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Gallente (+Some Caldari Lovin)

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Author
Kai Lae
Karmunism Limited
#141 - 2011-10-20 21:10:20 UTC  |  Edited by: Kai Lae
Pattern Clarc wrote:
@Kai Lae - We can't boost EW. Why?
1) We shouldn't consider ECM as the benchmark. No, I don't believe all recons should be able to *lock down* multiple targets. The Amarr recons haven't, Minmatar Recons certainly don't any more.

2) Gallente have bonuses to warp disruptor/scrams. In combination with damps is probably the best set of bonuses available on recons. The ships get used quite frequently in practise as out of the top 20, the only gallente ship to make it there was the lachiesis.


I wouldn't recommend give one race a special hack with no equivalent for the other races. I've thought about the concept of racial bonuses, like a separate, rank 20 skill that improved a specific racial line of ships... The catch would be that a single character would only be able to train one (or train one to level 5). CCP Tallest, is this possible?

But then again it would be easier just to give certain ships a 3rd bonus. I mean, if is what's necessary then why not? However it would probably better to find a more elegant solution.


Your rig changes are pretty good. I may steal them.


Per turret, Rails do more damage than all but Tachyons and whilst having way more range, it's just unworkable given instant on grid probing. There are so many things we could do to improve rails, but the fundamental problem is that it is really hard to boost the weapon system enough to be viable on caldari hulls without them becoming OP on Gallente. At the moment, i'm suggesting significant increases to the DPS of Spike and Iron so that damage reduces less at range compared to other turrets. But this may change.



Active tanking is indeed an issue. Thank you for acknowledging it. We can't mess with the fitting requirements much without specialised bonuses on a ship by ship bonus, or else we mess up the fittings and balance of PvE ships and promote the fitting of oversized mods (which may or may not be terrible/awesome).



Don't necessarily agree with removing the tracking penalty to null. If your using it at it's designed ranges, then tracking isn't as big an issue.


EW drones should be looked at, but it's probably beyond the scope of fixing gallente. Same goes with the other drones, although I don't think they should be homogenised.


Wtf is up with this forum, just wrote out a nice response to Gypsio and it was promptly eaten. That's REALLY annoying. And it also just ate yours, but I'm learning to cut/paste to wordpad so bad forum software can jump in the lake.

Gallente recons are used, sure, but are they actually used as EW ships? Ever? For that matter, how often do you see RSD used period? I don't have a problem with non bonused ships not using them - that was the problem in the first place - but when they don't work that well on ships that are designed to use them, then there's an issue IMO. I've always loved options. Generally now, you have 1 - you fit shield tank and points. The option of trying to fit EW, point and armor tank (mostly tanking using EW) doesn't work under common situations as it's not effective enough. I hate FOTM and cookie cutter, knowing what's coming at me before it's even on the field. I'm not looking for rooks and falcons in gallente skins - I'm looking for effectiveness on the order of what you can get currently out of a pilgrim or curse, which despite the fact that people don't use TD on them much, are quite effective when they have them (as one ashimmu who tried to jump me once promptly found out as a orbited him at 500m and he couldn't hit me - ever). The general point is that each race, IMO, should have effective EW options. This ofc includes painters for minmatar, but that's a whole another can of worms.

As for the "hack" thing you've mentioned I agree with you, because even if it was a good idea (which I'm not sure of atm) I don't think CCP would ever go for it. However, the mobility issue is, to my point of view, even MORE important than the damage based issue, because if you can't catch it you can't kill it, with any kind of blaster, crappy or wonderful. I'll fully admit I'm unsure what exactly to do about this. Overloading a MWD would seem to be the mechanic but when the opponent can overload his at the same time and escape by copying your actions this isn't a viable mechanic. Plus of course you have the hull size issue where as hull size increases, mobility drops, to where when you reach BS size you're really looking at being forced to get a close warp in to make effective attacks. When an entire weapon system designed for a race decreases in effectiveness each time the hull size goes up, that's a sign something is wrong. If anyone has good ideas on this I'm more than willing to hear what they are.

