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Dev Blog: Back to the balancing future!

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CCP Fozzie
C C P
C C P Alliance
#101 - 2012-11-06 16:16:38 UTC
DeltaPhalanx wrote:
Will the changes to Gang Link bonuses be made "Role Bonues" or will the second gang link bonus supplant the existing second bonus for the Command Ships skill? Ie, would the Vulture's second Hybrid Optimal Range bonus become the 3% to Info War link bonus?

To clarify, each command ship has four bonuses based on Command Ships skill level; will the bonuses to links become native to the hull, plus having four bonuses, or will we have two bonuses and two gang link bonuses?


Very likely they will become role bonuses. Once we're done we intend all 8 command ships to be useful for blowing stuff up and all 8 command ships to be useful for gang boosting.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Warde Guildencrantz
Caldari Provisions
Caldari State
#102 - 2012-11-06 16:17:09 UTC
ReK42 wrote:
in your current model we're losing a lot of EHP on everything due to the lack of a 5% hull


The boost from a 5% bonused link maxed with a warfare link implant is 35.16%, the boost from a 3% bonused ship is 32.34%. I think you can live with 2.82% less ehp.

hint: on an abaddon that is dual plated with slaves and trimarks, it only loses 13k ehp from the original 340k with boosts. That's hardly anything.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Harvey James
The Sengoku Legacy
#103 - 2012-11-06 16:18:25 UTC
@CCP Fozzie
I hope vulture will become brawler too op range is pointless on it needs to be a heavy brawling ferox with links also will they both get the same T2 resis and will any be losing resis/tanking bonus in favour of a more attacking dps/range bonus?

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Milton Middleson
Rifterlings
#104 - 2012-11-06 16:19:58 UTC
CCP Fozzie wrote:
Iniquita wrote:
I think its worth remember that there is a fifth leadership type in eve. Have you taken into consideration how a nerf to off grid boosting would affect mining in eve?


Yup it's something we're putting a lot of thought into. Moving links ongrid has significant technical blockers at the moment so it's not coming anytime soon, and between now and that bright sunny someday we'll spend a lot of time consulting with miners to make sure gameplay stays interesting and useful.


I am disappoint. Have you guys considered the possibility of giving links an optimal range that they work inside of, rather than an on-grid/off-grid distinction.
Harvey James
The Sengoku Legacy
#105 - 2012-11-06 16:22:22 UTC
Milton Middleson wrote:
CCP Fozzie wrote:
Iniquita wrote:
I think its worth remember that there is a fifth leadership type in eve. Have you taken into consideration how a nerf to off grid boosting would affect mining in eve?


Yup it's something we're putting a lot of thought into. Moving links ongrid has significant technical blockers at the moment so it's not coming anytime soon, and between now and that bright sunny someday we'll spend a lot of time consulting with miners to make sure gameplay stays interesting and useful.


I am disappoint. Have you guys considered the possibility of giving links an optimal range that they work inside of, rather than an on-grid/off-grid distinction.


An AOE range would be the way too go and make all CS brawlers

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

jonnykefka
Adhocracy Incorporated
Adhocracy
#106 - 2012-11-06 16:23:09 UTC
These are ambitious but largely good ideas. A few quick concerns:

1. Amarr drone boats. The Arbitrator/Curse/Pilgrim is really the most effective Amarr drone boat hull, and it's effective because the drone DPS is largely incidental to the overpowering ewar and cap warfare. Making the prophecy into a drone boat that is distinct from the myrm but still worth using will basically require making it an ewar/capwar BC, which is awesome, but ultimately you can't make it more effective at ewar/capwar ship than the recon ships without making them obsolete, so in the end you still end up with something that nobody uses. I think you might be backing yourself into a corner there, so I encourage you to consider alternatives. As a side note, the size of drone bay/power of drones trade-off is not really an even trade under current mechanics.

2. The Ferox. Ah, caldari rail boats. Mid-size long-range guns are really not that useable right now, and that might be something that requires a broader fix. They will always be out-ranged and out-alpha'd by big ships and more recently by tier 3 BCs that can fit large guns. Sure, they can hit smaller stuff more easily, but against ships the same size that they are, large guns are always going to do far better. If you have some stat wizard still around, run the numbers on how many people use rail Ferox fits versus blaster Ferox fits now and I'm reasonably sure you'll see a pretty hefty blaster preference. I would much prefer to see the Ferox become a shield version of the current Brutix, in-your-face and heavily tanked.

