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CSM December minutes: Ship Balancing

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Author
Irregessa
Obfuscation and Reflections
#41 - 2013-01-20 19:20:44 UTC
When looking over the chart for the proposed changes to links, I noticed that the T3 bonuses were not an even mixing of the types. All four races get skirmish, likely because is it universally the most useful of the link bonuses, and the Legion had the exact same bonuses as the Proteus.

The issues with EWAR in general unfortunately fall out of the topic of ship balancing, and given the theme-basis for future expansions, I'm not sure how it would ever be introduced as a change. I'm sure someone will be able think of a rationalization.
Hemmo Paskiainen
#42 - 2013-01-20 23:07:06 UTC  |  Edited by: Hemmo Paskiainen
Omnathious Deninard wrote:
CCP Fozzie wrote:
Omnathious Deninard wrote:
Is there any plan to give black-ops the covert-ops cloak?


Not in the stopgap change. I won't rule it out as an option for the future however.

The proposed changes to the jump range and fuel costs will be welcome. But I personally don't like the thought of 2 black ops ships, the black ops skill on most of the ships is kind of wasted, it could be used to implement better combat bonuses and the velocity buff could be changed to a role bonus removing the velocity penalty from the cloaking device.
An idea that I would like to see on one in specific is the Sin, give it another turret hard point and change the hybrid damage bonus to a hybrid tracking bonus.


To be fair, with the drone upgrades the sin has gone from useless to kinda awesome solo boat (still bad in blob's). With some faction mods and a 3b fit with 1b implant set you get a decent 85k passive shield buffer on overload and some good dps! Still quet expensive for a ship that has to commit in a fight with electron blasters.

I think the 2 classes are really needed. Bridging other ppl or black op'ing only are 2 very different things. Black op's are really high skill intensive. Often i heard from corp m8's "i dont have JDC V ect.

It would be nice to have the option to use them solo in combo with a recon dropper. Currently with the drone upgrades the sin could furfill this role a little bit but still lacks all sorts of things. Im not saying that all BO should have this but a differiation in playing style is welcome.

Current problem is that briging a recon cost 1600 (out my head) units of fuel. Currently only 6666 units fits in the fuel bay. Enlarging this to furfill the roll of bridger would make current BO kinda very nice or even maybe a bit overpowerd. Im talking about a 20 to 40k unit fuel bay to make it worth doing a few hot drops (inluding moving before the hotdrop area). Assume 2 recons, 5-6 Sb's & a recon tackler. 1600 x3 + 400 x6 = 7400 units per single drop.

All T2 ships have multiple lineups for different purposes exept blackops so this would be logic.

I dont think covert op cloak on a BO would make them overpowerd. It it really easy to decloak a battlesized ship in a bubble (lots of them in 0.0). i think this would make BO's more common.

Here's a link to the old assembly hall topic i started in 2009, lots of good idea's:
http://community.eveonline.com/ingameboard.asp?a=topic&threadID=1204416&page=1

The extra range is really really nice & neeeded. I would like to propose an extra idea ontop of that. Currently doing regional gates are dangerous. Often entrances of regions and camped / bubbled. I would be really nice if BO's could always make 1 jump to the next system even if the next system is out of range. This would cost max jump fuel cost.

Currently BO's can do 6666/850 = 7.8 max range jumps (but you always need to go back rite?, so effective 3.5 jump range). With stopgap that will be 8332/637 = 13 max range jumps (so effective 7 jump range).
This is really awesome changes. From a 0.0 perspective there is someties no fuel available in null sec. Often you cant dock in hostile space. On avarage with current range i used to do 2 to 3/4 jumps to get in central hostal space. This are travel jumps that you need to do traveling to it and back. Therefor personaly the fuel bay may be increased or consumption may be reduced a little bit more.

The Covert T3 Cruiser is the only covert ship that can not light and fit the Covert Cyno. Current NPC AI changes makes recons paper thin. NPC agro + target aggro = very quick dead Recon. With T3 you may get a little bit more tank but it cost alot more and if it dies you lose skillpoints.
The new NPC AI made covert op frigates useless for dropping. This need to be looked at aswell. NPC's kill them in anomalies before the cyno cycle is over. Would it be a idea to make a cov cyno ship invunerable to NPC agroo? (or simple adjust a AI and but Cov Cyno down on the list Cool)

If relativity equals time plus momentum, what equals relativity, if the momentum is minus to the time?

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