Rails, also unsure what to do with them but obviously they need something, a X factor that defines them as a weapon system. This IMO is the whole issue, there's nothing that says when you see it "that feels like a railgun" like you would for lasers (no ammo, crystal switching) or artillery (slow ROF, high alfa). If a viable X factor could be come up with I think that this issue would be solvable.

I'm not sure what you mean by your active tanking comment, as my idea was to give all ships with a rep bonus the same bonus, to reduction in capuse of those reppers, so they could use them easier. Could you explain more what you're trying to cover here, I don't think I'm following. As for oversized mods, 1600mm plates are common fits these days on cruisers, as well as LSE's. You could hold a view that this is bad (I don't, really) but it just shows yet another passive option that is much easier, and more viable, is that the fitting of oversized mods is far easier - and effective because of no cap use - when compared against active tanks.

(next)
Kai Lae
Karmunism Limited
#142 - 2011-10-20 21:17:15 UTC  |  Edited by: Kai Lae
As for your response to null vs other ammo, the issue is as I see it that because of the nature of null, and the nature of blasters overall, "long" range ammo for this weapon (null) is basically conflag range of pulse lasers. In other words, long range, firing with null can become nose to nose range where you can't hit well any more, and are forced to switch - and do so in a hurry. This is a situation that is mostly IMO unique to this weapon system, which is why I think it should be changed in the manner suggested.

As for drones, IMO this is certianly a gallente based issue because it's really the 3rd gallente weapon system. Again I love choices, hate FOTM. Jam drones on everything is just boring as hell, and the only reason it's this way is because of the idiotic stacking of the mods. Dumb, and should be fixed. As for damage drones, I think my suggestion would work, but am open to possibly better ones. I just don't think that this is the right way to do things, though as a gallente drone BPO holder I'm almost appreciative since it sure helps to increase profits.
Kai Lae
Karmunism Limited
#143 - 2011-10-20 21:24:01 UTC
X Gallentius wrote:

Buff afterburners. Increase their baseline speed so they can be effective (but still less than MWD), decrease their mass signficantly.

This would make AB-fit ships quicker rather than faster like everybody wants.


1. Since this would make afterburners equally effective on all types of ships, how does this address the ability - or lack of ability - for gallente blaster ships to catch, fire, and kill hostile targets? I'm not seeing it.
2. Also, low sig, high speed doesn't to me "feel" gallente. It feels minmatar to me, and I think CCP agrees considering that there's a loki subsystem that boosts AB speed (though IMO it's underpowered). I think that each race should have some kind of defining characteristics that say what they're about, and to me, this doesn't seem to fit.
X Gallentius
Black Eagle1
#144 - 2011-10-20 23:07:07 UTC
Kai Lae wrote:


1. Since this would make afterburners equally effective on all types of ships, how does this address the ability - or lack of ability - for gallente blaster ships to catch, fire, and kill hostile targets? I'm not seeing it.
2. Also, low sig, high speed doesn't to me "feel" gallente. It feels minmatar to me, and I think CCP agrees considering that there's a loki subsystem that boosts AB speed (though IMO it's underpowered). I think that each race should have some kind of defining characteristics that say what they're about, and to me, this doesn't seem to fit.

I can't help it if CCP loves Minmatar (ridiculously easy fitting requirements for autocannons, massive alpha for arties) and hates Gallente.

AB/quickness (not speed) would help shorter range ships where blasters are supposed to be better. Actve repping is easier with ABs than MWDs too.