3. Fix active armor tanking, then rebalance ships with active armor tanking bonuses. You'll save yourselves a lot of trouble.

4. Command ships and bonuses and tech 3s oh my. Multi-bonuses: Awesome. Reducing bonus strength: Yeah, ok, tech 2 links + mindlink + current bonuses can be a little over-the top. Problem: The general philosophy you've mentioned is "make the tech 2s more specialized and the tech 3s more versatile". I think you're going the wrong way with the command example. Making the tech 3s the ship that are able to support more links makes them more role-specialized, while the tech 2 ships now all become ships that are designed to fight AND boost. I think a better approach might be to keep the current command ship model, but leaving the extra link type bonus on the tech 3 and give them a hard cap of one active link (honestly, you could just axe command processors). That way they have versatility in which link they run and more versatility in their battlefield role. The main problem with the current command tech 3s is offgrid boosting combined with their stupidly high bonuses. A tech 3 running 3 links is incredibly fragile and never on the field, making it so they can only EVER one run link will put them back on the field of battle where their versatility can come into play.

As a w-space denizen, I think there's a lot that needs to be discussed with rebalancing tech 3s. The current ideas are...well, worrisome. I like the idea of making them more versatile and less specialized, and to me that means they can do things no other ship type can. Right now I think the best example of that is the cloaky-scanny combat tech 3: It fulfills a totally different role from any other ship, since all the cloaky-scanny ships are either fragile or ewar-based, and none of the combat ships can cloak or scan. That's a much bigger discussion for another thread.
ReK42
Dreddit
Test Alliance Please Ignore
#107 - 2012-11-06 16:24:26 UTC
Warde Guildencrantz wrote:
ReK42 wrote:
in your current model we're losing a lot of EHP on everything due to the lack of a 5% hull


The boost from a 5% bonused link maxed with a warfare link implant is 35.16%, the boost from a 3% bonused ship is 32.34%. I think you can live with 2.82% less ehp.

hint: on an abaddon that is dual plated with slaves and trimarks, it only loses 13k ehp from the original 340k with boosts. That's hardly anything.


It's still a nerf to the boost itself and, in the context of everyone talking about removing off-grid boosting, it should not be taken lightly. Please don't CCP this and nerf a very important mechanic from both ends.

Also, 13k EHP is in no way insignificant, especially when you consider that it's per member. That means that, in a 100 man fleet, you're removing 3-4 entire battleships' worth of tanking.
Mors Magne
Terra Incognita
#108 - 2012-11-06 16:25:14 UTC
Ship re-balancing is ok, but more resources should be invested into making new content.

"Walking in stations" should have been adjusted to "walking through deserted space stations looking for loot".

Just re-balancing will get boring.
CCP Fozzie
C C P
C C P Alliance
#109 - 2012-11-06 16:25:41 UTC  |  Edited by: CCP Fozzie
Wanted to quickly address two of the more common points raised so far here:

  • Skirmish links and the Amarr/Gallente command ships
  • We recognize that the skirmish links do fit especially well with Gallente blasterboats and the Gallente scram range bonuses. The initial plan here gives Skirmish to the Proteus for that reason, but it may prove a good idea to give skirmish bonuses to the Eos and Astarte as well. We are not going to rule out the possibility of making the Amarr command ships Armor/Info bonused and the Gallente command ships Armor/Skirm bonused. This would cause a significant disruption for the 7 of you that have the Eos trained specifically for Info links, but that may be a sacrifice worth making. Not going to make any promises now but it's on the table.

  • The Ferox and sniper/brawler role
  • Our ideal goal for the Ferox is a ship that can be used as either a sniper or brawler (as long as it takes advantage of the optimal bonus with blasters), but that leans a bit towards sniper. We recognize that this is going to be a very difficult like to walk considering how much competition the Attack BCs (formerly known as Tier 3) give in the sniping department. Giving it a niche may mean giving it optimal/tracking bonuses and an extra turret, it may mean a damage bonus, or it may prove impossible. Consider "Big Moa" to be a fallback if the design doesn't shape up once we start playtesting.
    Getting this ship to work will likely also require a closer look at medium railguns as a weapon system.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Bienator II
madmen of the skies
#110 - 2012-11-06 16:28:14 UTC
looking forward to on-grid boosters

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#111 - 2012-11-06 16:28:40 UTC
CCP Fozzie wrote:
As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea.


