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Player Features and Ideas Discussion

 
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Ballistic Control balance

Author
Catherine Laartii
Doomheim
#1 - 2014-06-21 06:43:43 UTC
Very simple...drop the CPU requirements down to 30 like all the other damage upgrades, and increase the drop rate for the meta launchers because dear lord...what is with that market pricing?

Would be fine with increasing their drop rate through guristas and caldari NPC drops. Any alternate ideas?
Virtuozone
Spitfire Syndicate
#2 - 2014-06-21 06:54:10 UTC
The CPU affect is already balanced as the tighter fitting requirement is the sacrifice made to compensate for the advantage of not being affected by TD's imho.

No clue on the meta BCU's though.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#3 - 2014-06-21 07:55:54 UTC
Meta BCU's do drop less, but they also are in higher demand than meta damage mods for other weapons.
Joraa Starkmanir
Station Spinners United
#4 - 2014-06-21 09:46:01 UTC
ViRtUoZone wrote:
The CPU affect is already balanced as the tighter fitting requirement is the sacrifice made to compensate for the advantage of not being affected by TD's imho.

No clue on the meta BCU's though.


Having no low/mid slot modules to boost application (expRad/expVel/speed/travel time) is what compensate for not beeing affected by TD. Also firewalling is not nearly as effective against guns...
RavenTesio
Liandri Corporation
#5 - 2014-06-21 16:18:12 UTC
While I completely agree that it doesn't make any sense why Missiles have a higher CPU Requirement for the Damage Module, even the Basic T1 requires +1 CPU over the Meta 4 for any other Damage Module.

Now the one GOOD thing about BCU is that Tech 1 is 35 TF, while the Tech 2 is 40 TF - this might not seem good, but when you compare it to every other Damage Mod; where the T1 and T2 are both 30 CPU, you start to see a major issue with the Damage Mods in general.

To me this should change for ALL of them, so first of all regardless of the Damage Module being used the Fitting Requirements are basically identical and predictable.

i.e.
Tech 1 - 30 TF (7.5% DMG / 7.0% ROF)
Tech 2 - 35 TF (10.5% DMG / 10.0% ROF)
Faction - 25 TF (for Fitting Variant - 7.5% DMG / 7.0% ROF) and 40 TF (for Damage Variant - 13.5% DMG / 10.0% ROF)

Now keep in mind that proposal is literally just a means of demonstrating a point of the core concept.
I mean if we look at the key points of Teiracide, then realistically we're talking about Core, Roles, Specialisation in terms of what each means.

i.e.
Tech 1 = Core, Meta 1-4 = Roles, Tech 2 = Specialisation

We'll just assume Officer and Storyline doesn't exist for now, cause frankly they're a mess and I don't want to touch them.
Still at the very heart let's look at the core ones that you can Manufacture / Purchase via LP Stores.

Tech 1 - Baseline : 30 TF / 1 PG - 7.5% DMG, 7.0% ROF
Meta 1 - Volley : 32 TF / 1 PG - 10.5% DMG, 7.0% ROF
Meta 2 - Damage : 32 TF / 1 PG - 7.5% DMG, 10.0% ROF
Meta 3 - Fitting : 28 TF / 1 PG - 8.5% DMG, 8.0% ROF
Meta 4 - Improved : 34 TF / 1 PG - 9.5% DMG, 9.0% ROF
Tech 2 - Balance : 35 TF / 1 PG - 10.5% DMG, 10.0% ROF

The way I see it, each of the Meta versions /should/ be linked to a specific Corporation.
So for example if we stick with BCU as the example Module (mainly because I actually know Caldari Corporations for Reference :P)

Meta 1 would be Ishukone
Meta 2 would be Kaalakoita
Meta 3 would be Lai Dai
Meta 4 would be Wiyrkomi
Meta 6 would be Caldari Navy, Republic Fleet, Khanid Navy
Meta 7 would be Guristas

Now keep in mind here, basically what you want to do is make a parity between "Corporation" and the style of modules they produce... so for example here:

Caldari Navy ---- Volley : 35 TF / 1 PG - 13.5% DMG, 10.0% ROF
Republic Fleet -- Damage : 35 TF / 1 PG - 10.5% DMG, 13.0% ROF
Khanid Navy ---- Fitting : 25 TF / 1 PG - 9.5% DMG, 9.0% ROF
Dread Guristas - Improved : 40 TF / 1 PG - 12.5% DMG, 12.0% ROF

There is a reason why I'm suggesting tying each Module to a specific Faction / Corporation, and that's because I think if you're going to bring in Roles - then each Corporation / Faction needs to have their own "Flavour" similar to Ships, so you always know what their focus is.

