Ideas Discussion
blankseplocked Balancing - Identifying problems
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: first : previous : ... 39 40 41 42 43 44 45 [46] 47 : last (47)

Author Topic

Anh Nguyen
Posted - 2011.05.30 07:25:00 - [1351]
 

Edited by: Anh Nguyen on 30/05/2011 07:25:32
1/ Please give the drone tracking mod: Omnidirectional tracking enhancer the similar fall off bonus from tracking enhancer and tracking computer, eve is a competitive games after all, you should not give one guy (turret slinger) the edge without giving that same edge to the other guy (drone slinger) that same edge, because the sentry drone is essentially a battleship long range gun.

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1516286

Elvis Preslie
Posted - 2011.06.02 04:45:00 - [1352]
 

The main imbalance of EVE I have brought up in discussion here:

Warp Core Stabilizers

Griptus
Caldari
Posted - 2011.06.03 01:36:00 - [1353]
 

Edited by: Griptus on 03/06/2011 01:48:42

The Greatest Anti-Blob Solution of All Time

Zindee
Gallente
Eternal Profiteers Academy
Posted - 2011.06.06 16:47:00 - [1354]
 

I would like to see mining ships get a little love
bump the resists 10% accross the board and maybe add the warp strength bonus that the skiff gets to all the exumers.
i would also like to see a end to insurance payouts for ships killed by concord.
this wont end suicide ganks but would make it just a little more costly and give the mining ship at least a slim chance of escape.
I also see a discrepency between the races in damage dealing and in shield VS armor in PvP the damage out put looks like it's close but the ability to apply it seems lop sided.

Phigmeta
Posted - 2011.06.13 17:46:00 - [1355]
 

More tech Moons.....

Method to improve output from Moons (t2 miners)

OH and FFS fix alchemy (what a joke)

And for the love of god spread the tech out a bit please.


OH and while your at it fix Gallente FFS. Ya want proof that no one likes to fly gallente ... look at the market for gallente specific building materials... yeah its freaking flat.... why ... NO DEMAND

Stacy Lane
Posted - 2011.06.14 10:42:00 - [1356]
 

1. Blasters.
2. Sentries shooting drones in low sec (can't do piracy in a drone boat and coupled with 1 above rules out a large number of Gallente ships from being effective in low sec).
3. Getting criminally flagged for remote repping a gang and corp mate because they are flashy red (not really a balance issue just a plainly broken mechanic).

Solli Crow
Posted - 2011.06.18 00:26:00 - [1357]
 

1. Unscannable ships. I have maxed out skills in probing, pimped up ship and yet, I can't probe out those ships. why do I train my skills for several months just to find out that my time is wasted? Plus, they run missions in low sec getting near 100k LP. You are kidding me? absolutely ssfely knowing that nobody can find them.
2. Blasters need boost. It is true, the guns are pretty bad since web nerf.

WenaraHUN
Amarr
HUN Corp.
HUN Reloaded
Posted - 2011.06.27 14:04:00 - [1358]
 

Edited by: WenaraHUN on 27/06/2011 14:04:30
Originally by: "Sokratesz
Rionnag Alba
Northern Coalition."



Issue:

If you join a fleet with armour bonuses, they are applied instantly, adding xx % to your armour.

If you join a fleet with shield bonuses, they are *NOT* applied instantly, instead your total shield is increased but the amount is shown as 'damage', requiring you to wait for a long time for it to passively recharge, or to boost it / have it boosted to max before you can enjoy the full bonus.

Even worse, this happens every time you change sessions (undock, jump system, jump cyno, etc.)

Proposal:

Make shield bonuses apply instantly, like armour. If you have already taken damage, its easy to not make it exploitable by making new shield % == old shield %, or one of many other ways.

The proposal has been brought up a first time, and it was deemed incomplete. I would like to re-raise it with the following addition:

To prevent passive shield tankers (depending on recharge) to gain benefits from this bonus, it should increase shield recharge time by the same % that it does shield HP.

This should count for both normal gang bonuses and titan fleet bonuses, so that the siege warfare skill would read:

'increases gang member shield hp and recharge time by 2% per level'

And the leviathan description would read:

'increase gang members shield hp and recharge time by 7.5% per level'

This makes sure that the recharge rate per second stays the same when compared to non-bonused, thus negating any advantage the ship main gain from recharge.