Hopefully that balancing will involve a thorough look at the gang links themselves, some of which are absurdly overpowered - Interdiction Manouevres and Evasive Manoeuvres for a start, while the Info Warfare links are relatively useless - although still arguably overpowered, as we'll see when people start flying about with 90% tracking disruptors. Basically, the magnitudes of the bonuses from all warfare links are far too high, even from the unused ones!
Ogogov
Arpy Corporation
#112 - 2012-11-06 16:28:53 UTC
Please fix information warfare links, or change them to something more useful. They are currently amongst the weakest type of warfare links primarily because the racial flavor covers ECM, which Gallente generally don't use (because sensor damps suck)

I'm not sure the Mega can stand to lose much EHP, but if it can be made more viable for getting in close, it may work.

The Hyperion/Myrm/Brutix are all victims of the active armor tanking/cap/MWD issue. They'll stay broken until active armor tanking becomes effective or is dropped entirely.

The Myrm/Dominix are victims of the terrible drone AI and the fact that EVE is far more hostile to drones in general than it used to be.

I'm looking forward to how these changes pan out - I hope its enough to me to warrant re-subbing my other accounts!
Iris Bravemount
Golden Grinding Gears
#113 - 2012-11-06 16:31:04 UTC
Gilbaron wrote:
Sinooko wrote:
Give the Maelstrom comparable locking range to the Rokh.

Also strip shield booster bonus from battleships. Local reps are completely useless in blobs.


who said every BS should be usefull in blobs ?



The same guy who said they should be cumbersome in small gangs.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Alara IonStorm
#114 - 2012-11-06 16:31:19 UTC  |  Edited by: Alara IonStorm
CCP Fozzie wrote:

    Consider "Big Moa" to be a fallback if the design doesn't shape up once we start playtesting.

You once said the Bantam would take over the Rail Based ship for Frigates before Support Frigates.

With the Merlin and Moa now brawlers the last T1 Medium Rail Boat that could be fixed is the Ferox and you are wondering if you can even make that work with 2 dedicated bonuses. If you give up and make this one a Blaster Brawler that will be it. You are saying you could not pull one solid range based Platform out of Medium Rails with 2 bonuses.

I like to think it is possible to make a Good Mid Range Rail Boat for Caldari skirmish fleets, just sad it wasn't a Cruiser.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#115 - 2012-11-06 16:32:05 UTC
CCP Fozzie wrote:
  • The Ferox and sniper/brawler role
  • Our ideal goal for the Ferox is a ship that can be used as either a sniper or brawler (as long as it takes advantage of the optimal bonus with blasters), but that leans a bit towards sniper. We recognize that this is going to be a very difficult like to walk considering how much competition the Attack BCs (formerly known as Tier 3) give in the sniping department. Giving it a niche may mean giving it optimal/tracking bonuses and an extra turret, it may mean a damage bonus, or it may prove impossible. Consider "Big Moa" to be a fallback if the design doesn't shape up once we start playtesting.
    Getting this ship to work will likely also require a closer look at medium railguns as a weapon system.
    [/LIST]


    It'll be tricky to design a "big Moa" without one of the "big Moa" or Moa being obsoleted by the other. OTOH, you'll meet the same problem with the snipey Ferox and the Naga. So, er, good luck!
    CCP Fozzie
    C C P
    C C P Alliance
    #116 - 2012-11-06 16:32:50 UTC
    ReK42 wrote:

    It's still a nerf to the boost itself and, in the context of everyone talking about removing off-grid boosting, it should not be taken lightly. Please don't CCP this and nerf a very important mechanic from both ends.

    So I want to make clear that we don't have a timeline for when pushing links ongrid will be possible. It won't be happening at the same time as these other listed changes.


    Harvey James wrote:

    An AOE range would be the way too go and make all CS brawlers


    However, let's throw a brainstorming concept out here just for fun: What if gang links worked a lot like warp disruption spheres? Smile

    Game Designer | Team Five-0

    Twitter: @CCP_Fozzie
    Twitch chat: ccp_fozzie

    Magic Crisp
    Amarrian Micro Devices
    #117 - 2012-11-06 16:33:03 UTC  |  Edited by: Magic Crisp
    Quote:
    With the bulk of our work out of the way though, this begs the question, what are we going to do now with all that precious free time?


    Uhm, fix bugs? :) Sure you have tons of bugreports in your tracker...