I would love for Gallente to be the "the best defense is a good offense" race that omgwtfpwns tackle before their support can warp in.
draconothese
Independant Celestial Enterprises
#145 - 2011-10-21 15:55:03 UTC
a big thing blasters need is a tracking boost was just doing a bunch of level 4s and i cant even hit tyhem when im ramming them in the butt with atimatter lots of misses and i have to be in that range to hit so tracking is a big problem


thought a cool idea would be for the speed isue is give gallente a jump to targeted enemy ability would be neat have it on a 5 minute cooldown

your ship would turn a color shimmer a bit and sink into darkness and appear almost right on top of your enemey
Tanya Powers
Doomheim
#146 - 2011-10-22 13:24:55 UTC
draconothese wrote:
a big thing blasters need is a tracking boost was just doing a bunch of level 4s and i cant even hit tyhem when im ramming them in the butt with atimatter lots of misses and i have to be in that range to hit so tracking is a big problem


thought a cool idea would be for the speed isue is give gallente a jump to targeted enemy ability would be neat have it on a 5 minute cooldown

your ship would turn a color shimmer a bit and sink into darkness and appear almost right on top of your enemey


The best would simply be specific bonus to blaster hulls: 25% bonus to Afterburner speed bonus and 10% cap consumption per level, add a mid slot and suddenly Gallente Blasters would work slightly better but still in need of dmg/tracking boost.
Pattern Clarc
Citeregis
#147 - 2011-10-22 15:24:02 UTC  |  Edited by: Pattern Clarc
@Kai Lae
Like I said, I don't think you need to boost RSD's to fix gallente. Our EWAR is arugably as weak as the other races and any argument to boost them starts with Caldari as the base line. You even concede that tracking disruptor aren't used much on curses or pilgrims, nor are target painters on minmatar recons but the ships still enjoy regular use. This is where gallente recons are right now. ECM arguably should be brought to that level.


The Rails mentioned in the OP have more damage, the best damage at long range, and the best tracking at short range (with t2 ammo). With hulls that have received power grid increases as well as speed improvements, that should defiantly nudge them on par with the other races in terms of usefulness.

Active tanking in many respects isn't broken for what it does (if it is, it's down to the neuts), it's just that the arena in which it is useful is vanishingly small. We need to increase the usefulness of active tanking in other situations and not buff it in situations where it works as required (although active tanking bonuses should at least be a bit more powerful than resistance bonuses at active tanking). In addition, cap reduction bonuses in addition to the current amount bonus wouldn't be a bad idea I guess, although it would be more efficient to just increase the boost amount bonus (both reduces cap/s per hp repaired, one potentially reduces the number of tanking mods you need to fit).

I agree with you on drones, it's an issue, but like I said, it doesn't need to be fixed for more people to fly Gallente and for the sake of scope, and brevity I don't think it should be included right now.





A lot of people seem to be asking for the same thing, essentially a special speed boost that Gallente would have but non of the other races would have....


Quote:
In many ammo's/RPG's you get special, class based abilities with longish cool down timers that enable you do something beyond run and gun. Something like an armour lock, momentary speed boost, ecm burst or 1000% capacitor regen. Essentially, something we can't do now and something that more than ever differentiates the races.

Not sure it would be possible for this release but it's definitely worth thinking about. The more I think about it, the less realistic it becomes to expect a total fix to all the issues in this expansion and as a result, my exceptions are already starting to be lowered.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

MeBiatch
GRR GOONS
#148 - 2011-10-22 15:40:13 UTC
i know what you meant but i dont think any one uses "tracking comps" on ammar recons... for a reason...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Pattern Clarc
Citeregis
#149 - 2011-10-22 15:42:38 UTC
MeBiatch wrote:
i know what you meant but i dont think any one uses "tracking comps" on ammar recons... for a reason...

Fixed. Big smile

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Tanya Powers
Doomheim
#150 - 2011-10-22 17:26:44 UTC
I'm reading over and over again those comments about the new tiers 3 battle cruiser and then I just can't imagine what hybrids fix is possible to make them be competitve vs their conterparts other than huge op distance increase.

Let's put it simple, today the max dps for each race is in optimal except for missiles.

Then we have the one having all the good stuff for it: huge dps at his closest op range thx to extra tracking after fit and ammo choice/bonus, the same gun can track has well in op distance than fall off and keeps the best dps of all turrets in this envelope.