- Sok.


Here is a good idea for balancing the gang bonuses.
Something should be down with the shield gang bonus, because at the current state the HP bonus is hardly ever useabble, due the extremely long time which is required to recharge few K or millions of shields HP.

Klytior Am'jarhs
Posted - 2011.06.28 09:47:00 - [1359]
 

1. Supercarriers/mothership

I did mission in lowsec not for the extra bit of LP and ISK but to shoot the pirates that came by. Then they introduced motherships.
Ever since the point they entered the game they ruin the experience for me. First you couldn't tackle them in lowsec you need to bump and neut them. Only the destroyer interdictor excisted. So Ign0ramus entered system... and we well as mission runners 20 vs 1 couldn't do anything... I spend 3 day in a row loggin in .. looking at local an log off again. And we try to hurt him like this one:
http://eve.battleclinic.com/killboard/killmail.php?id=2212786

Okey they aren't the undestroyable gatecampers anymore. But they hunt for any carrier because they can destroy it within 60second if it aggress on undock. There is no point at flying other capitals vs SC just because the amount of dps.

Please get them where they belong.

2. t2 ammo

3. t1 destroyers are bad except thrasher...

Dark' Lord
Minmatar
Malum.
Posted - 2011.06.29 16:34:00 - [1360]
 

1. Supercarriers in lowsec (they just ruin any fight you get in lowsec)
2. Nano ships
3. Cloak and mwd trick for insta warp

Shadow Wind
Gallente
Crimson Empire.
Posted - 2011.06.29 23:20:00 - [1361]
 

1. Gallente ships (boost armor rep bonus and get rid of mwd bonus in favor of something else, maybe mwd speed or hybrid tracking/falloff?)
2. Boost Hybrid weapons both blasters and rails. Fail at tracking, fail at cap, fail at inventory space, fail at range/dps ratio
3. Make mining more interesting. Maybe something that can boost mining yields for people who aren't botting such as random moments when people can turn off their mining cycle early but still get the full cycle yield (thus mining more per minute but requiring you to actually stare at your screen. Plus something to just generally make it more challenging (besides the risk of losing your ship to rats and pvpers)

Selnix
Gallente
North Eastern Swat
Pandemic Legion
Posted - 2011.06.30 05:54:00 - [1362]
 

1. Hybrids

2. AF 4th Bonus

3. Small gang/Solo pvp

Meditril
Posted - 2011.06.30 13:18:00 - [1363]
 

Edited by: Meditril on 30/06/2011 13:18:45
Tier 1 Navy Issue Cruisers are totally dominated by their tier 2 counterparts. For example Scythe Fleet Issue is described to be fastest ship however due to it's much higher mass than the Stabber Fleet Issue it is almast as fast as the Stabber Fleet Issue with MWD turned on. You will find a similar situation for the other Navy Issue Cruisers.

Solution proposal: Reduce the mass of all Tier 1 Navy Issue Cruisers to the mass of their Tier 2 counterpart. This will make this class of ships useful. Then they are still significantly weaker than their Tier 2 counterparts but they will get significantly faster than Tier 2, which is a fair trade.

orange offspring
Posted - 2011.06.30 16:43:00 - [1364]
 

not exactly balancing anything but be nice if you could make some obvious and simple changes that are important especially if you have more than 1 character, changing settings like for example turning station graphics off on alts and leaving it on your main and when you log on next time its the same ... at the moment if you leave 1 character with station graphics on then all others will have it on even tho you have turned it off ... rather anooying as when you forget and load up all your characters it takes about 2 weeks for your PC to actually load all the CQ crap

Rich Bong
Posted - 2011.07.03 20:59:00 - [1365]
 

Edited by: Rich Bong on 03/07/2011 21:08:51
Edited by: Rich Bong on 03/07/2011 21:01:48
1. Minmatar Militia is being choked off from its homeworlds. Only the Minmatar have a one system choke point that cant be avoided to get into FW space.

How about Concord open a forgotten back door from the Rens area to FW Space?

2. Having issues with gate and station campers using neutral party boosters or alts in opposing faction for support. You can see em but cant do anything about em without taking a standings hit.

Id like to see a Militia Tribunal Court (players) who can declare a character (nautral or even friendly) an enemy of the state based on assisting or spying for the other team. Maybe appoint one person from each of the 3-6 largest militia corps to run the Tribunal court. This puts more power in the hands of the players and helps CCP stay away from in-game politics.