But the other reason, is because I think there should be a shift away from "Drops" in-favour of players being able to manufacture EVERYTHING... yes I'm even including Officer and Dead space here. After all DS Mods are little more than T2 Pirate Faction; so we could look at the construction of everything in that light.

As such instead of any of the Module Drops, instead what this gets broken down in to are Tech 1 Components and Faction Components (these are Salvaged from Tech 1 / Faction Ships and NPC), Nexus Invention Chips (available from Faction / Corporation LP Store) and in the case of DS / Officer Modules Tech 2 Components and Specialist Nexus Invention Chips.

Then the shift moves from farming NPC Rats / Missions / Data sites in the hope of good drops, to doing them for a far more guaranteed Salvage and collection of Faction Materials at the end; which in-turn are then sold on the market for those who are doing the manufacturing and invention side of things.

Ideally it would be good to also see all of the Low-Sec Stations that are current non-Faction to be changed to a selection of Pirate Factions. Shift a change to the NPC Null-Sec to offer not only the Officer Mods (that should be on-par with High-Sec NPC Faction Battleship costs even with the reduction) but also provide the same 60% cost reduction Faction Warfare gets to LP / ISK.

The extra steps and reliance outside of a given "Faction" pretty much ensures that casual ISK farmers who just want a secondary income will move on, as the only items left to really trade in would be the low-income ones.

I'd like to see the Pirate Factions have a "Join" aspect like Faction Warfare as well, to allow people to access their LP Store.
Perhaps not give them the ability to own Sovereignty (although would love to see them part of FW) but perhaps simply they get benefits and drawbacks similar to FW in terms of where the can Dock and who they earn LP Killing in PVP.

It's something we all want and would be a great way to add a weight and specialise markets, rather than all of these modules being basically farmed in some fashion or another.
Daichi Yamato
Jabbersnarks and Wonderglass
#6 - 2014-06-21 18:14:21 UTC  |  Edited by: Daichi Yamato
Missiles are designed to be more CPU intensive and less grid intensive than guns. The CPU of the BCU and high CPU of missile ships is likely related to that. I rarely have CPU issues on my missile ships save for amarr, who have CPU issues on all their ships. So i dnt believe there's anything that needs done about it.

If BCU prices is definitely about drop rates, and not about huge demand, then fair dos, could be tweaked.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Catherine Laartii
Doomheim
#7 - 2014-06-21 21:32:13 UTC
Hakan MacTrew wrote:
Meta BCU's do drop less, but they also are in higher demand than meta damage mods for other weapons.

I would agree with you if the price wasn't absolutely insane in relation to other meta-level modules, where commonly in the same class the t2 modules are worth more than the meta 3 or 4 modules. The meta 4 unit costs over 20 mil a piece, and the meta 3 costs around 5 million isk. Meanwhile, the most expensive equivalent for a meta 3 or 4 t1 damage upgrade mod is the meta 3 mag stab, which just goes for a little over 500k isk.

Now I don't know about you, but as far as I can tell hybrids are used a little more extensively and are in higher demand than missiles. The same can be said for projectiles, since your assertion indicates that missiles are somehow in a higher demand than any other weapon system in the game, which they are not. There is no actual reason why the drop rate for meta ballistic control systems has to be as low as it is to drive prices up this high.
Catherine Laartii
Doomheim
#8 - 2014-06-21 21:34:12 UTC
Joraa Starkmanir wrote:
ViRtUoZone wrote:
The CPU affect is already balanced as the tighter fitting requirement is the sacrifice made to compensate for the advantage of not being affected by TD's imho.

No clue on the meta BCU's though.


Having no low/mid slot modules to boost application (expRad/expVel/speed/travel time) is what compensate for not beeing affected by TD. Also firewalling is not nearly as effective against guns...

Agreed. If you applied the same argument against drones, it would fall flat on its face since they have every from of assistance and more from modules and rigs.