Some random numbers, not exact thou, but close to reality.

Large scorch pulse can easily fit for optimal dmg at about +/- 60 km

Large 800mm AC's can easilt fit for excellent dmg at over 80km without any sort of sacrifice

Cruise missiles: no comment...

Large blasters: do I really need to put the numbers?

This doesn't mean they're not usefull, they do have their use, but when everything else aailable does the same thing in better conditions such has range and without all fitting drawbacks how is it even possible to fix them and make them viable without remaking completely the concept or by nerfing the other 2 turret types?

Are the Gallente pilots still in need to cross train if they want to do something else than hug stations/gates or will they finaly have fitting requirements lowered and weapon viable choices for almost every situation such has other races have?

I must admit it in what I'm concerned about CCP fixing hybrids I can't avoid having doubts about their ability to break them even more than they already are.
Then you pick the ships, and the nightmare restarts again.

I'll train BC's to 5 for sure but has it stands right now and the trus I have about CCP being capable to fix them defenitively and properly are so close to 0 I can almost safely say you'll find me first with Tornado s and maybe the Gallente counterpart has hangar queen or just for lols and gank some stuff because I'll be sure at 2km I will not miss and do some serious dmg.
Perdition64
Aliastra
Gallente Federation
#151 - 2011-10-22 18:32:21 UTC
Pattern Clarc wrote:
Perdition64 wrote:
Pattern, you're part of Aperture Harmonics, how do you think your changes would work in a wormhole environment? Would we see Gallente ships being able make more of an appearance?

Loving the changes btw. :)

T3's, Bhaalgorn's and the occasional caps are mostly what we fly. If you look at my KB you'd see I fly proteuses and loki's quite often. In W-Space, EHP is king, so I don't really see much that directly changes anything in that space beyond the active tanking changes.


I understand that EHP wise, not much is changing, I'm talking more about damage projection; with a damage boost at longer ranges, is there a role for say a rail-based ship in wh pve?
Sofia Bellard
Doomheim
#152 - 2011-10-22 23:44:13 UTC  |  Edited by: Sofia Bellard
Pattern Clarc wrote:
- Assault Warfare Link - Overload Efficiency: reduces the heat damage sustained by overloaded modules


So players would need to train and advanced skill in order to gain a benefit from this while the other race ships gain all their benefits without having to do as much???

Really dumb move there Pattern. Perhaps you should just stick to drawing spaceships and stay away from balancing issues. It is blindingly clear you have no clue what you are doing.

Poor sad little pirates,  why you so mad?

Pattern Clarc
Citeregis
#153 - 2011-10-23 01:20:14 UTC
Tanya Powers wrote:

I'll train BC's to 5 for sure but has it stands right now and the trus I have about CCP being capable to fix them defenitively and properly are so close to 0 I can almost safely say you'll find me first with Tornado s and maybe the Gallente counterpart has hangar queen or just for lols and gank some stuff because I'll be sure at 2km I will not miss and do some serious dmg.

We can only wait and see, I'm not especially hopeful of al the changes we need/want being implemented, but I guess the time to rally can only start when the dev's release the hybrid fix dev blog.


Perdition64 wrote:

I understand that EHP wise, not much is changing, I'm talking more about damage projection; with a damage boost at longer ranges, is there a role for say a rail-based ship in wh pve?

Well rails will certainly be better for PvE in WH's (10% more damage) and if you use t2 ammo, you'll have the options of much higher damage at range (less tracking mods for examples) or more tracking at short change.

Outside of wormholes, if you hunt serpentis or guristas, the collection of 80/20 ammo will probably mean you do more damage than you did previously t1 ammo.

But to be honest, the main problem with Gallente PvE in w-space is sleepers vs drones. We do a disproportionately high amount of dps through drones even on blasterboats, whilst our drone carriers are generally the least useful ships in those instances.