Frank Bean
Posted - 2011.07.05 04:43:00 - [1366]
 

Hi, I started playing eve a few months ago; almost 7 million skillpoints, 2.4 million of them in drones. Here's what I think.

1. Drone boats - I am gallente, so take it for what it's worth. Vexor: make the drone bay exactly like the arbitor, bandwidth and all. Myrm: Make the bandwidth 80 and increase the drone bay to 200. Domi is fine. Reason: It's the versatility of the drone boats that makes them cool. compared to the arbitor's drone bay the vexor feels like the little brother. I'd rather have the versatility of a large drone bay and limited bandwidth than the other way around. The myrm, just to make it's pvp and pve abilities better, being able to field 2 ogres and 3 hammerheads for some proper damage output, combined with buffer tanking pvp ships who negate a nice bonus to the ship it would be nice to have something to fall back on, again, versatility. As for the other gallente cruisers...

2. Other gallente cruisers - just make the brutix increase it's drone bay to 75. makes the versatility to engage medium and small targets a nice addition to the other bonuses. That's it.

3. I see a lot of comments about blaster boats, but since I have limited pvp experience i'll just stay out of that one. so I have no #3.

That's my 2 cents.

Dallenn
Minmatar
Jericho Fraction
The Star Fraction
Posted - 2011.07.05 13:07:00 - [1367]
 

1. Frigates are too weak (DPS & survivability)
2. High-speed ships & fits are too weak and uncommon
3. PoS and Sov fights are decided by who builds the strongest blob, not by who orchestrates best small hit-and-run attacks at several targets

Andrew Maxwell
Posted - 2011.07.10 21:05:00 - [1368]
 

1. Railguns
2. Blasters
3. Hybrid Turrets

Gallente boats are obsolete in almost all cases-Amarr do more damage, because you always give Amarr more lowslots-2 magstabs vs 3 heat sinks means amarr wins. What's more, blasters take more cap. Gallente is also slower, which means no range control, and their tanking bonuses are far inferior to Amarr, as Amarr tanks actively just as well as Gallente but can also buffer much better. This is, of course, -in addition- to their longer range weapons which take no ammo, less cap, have longer range and have space to be bonused to do more damage on nearly every ship. Take a long, hard look at a Moros and ask yourself "Why would someone ever choose this ship over a revelation-ever?"

If you're going to nerf webs into oblivion, blasters need something big, and rails are a joke webs aside. Caldari have unique control over damage types and amazing passive tanks, minmatar have the ability to decide when and at what range to engage in combat at, and Amarr have the best armor tanks and the best weapon types. Drones are not nearly enough to compensate for this.

Digital Messiah
Gallente
N7 Corporation
PandaMonium.
Posted - 2011.07.11 03:11:00 - [1369]
 

Hybrid turrets: Rails and blasters need some tweaking.

A number of ships: Whether it is their power grid, drone bay, CPU, or agility, there are quite a few that need some love. And quite a few that need to be taken down a notch.

Capital ships: By introducing a ship that has a multiplicative amount of health over others. You have in essence made said other ships pawns.

Larla Rosethorn
Minmatar
Renegade Pleasure Androids
Posted - 2011.07.14 18:54:00 - [1370]
 

Please fix Nidhoggur

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1548984

ian666
Minmatar
Virtual Democracy
C0VEN
Posted - 2011.07.16 10:02:00 - [1371]
 

Edited by: ian666 on 16/07/2011 10:37:14

SUPERCARRIERS Ballance

+ Ability to equip ONLY Fighter Bombers
+ Reduced drone bay on each ship to 125k m3 to hold only one set of bombers (25)
+ Make a restriction to Capital Ship Maintenance Array where FB can be fitted, to anchor only outside POS shields (with possible HP boost)


This will solve almost all of not all SC problems. This way things would be like in rl, where each carrier need a substantial number of smaller ships to counter other smaller things. Currently 50man gang can field 50 supers and kill everything from t1 frigate to other supers. Lets make supers more voulnerable to sub-caps, make them only untimate weapon vs structures and other supers, not sub-caps!.

CSMA anchored outside of pos shields will force todays pure SC fleet to have some normal Carriers to keep that structure/pos online in system.