    Oh, and please don't kill the AC phoons, those are just awesome with those neuts, in solo, or smallscale. You are making more and more matar boats missile ships, or drone vessels. Every race is fine with its primary weapon, while matar needs to train all drones, missiles and projectiles now to be able to fly decently. Next to this, a lot of matar ships are not really good, like those citadel torps are horrible on the naglfar, they are so horrible that the ingame fitting panel doesn't even consider them in sieged mode. Hels die super fast, they are bullet catchers on the battlefield.
    Why can't we just use projectiles on matar vessels? This really scares away noobs from flying matar, and takes them a lot of time to train the race up properly.

    So, if i have 4 cruiser 5s, 4 frigate 5s, destroyers 5 and battlecruiser5, i'll get all splitted bc/royer skills on 5 after the patch?

    Command ship stuff seems nice, tho how come you're going to add a matar bonus to an amarr command ship? using the enemy's weapon? :)
    Though seeing the minmatar t3 boosting spec, i think it'l lbe pointless to field a matar tech3 booster. Either amarr or faildari. Having both armor and shield at once is less favorable than having information and skirmish at once. informathion+skirmish at once WITH a shield OR armor link is WIN. having shield and armor boost at once... dunno, maybe for blobs? :)

    One more important thing that i can't say enough times on this boosting topic. Please pay special attention to the mining boosts. Rorquals will just die out if they have to be fielded on grid. I think the rorq is a special case, something like "capital boosts/rorq has the capability to do system-wide boosts", whatever.
    Harvey James
    The Sengoku Legacy
    #118 - 2012-11-06 16:33:20 UTC  |  Edited by: Harvey James
    CCP Fozzie wrote:
    Wanted to quickly address two of the more common points raised so far here:

    • Skirmish links and the Amarr/Gallente command ships
    • We recognize that the skirmish links do fit especially well with Gallente blasterboats and the Gallente scram range bonuses. The initial plan here gives Skirmish to the Proteus for that reason, but it may prove a good idea to give skirmish bonuses to the Eos and Astarte as well. We are not going to rule out the possibility of making the Amarr command ships Armor/Info bonused and the Gallente command ships Armor/Skirm bonused. This would cause a significant disruption for the 7 of you that have the Eos trained specifically for Info links, but that may be a sacrifice worth making. Not going to make any promises now but it's on the table.

    • The Ferox and sniper/brawler role
    • Our ideal goal for the Ferox is a ship that can be used as either a sniper or brawler (as long as it takes advantage of the optimal bonus with blasters), but that leans a bit towards sniper. We recognize that this is going to be a very difficult like to walk considering how much competition the Attack BCs (formerly known as Tier 3) give in the sniping department. Giving it a niche may mean giving it optimal/tracking bonuses and an extra turret, it may mean a damage bonus, or it may prove impossible. Consider "Big Moa" to be a fallback if the design doesn't shape up once we start playtesting.
      Getting this ship to work will likely also require a closer look at medium railguns as a weapon system.


    yes gallente need more speed!!!! and info links need to be looked at and maybe made to amarr flavour.
    "Big Moa" is the only way to go really sniping is specialized after-all leave it to the Tier3's as they already have this versatility to choose from and will do it much better than the ferox could ever hope to as medium rails/long range turrets are simply too weak.

    T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

    ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

    Nerf web strength, Make the blaster Eagle worth using

    ReK42
    Dreddit
    Test Alliance Please Ignore
    #119 - 2012-11-06 16:33:32 UTC
    Fozzie could you comment on the boost amount issue? Why did you bring it down to 2%/3% rather than keep it 3%/5%? Are you open to considering reversing that and giving the one on-race bonus 5% on command ships?
    Azura Solus
    Rules of Acquisition
    #120 - 2012-11-06 16:33:40 UTC
    CCP Fozzie wrote:
    Iniquita wrote:
    I think its worth remember that there is a fifth leadership type in eve. Have you taken into consideration how a nerf to off grid boosting would affect mining in eve?


    Yup it's something we're putting a lot of thought into. Moving links ongrid has significant technical blockers at the moment so it's not coming anytime soon, and between now and that bright sunny someday we'll spend a lot of time consulting with miners to make sure gameplay stays interesting and useful.



    as i suggested above from what i can tell your biggest pet peve is being able to boost behind a pos. so why dont you make them unable to do so. while still allowing it from safe spots