Sofia Bellard wrote:
Pattern Clarc wrote:
- Assault Warfare Link - Overload Efficiency: reduces the heat damage sustained by overloaded modules


So players would need to train and advanced skill in order to gain a benefit from this while the other race ships gain all their benefits without having to do as much???

Really dumb move there Pattern. Perhaps you should just stick to drawing spaceships and stay away from balancing issues. It is blindingly clear you have no clue what you are doing.

Yep an attribute no one uses that requires engineering V which takes months to train and isn't normally trained by almost every player in the game in the first month.

Like I've said not only am I open to suggestions, most of this is the result of feedback (mostly eve-o FHC and corp). So if you've got anything constructive to say I'm willing to listen, otherwise thanks for the bump.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Kai Lae
Karmunism Limited
#154 - 2011-10-23 06:50:36 UTC
Pattern Clarc wrote:

Not sure it would be possible for this release but it's definitely worth thinking about. The more I think about it, the less realistic it becomes to expect a total fix to all the issues in this expansion and as a result, my exceptions are already starting to be lowered.


Honestly to expect otherwise is probably expecting too much, in fact, it's probably a bad idea. The issues that exist are so extensive and have existed for so long, to correct it is going to require a lot of change. This means multiple changes that can and will effect balance. While I'm all for fixing stuff, the reality is that history shows that "fixes" frequently are either inadequate as they don't go far enough, or overpower something, because they go too far. It's probably better to change a small number of major things at one time, then work off those changes to make adjustments. After that work to the next batch. The problem with this is that history also shows that CCP have a tendency to make a change, announce victory, and then schedule any other changes to be made to the item in question several years later. If they're actually committed to doing it right this time maybe things will start moving in the right direction. If not..
Kai Lae
Karmunism Limited
#155 - 2011-10-23 07:37:40 UTC  |  Edited by: Kai Lae
@ Pattern Clarc

I actually had time to read the thread (which is generally something you should do before posting in it, but meh). This may be digging up some items that have already been gone over, but I'd like to make some points on these topics anyway.

A. Droneships. My suggestion for drone ships is pretty simple. Figure out how many of the largest type of drones they should use - that's the bandwith. Then x3 that for your drone bay size. The myrmidon for example, when it was new on the test server had a 100m3 bandwith. This to me is just right, and the drone bay should be 300m3. You are perfectly right in stating that it needs to have PG nerfs to prevent overpoweredness -what you're looking for here really is a BC sized domi. I'd make the Eos the same way. However, I'd do more than that. 1st I'd bring back the old slot layout, which was 5 mids/5 lows. I'd then ditch the rep amount bonus and add a bonus to drones - either drone speed and tracking, or something similar. I would not make it into a field command ship, more on that in a bit.

B. Cap batteries - to me, the issue isn't that they can be neuted out, the issue is that the fitting requirements are nuts compared to the advantage they give. 75 CPU for a medium cap battery? Are CCP insane? A cap booster - a mod that actually is good and works - has 25 CPU. While it does take double the PG, this is nothing compared to the utility of the module. If the CPU was changed to be the same as an injector, it might not be horrible anymore, and could be of some use.

C. Command ships. Obvious issues with these. First question I have - why are there different types of command mods at all? Why don't we have a generic command mod, and you can then set the effect simply by loading in a script? Having seperate command mods is damn annoying if if your character sheet looks like this. I'd personally prefer greatly to just have scripts and then be able to switch back and forth at will, depending on the tactical situation. I don't agree that the effects themselves need a massive overhaul. 3 out of 4 races have nice, effective, useful command modules - and gallente does not. It's not so much that the bonuses are not useful, but they apply to only a tiny fraction of the ships in gang, so to the point that it generally would be better to have brought a different command ship and used it instead. In addition, the ECCM command mod was given bonuses before the last ECCM boost, so that it doesn't even give the effect of a backup mod, much less an actual ECCM. What I think is needed is not replacement, but augmentation and rebalance. The ECCM effect should be boosted. The information warfare aspect of it should return - most probably forget that at one time, one of the information modules boosted lock time. I'd like to see this come back, in that additional modules/scripts would be added that would boost lock time, long range, number of locked targets (this is pretty handy for logi wings), and possibly things like tracking and weapon resolution. The assault bonuses you suggest might be a good idea as well. When you look at it, there's really 0 reason you can only have 3 types of boosts for each race. I would also not at all be opposed to adding additional ones for the other races, but haven't really thought much about it.