As for Titans, things would be so much more interesting if:

+ Each activation of Doomsday would reduce Titan shield AND armor AND structure HP amount by 10%
+ Firing DD would ofc make titans stationary for 10 minutes, with inability to activate any kind of remote rep or cap transfer on them


This would stop DD'ing for example enemy Logistic ships or other sub-caps and force Titan pilot to choose his targets more carefully. Also this would increase role of normal carriers to maintenance Titans after fights (and will force using Remote Hull rep on Carriers more often). Currently when fight is over, then fight is over, Titan pilot dont need anything except grabbing some fuel, force some more maintenance on Titans!

E man Industries
Posted - 2011.07.18 16:02:00 - [1372]
 

not so much a balbnce issue between ships but rather a class of ships.

Right now freighters are huge and there is no mid sized option other than the orca(different skill path)

Players do not always need to carry the huge amounts freighters carry, but we do not also want a new ship to take away from the freighter.

So why of all the ships are there no fittings on these ships? Add 3 rig slots.
Reduce the amount they haul so if cargo rigged they are equivalent to current freighters.

This would let people set up there freighters how they like. More tank, more speed, more agility or more cargo. Rigs rather than modules because these ships are huge and not easily reconfigured like military vessels. May also promote people having more than one to use when they need a particular load hauled.

Also helps use up more rigs and introduces a sink when the rigs are destroyed or changed.

Will also make freighters more appealing.


Thanks for reading.





Annrea
Posted - 2011.07.18 17:56:00 - [1373]
 

Edited by: Annrea on 18/07/2011 18:58:41
ECM---(Mainly ECM drones)EC-300's should not be able to jam a T2 cruiser at all and they should have no chance on a T3 with a sensor boosting subsystem. 600's should also have a slim chance(0%-5%) on a T3 with a sensor boosting sub. On cruiser's 600's have a little chance. So on a graph with hull sizes it would look like
5 ECM'drones
300's 600's 900's (avr. time jammed)
Frig (10%-20%) (20%-40%) (40%-60%)
Cruiser (0%-5%) (10%-20%) (20%-40%)
T3+sens (0%) (0%-5%) (10%-20%)
BS (0%) (0%-5%) (10%-20%)
Captial (0%) (0%) (0%)

These are just base aprxs I think are more fair. So a frig spends about 6-12 sec's jammed on avr for every min by those pesky EC-300 drones.

2.
The Machariel should not be able to outrun crusiers. It should be limited to have a MW speed of about 2200-2300m/s overheated with two nanos fit.

3.
Supercarriers and titans should be 86'ed out of all empire space meaning lowsec.
If you cant tackle them without a HIC and a focused point why are they running around empire with no risk really pressing an instant win button. The should be on the BF they were made for, outlaw space in 1000 man fleet battles for SOV of some trusec system. Buying a supercarrier to grieve lowsec is really pretty messed up and should be delt with by flying a pebble size astroid with a few nukes attached into the ventilation shaft of the giant and then ignited from the inside out. Good bye.

EDIT:::You can also balance the supercap in lowsec problem by allowing all types of scram to work on supercarriers. They do have an ECM burst anyway. Since titans do not have an ECM burst then maybe throw in a new capital scram that you can equip on dreads and carriers and I think they can be tackled by a HIC with a focused point but Im not sure.

Name Family Name
Posted - 2011.07.22 10:48:00 - [1374]
 

1. Fix Hybrids. Lots has been said on the matter, so I'll keep it short: Rails are dead due to easy insta-probing and the related death of old-school sniperfleets. Blasters can't track anything non-stationary in their own optimal. Combine that with gallente ships being slow, blessed with brick-like inertia and nerfed webs and you have something entirely messed up.

2. Nerf autocannons: tremendous dps, able to deal all damagetypes, capless, lowest fitting requirements, awesome damage projection due to huge profit from tracking enhancers, best tracking of all turrets.
Lasers and Hybrids need to do a lot more EFT dps to make up for all the drawbacks mentioned above. Moreover, Minmatar ships have an additional dps/rof bonus where all laserships have that bonus on cap usage.They are more agile, more versatile, have the smallest sig and are faster, which allows them to dictate the terms of any engagement.
Projectiles are so damn overpowered, they're the best choice on lots of Gallente, Amarr and Caldari hulls despite missong out their boni, which is ridiculous.

3. Bring Armortanking in line with Shieldtanking. The ability to dictate the rules of engagement due to agility and speed seems to be underestimated by CCP. Active tanking in pvp is mostly dead anyway, which wont change unless there's a stacking penalty on #of ships firing on a single target, but with passive tanks, you end up with gimped agility, topspeed and acceleration on armortanks compared to an increase in sigradius for shieldtanks, which is rather meaningless after a certain threshold had been met. Oh - and you have passive regen as a cherry on top.

NoLimit Soldier
Posted - 2011.07.27 05:16:00 - [1375]
 

Originally by: Name Family Name
1. Fix Hybrids. Blasters can't track anything non-stationary in their own optimal.


I stopped reading your post after that.

Blasters tracking >> Lasers. Small/Large they even out track projectiles.



Name Family Name
Posted - 2011.07.27 16:46:00 - [1376]
 

Originally by: NoLimit Soldier
Originally by: Name Family Name
1. Fix Hybrids. Blasters can't track anything non-stationary in their own optimal.


I stopped reading your post after that.

Blasters tracking >> Lasers. Small/Large they even out track projectiles.





Rolling Eyes Hint: the key is the part where it says 'within their own optimal'.

Granted, I should have added +falloff in case of ACs....

On a side note, large Blasters don't out-track large ACs.


Kaelie Onren
Minmatar
Posted - 2011.07.28 02:37:00 - [1377]
 

Originally by: Rich Bong
Edited by: Rich Bong on 03/07/2011 21:08:51
Edited by: Rich Bong on 03/07/2011 21:01:48
1. Minmatar Militia is being choked off from its homeworlds. Only the Minmatar have a one system choke point that cant be avoided to get into FW space.

How about Concord open a forgotten back door from the Rens area to FW Space?





Great idea, but maybe have the the Republic ask for donations (in isk of course) from capsuleers to fund the BUILDING of a new stargate. Adds more of a roleplay flare to it.

NoLimit Soldier
Posted - 2011.07.28 16:06:00 - [1378]
 

Originally by: Name Family Name
the key is the part where it says 'within their own optimal'.

Granted, I should have added +falloff in case of ACs....

On a side note, large Blasters don't out-track large ACs.




On a side-side note, the top tier large blasters out track the top tier large autos. (0.0433 vs. .0432) (But yes the smaller ones are auto sided, but who uses 650s/Dual 425s?)

I've seen a ton of people do well using blasters, I think you are just doing something wrong.

Beautiful Trader Gorgeous
Posted - 2011.07.28 20:27:00 - [1379]
 

scan resolution to medium ships. It's very hard to catch same hull size ship with the natural scan res. for example a hac cant lock in time another hac.

Name Family Name
Posted - 2011.07.28 21:36:00 - [1380]
 

Originally by: NoLimit Soldier
Originally by: Name Family Name
the key is the part where it says 'within their own optimal'.

Granted, I should have added +falloff in case of ACs....

On a side note, large Blasters don't out-track large ACs.




On a side-side note, the top tier large blasters out track the top tier large autos. (0.0433 vs. .0432) (But yes the smaller ones are auto sided, but who uses 650s/Dual 425s?)

I've seen a ton of people do well using blasters, I think you are just doing something wrong.


I've seen competitive use of blasters as well - three years ago.

You're still missing the key: 0.0001 rad/sec better tracking and ~30% better optimal hardly compensate for 200% better falloff, capless guns with free choice of damage and the option to use tracking bonused ammo on ships with vastly superior mobility. Especially when using tracking enhancers which will boost falloff into oblivion.

Now pulses track really bad compared to blasters, but trading 20% tracking and 20% falloff for 350% base optimal is not as bad as it sounds on paper.

Lasers have plenty of other drawbacks though - especially the ships they're being typically used on having some cap-usage bonus on them, whereas AC ships (no cap needed at all) have another ROF/dmg bonus insead whilst using far less grid and CPU (mobility issues aside).

Hence, Caldari aside, everyone uses Minmatar guns - they're even better on most Amarr and Gallente boats as well as the Ferox because you can fit a higher tier due to their low fitting requirements and all the other advantages.

Projectiles need a massive nerf, blasters need a slight boost.


Pages: first : previous : ... 39 40 41 42 43 44 45 [46] 47 : last (47)

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only