Personally, I'd also love a "FC screen" that only commands could access that would give you a commander's view of the whole battle that could be used to control fights with more ease, but that would take a lot of thought to implement and it's doubtful that it could be done quickly.

D. Tier 1 BC. Have no real problems with adjusting slots, but IMO the issues with these have a lot less to do with slots, and a lot more to do with the ships. There really isn't anything wrong with the brutix in reality - other than the blasters or railguns it must use, or the fact that it's too slow to be used as a blaster ship. We've already covered this issue before though, however it should be mentioned that this issue extends to the astarte and eos, which are bad (eos less so because it uses more drones) for the same reasons. The other ships? Ferox, railboat, and rails are just bad. I however find it acceptable in gun BC fleets because you can tank it rather well, and it has good range. If the weapon was fixed the ship might be not that bad, actually. Cyclone, if you gave the ship 7 turrets IMO it'd become good instantly. You'd have a BC sized maelstrom. Plus, since the sleipnir has 7 turrets already it doesn't even require a model change. Prophecy - or the funky chicken as I call it - the issue with this for me is the same that occurs with the punisher, and maller - it's a great ship to fit autocannons to as there's no reason to use lasers on it. To make this ship not bad, all you'd need to do is change it's bonuses to the battleship sized version of these ships, the abaddon. Ofc you might need to adjust PG/CPU after these changes, but that's a given.

E. Roden - I sure wish I could dig up the alteration document that I wrote on scrapheap about this (and that Haffrage contributed to heavily) but it's gone. Full disclosure makes me admit I'm one of the unlucky few that holds an Eris BPO, who would love for it to not suck, so that people would actually want to buy them (they don't now). This is a topic I think that requires a simple question to be asked about destroyers. Why, do all destroyers, require 8 high slots? When you look at it, it doesn't make a huge amount of sense to me. You mount tons of guns on them but then turn around and nerf their ROF as a class, because they would do too much damage otherwise?

(next, and wtf is a forum for if when you post you have to make multiple posts to get one point across because of word limits)
Kai Lae
Karmunism Limited
#156 - 2011-10-23 07:58:54 UTC
This to me indicates that the 8 highs on every destroyer is, well, dumb. Why not change the layout so it has less guns, remove the ROF penalty, and add more mids and lows? I understand the glass cannon concept, but in truth only the thrasher actually works generally because of the alfa. What would be better I think would be to modify them so they are to frigates what BC are to cruisers - bigger, slower, more guns and firepower, more slots. The tracking bonus can then be added as a class bonus instead of as a ship bonus. For the catalyst, for example, this opens some interesting ideas. Currently the catalyst has 8/2/3 layout, with 5m3 dronespace/bandwith, and 10% to tracking and falloff (falloff indicates to me it's designed as a blaster ship). It also has -25% ROF penalty and +50% optimal as class bonuses. If you changed it so that it was instead 5/4/4, removed the current class bonuses and made the tracking bonus as a class bonus (+50%), made the ship bonuses 5% damage and 10% falloff, and perhaps added 5m3 drone bandwith and 15m3 space, that might be an interesting ship. What does this have to do with roden? Simple in that the eris takes the layout of this ship and copies it - and it really makes no sense. I openly despise the split weapons on this ship. IMO, if it had the same slot layout as the catalyst above, with 5 turrets, removed the missile damage bonus and replaced it with a gun damage bonus, you'd have a pretty useful interdictor. As just about anyone can tell you no one really cares what you put in the highslots of an interdictor - it's all about midslot buffer, and lowslot speed. Therefore, any increase in these slots will make it a better fleet ship - and this slot layout will also help it as a small gang ship I believe as well. This idea IMO should not be exclusive to gallente - the biggest problem IMO with the flycatcher is it has only 1 low, making it predictably slow and easy to destroy. At any rate, you get the idea.

F. Caldari - Moa could use 5 mids/3 low IMO. Model is bad like you say, but I'd hope they'd redo the funky chicken at the same time. Dominix could be better as well (I don't want to fly a potato masher, space whale, etc).

G. Like the general idea of ammo changes. People complaining about minmatar ammo should realize that none of these changes make it so that you can choose explosive, EM, kinetic or thermal damage like you can with projectiles. As long as that's the case, I don't see this as a problem.
Alticus C Bear
University of Caille
Gallente Federation
#157 - 2011-10-23 11:54:40 UTC
Winter is certainly fast approaching; an update from CCP on the direction they might take would sure be appreciated. (Hint Hint)

Regarding the warfare link changes, I certainly have no problem with the proposal but at the bare minimum if the assault warfare links are a no go then at least doubling the effect of the ECCM command mod and having the Electronic Superiority mod affect the positive boosting modules such as Tracking Comps/Links, ECCM and sensor boosters may mitigate this to an extent.

Regarding the third link.

Crazy ideas with the theme of information warfare may be as follows : -

  • Increase D-Scan range
  • Increase Probe strength
  • Reduce the range a ship can be warped to on grid


But if you are going this far then perhaps the Assault Warfare proposal would be better.
Pattern Clarc
Citeregis
#158 - 2011-10-24 18:55:32 UTC
Some changes - (many minor edits to the OP)

- Ion Siege Blaster Cannon Capacitor usage reduced by 50%
- Neutron Blaster Turret DPS increased by 10%, Tracking increased by ~40%

ship changes
- Mass reduced by ~3% (down from ~5%)

Changes to capacitor batteries removed.


Rigs:
- Armour Rig penalties changed from -% speed to -10% shield HP
- Shield Rig penalties changed from +% signature to -10% armour HP

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Pattern Clarc
Citeregis
#159 - 2011-10-24 18:57:33 UTC
Alticus C Bear wrote:
Winter is certainly fast approaching; an update from CCP on the direction they might take would sure be appreciated. (Hint Hint)

Regarding the warfare link changes, I certainly have no problem with the proposal but at the bare minimum if the assault warfare links are a no go then at least doubling the effect of the ECCM command mod and having the Electronic Superiority mod affect the positive boosting modules such as Tracking Comps/Links, ECCM and sensor boosters may mitigate this to an extent.

Regarding the third link.

Crazy ideas with the theme of information warfare may be as follows : -

  • Increase D-Scan range
  • Increase Probe strength
  • Reduce the range a ship can be warped to on grid


But if you are going this far then perhaps the Assault Warfare proposal would be better.

I like those effects. Should be what tech 3 commandships do.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Pattern Clarc
Citeregis
#160 - 2011-10-24 19:23:47 UTC
@Kai Lae

I'm 50/50 on the Eos slot layout. Would be better maybe to just give it another midslot instead of shifting lows or highs around as it's now the field command ship, and low slots could still be used for damage mods on bonused turrets. The active tanking bonus would most definitely stay.

I'm going to leave cap batteries alone, there an issue, but I'm not satisfied with the proposed fix.

That is pretty much what Roden should be -minus highslots, +mids/lows. One of the greatest ironys in Gallente folk lore that the blaster ship that least needed the 4th midslot got it (Phobos), at the expense of a low.

Destroyers (and all frigs) in general need to go faster. Just because they are cheap doesn't mean that they shouldn't be able to survive long enough to be of value in any gang.

5/3 on the Moa beyond making it similarish to the Caracel wouldn't be too bad... Thoughts?

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction