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Introducing myself and asking for help with balance!

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Ranger 1
Ranger Corp
Vae. Victis.
#181 - 2013-03-22 14:24:06 UTC
monkfish2345 wrote:
Ravcharas wrote:
Buzzy Warstl wrote:
Saw something upthread about adding ewar bonuses to BSes without removing other bonuses, and that lit off an idea:
Battleships are supposed to be robust platforms, why do they only have 2 skill-based bonuses?

Giving all the T1 BS 3 skill bonuses would give much more opportunity for differentiating them, allowing for more variety and more robust platforms without merely pumping up the slots and HP.

I like this. Give the man a lollipop.


I can see how this might work if it only made sense to fit ships to use 2/3 bonus' so it would mean there would be 2 or 3 quite different viable fits for the ships, but it's likely to be tricky for some ships to do this and keep them balanced.

especially when you look at the likes of the rokh or abaddon, what 3rd bonus could you give to them that would be relevant without making them OP. This would be the challenge.

I could see a case being made for BS being advanced and large enough to have bonuses to both their primary and secondary weapons systems. However I don't expect we will see a change like that in this first pass.

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Omnathious Deninard
University of Caille
Gallente Federation
#182 - 2013-03-22 14:26:14 UTC
Ranger 1 wrote:
monkfish2345 wrote:
Ravcharas wrote:
Buzzy Warstl wrote:
Saw something upthread about adding ewar bonuses to BSes without removing other bonuses, and that lit off an idea:
Battleships are supposed to be robust platforms, why do they only have 2 skill-based bonuses?

Giving all the T1 BS 3 skill bonuses would give much more opportunity for differentiating them, allowing for more variety and more robust platforms without merely pumping up the slots and HP.

I like this. Give the man a lollipop.


I can see how this might work if it only made sense to fit ships to use 2/3 bonus' so it would mean there would be 2 or 3 quite different viable fits for the ships, but it's likely to be tricky for some ships to do this and keep them balanced.

especially when you look at the likes of the rokh or abaddon, what 3rd bonus could you give to them that would be relevant without making them OP. This would be the challenge.

I could see a case being made for BS being advanced and large enough to have bonuses to both their primary and secondary weapons systems. However I don't expect we will see a change like that in this first pass.

But that brings you back to the current Typhoon and look what is happening to that.

If you don't follow the rules, neither will I.

Ranger 1
Ranger Corp
Vae. Victis.
#183 - 2013-03-22 14:26:53 UTC
CCP Rise wrote:
Hey guys thanks for all the feedback - many of you seem smart! (not you prom (jk <3))

I'm going to do some review with the team and then get started on this stuff as soon as possible, its very exciting!

Might help to manage expectations a bit by saying a couple small things ->

  • We are almost certainly not going to do a full set of disruption BS with this pass. BUT it is something thats on the radar, so having some version of them show up down the road is on the table, just dont expect it for summer.

  • Like many of you, we think attack BC are very strong, and will likely see some gentle modification to address that. Don't expect major revamps or changes to basic function. All the work on cruisers has made their position in the meta much more healthy and we will likely just be making minor tweaks.

  • I'll leave a more detailed discussion about BS for later, but all the input is extremely helpful so thanks again.

    Also, thanks for the warm welcome, I think I'm going to like it here =)

    I assume this means that the Scorpion will only recieve minor tweaks at the moment, and not be repurposed into an Attack or Combat hull this time around?

    I only ask because if a new line will be coming in (perhaps even new hulls) I could see a case being made for stadardizing the existing hulls around the Attack or Combat classifications and bringing in EW hulls all together at a later time.

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    Veshta Yoshida
    PIE Inc.
    Khimi Harar
    #184 - 2013-03-22 14:55:34 UTC  |  Edited by: Veshta Yoshida
    Attack BC (provided it refers to tier3's):
    Have them suck down some corn syrup to put on some weight, they are unnaturally mobile. Reduce weapon range by 25% or so to decrease overlap with BS roles.

    BS:
    Long Range, Short Range and Swiss Army Knife (Look to Amarr hulls and to a lesser extent Gallente for an example/baseline (after moving high to mid on Geddon and tweaking bonuses)).
    They are supposedly the stable of the various navies, poster boys of a given empires power if you will .. cook up a role bonus that epitomizes the race and slap it on all three, same bonus could be applied to the navy ships (when it is their time) as they too must be considered posterboys of power.
    Alternatively, same suggestion as Imade in the faction frigate thread, give them a toned down version of the heat resistance of T3's, something like a flat 10-15% reduction and revise bonuses (and slots for utilities) slots to fit with LR/SR/Util concept.

    Note:
    Dependent on what happens with large missile systems, a choice has to made for Caldari. Would love to see the Rohk optimized for blasters and having the Raven be the LR option if cruise are made more viable but other way 'round (rails/torps) works too.

    Other than that: Hope you settle in and won't be discouraged by the Icelandic's ability to hold their liquor (read: Don't try to keep up!)
    Moonasha
    Orcses and Goblinz
    #185 - 2013-03-22 15:07:23 UTC  |  Edited by: Moonasha
    I personally think all T3s are way too powerful... best links in the game, 100MN tengu bullshit... etc.

    But I care more about battleships. I can only speak about Amarr battleships. IMO, the Armageddon and Abaddon all have the same playstyle. Like... Apoc has a defined sniper role. But arma and abaddon, you just equip lasers, armor, and press F1.

    One thing I've been thinking about lately, is a missile / drone amarr BS. An armor torp boat I guess, with lots of bandwidth. It would fit in with lots of the weird Amarr ships, and actually be different. Probably the Arma would be the best hull for this, as it currently has the weakest / most boring bonuses right now. What if it was changed to torp dmg & velocity + drone damage? The abaddon keeps its role as brawler. Apoc keeps its role as sniper. Arma gets a new role as being far more versatile in the damage type, and being able to combat small **** with drones.

    tldr; Two brawling battleships which fill more or less the same role is weaksauce
    XavierVE
    No Corporation for Old Spacemen
    #186 - 2013-03-22 18:01:19 UTC  |  Edited by: XavierVE
    Tier 3 BC's are too agile. They should be as slow as harbingers and the ilk, not faster than most t1 cruisers. The battlecruiser rebalance was only half-finished, as there's still no real reason to fly a harbinger over an Oracle when an Oracle is 2x as fast and has far better range. Attack battlecruisers should be the highest DPS option, but they should be as slow, if not slower, than the other battlecruiser options.

    Tech 3's are the biggest problem in the game, however. Nullied + Cloaky + Covert Cyno is ridiculous. Nullification and the Cloak should be different subs in the same sub class, having to choose between them. Stupid game design to have such an easymode setup in the game.
    Iam Widdershins
    Project Nemesis
    #187 - 2013-03-22 18:04:29 UTC
    o/ Rise, good name choice.

    I don't have a totally complete picture of how I imagine battleships being reversioned, but I can give a few suggestions. Chances are you already feel the same way about many of these ships.

    Typhoon:


    The Typhoon is an awesome ship once you have 800 million SP right now, and I don't think anyone wants that to change. Moving away from dual weapon systems is fine: 6 launchers and 0-2 turrets, and change the projectile bonus to something more useful:


    • Missile explosion velocity / radius, possibly even missile damage
    • Target painter effectiveness
    • Speed
    • A small bonus to web range or strength (5% strength or 10% range would be pretty cool)


    And definitely make sure it keeps the large drone bay, otherwise it has almost no advantage over the Raven. The Typhoon Fleet Issue should get 7 launchers, a-la Raven/Navy Raven. Missiles are awesome.


    Tempest:


    It's difficult to say what could be changed for the Tempest. So far it's a pretty reasonably balanced ship, if a little short on EHP; the active tanked (dual rep) version is pretty decent, but it's not strong enough to be a fleet ship these days. I don't think this is a problem per se, but it is something to take into consideration.

    It might be useful to move one of the high slots to a mid or a low, but that would be a pretty bold change that would have huge consequences for the ship. You can't really move any slots around without making somebody angry.



    The Maelstrom is fine. Honestly I don't think there's really anything to fix. The Scorpion is also widely considered to be a very well-rounded ship, and the Raven remains a PVE staple if not a very competent PVP ship -- though that deficiency mostly lends itself from missiles themselves rather than the ship. The Rokh is also a pretty solid contender unless you count the Naga supplanting it in most long-range fleet scenarios.


    Armageddon:


    An excellent, well rounded, well balanced ship. I would be loath to see a single thing change about the Armageddon. It's a classic, even a benchmark of what a good battleship should look like on the field.

    Though it could stand to get 25 or 50 more m3 of drone bay if you feel it is trailing behind, it's pretty much excellent just as it is.


    Apocalypse and Abaddon:


    The Apocalypse has been suffering a bit lately since we've seen the whole long-range PVP game tail off. It's one of the strongest sniping ships in the game, but when most engagements useful ranges are limited to 60-70km it doesn't see a lot of use as the Abaddon is able to do more damage and attain enough range for these scenarios through the use of tracking comptuers. I do feel the Apoc needs some love and there needs to be slightly better differentiation between the roles of these two ships; the Abaddon could probably stand to lose a mid slot, and the Apocalypse could probably use a bit of an armor HP buff to contend with (but not equal!) the Abaddon's massive HP+resist tank.


    Dominix:


    People say the Dominix sucks because it's no good in fleet scenarios. I think these people are bad and should feel bad, the Dominix is a great ship. It could possibly use some more speed and agility, maybe a little more HP to allow it to contend while using more damage mods, but generally speaking it's a very well balanced ship and I don't think much needs changing.


    Megathron:


    Another good ship. Strong all-around, people whine because it's short ranged and they never see it being useful in their own tiny little slice of the game, but really it excels.


    Hyperion:


    A classically powerful ship somewhat overshadowed since the release of ASB and the extra power given to the Maelstrom, the only things this ship really needs to be competitive again are improvements to the new modules (or just armor repair modules in general) and maybe another chunk of base capacitor (the ship's lifeblood).




    Attack battlecruisers:


    I'm honestly unsure if there's anything to complain about here. I have been a fan of these ships and their own special role on the battlefield since their release; there are a couple minor issues with obsolescence of long-ranged battleships such as the Apocalypse and Rokh, but by and large they are great in gangs and I wouldn't want to see them changed too much.

    Lobbying for your right to delete your signature

    HazeInADaze
    Safari Hunt Club
    #188 - 2013-03-22 18:07:55 UTC
    The attack BC's are very strong because the pilot can so easily position it to use the large weapons. The speed and alignment times are just much better than the battleships.

    But I like this aspect of the ship, it is a serious threat if allowed to setup. I think lower the agility would help balance them, I also think fewer slots would help and reduced system abilities (lower scan rez, lower targetting range, etc.) Force the ships into more predictable fits: close range plus tank, longer range plus sebo or sensor amps. But letting such a fast ship with such big guns add tank, tackle, weapon enhancements is just too much. Their native ability alone makes them effective ships.
    Andrea Griffin
    #189 - 2013-03-22 18:54:49 UTC
    I am not particularly interested in seeing EWar battleships. We have EWar frigates, cruisers, EAFs, and Recons to fill the EWar role. I would much rather see a line of battleships that were EWar-resistant instead. I'm not suggesting that it is a necessary or even needed role, just that between the two, I would pick the latter.
    MeBiatch
    GRR GOONS
    #190 - 2013-03-22 19:05:29 UTC
    Andrea Griffin wrote:
    I am not particularly interested in seeing EWar battleships. We have EWar frigates, cruisers, EAFs, and Recons to fill the EWar role. I would much rather see a line of battleships that were EWar-resistant instead. I'm not suggesting that it is a necessary or even needed role, just that between the two, I would pick the latter.


    What like bonus for romote assistance mods like rsb, tracking links, and eccm projected?

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

    Ugh ti-di pooping makes me sad.

    Fon Revedhort
    Monks of War
    #191 - 2013-03-22 19:39:00 UTC
    Cal Stantson wrote:
    Battleships need an EHP buff, and also a DPS buff, but they need to be a lot less agile. Right now their stats aren't so much better than a Combat BC to actually be worth using. Making them heavier in every sense of the word would do a lot to make them more distinct.

    EHP buff is the most primitive way of buffing anything and moreover, it dumbs down the entire game by upping EHP of a (supposedly) popular class. There's already way too much overtanking in this game.

    Also, tier3s show that you don't even need craploads of EHP to have fun and kill ships, and they are used in pretty large fleets just as in small-scale PvP. I do hope that this lesson will teach CCP something they have been missing for years. No more EHP!

    "Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

    Mariner6
    The Scope
    Gallente Federation
    #192 - 2013-03-22 20:09:08 UTC  |  Edited by: Mariner6
    I'm torn about any nerf to the tier 3 BC's.

    I understand the desire to nerf their speed/agility but it will just make the the Tornado and Naga the only used versions. It won't matter if they get hit with slower speeds or less tank. For the most part they are using arty and rails respectively. Yes, I have seen some of the Tornado's use the autocannon fits/Fishing but I usually see those die pretty quick as they get caught. I guess bottom line is that a nerf to these boats will not see any real drop in their use.

    The problem with the oracles and especially the Talos is any reduction in speed will make them not really worth the cost. The Talos provides a pilot with a way to actually attack the blob and have some fun, but still plenty of them get caught and killed. Its one of the few Gal kiting boats. Its a tricky boat to fly and with the frig/cruisers in a better place there are still plenty that get caught, especially by stabbers. Once scrammed/webbed they die very quickly as they have a small tank. Oracles will be similar but enjoy more stand off with lol scorch and I think its speed is about spot on now as is.

    So frankly I think if you nerf the Talos' speed/agility/forcing smaller guns etc, it will fade completely from use as it certainly does not work well as a brawler with its puny tank. And Gal doesn't need another brawler. Its one of the funnest solo boats in the game and nerfing it would be a shame.
    Ranger 1
    Ranger Corp
    Vae. Victis.
    #193 - 2013-03-22 21:41:34 UTC
    To sum up, it really looks like we simply need to get down to the basics with our current batch of T1 battleships. Standardize along the existing pattern of 2 Combat hulls (1 for their racial primary weapons system, the other for the secondary weapons system), and 1 hull for Attack (perhaps combining elements of both weapons systems along with speed).

    Something like:

    Amarr:
    Attack: Armageddon (Lasers with strong drone support)
    Combat Primary: Abaddon (Lasers)
    Combat Secondary: Apocalypse (Drones and due to Khanid influence possibly missiles... or a seperate Khanid variation later).

    Gallante:
    Attack: Hyperion (Blasters and strong drone support)
    Combat Primary: Megathron (Blasters or Rails)
    Combat Secondary: Dominix (Drones and Blasters or Rails)

    Caldari:
    Attack: Scorpion (Convert to a strong Torp boat)
    Combat Primary: Raven (Torp boat or Cruise boat)
    Combat Secondary: (Rail boat with option to mount some cruise)

    Minmatar:
    Attack: Tempest (Projectile, some missile capability)
    Combat Primary: Maelstrom (Projectile boat)
    Combat Secondary: Typhoon (Missile boat, some projectile options)

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    Deacon Abox
    Black Eagle5
    #194 - 2013-03-22 22:05:47 UTC
    Here's some help with balance.

    Active local armor repping is not a bonus worth giving on any ships over the frigate level. If you want to give the Gallente a meaningful bonus give them an armor hp amount or hp % per level bonus.

    Speed, range, and shield tanking are king in this game as it presently stands. So when you give Minmatar speed and shield, and Caldari range and shield (and even passable speed), then this is why you mostly see Minmatar and Caldari in the top 20.

    5% Resist bonuses are worth so much more than 7.5% repper bonuses. So you can either reduce the resist bonuses to 4% or the repper bonuses to 10% (but then it starts getting ridiculous) or both.

    The suck of local rep is not a bad thing since CCP has always wanted group play, and logi support is that. So stop giving stupid local rep bonuses that are only good for a 1v1 or near to that and we all know that is the exception not the rule for eve fighting (and there's nothing wrong with that).

    So please don't make the Hyperion further AAR bullshit fail bonus and get more creative. Change the bonuses on the Brutix and Myrm. The repper bonuses suck ass.

    Sorry I'm in a sour mood for some reason. But anyway, welcome to working on a great game none-the-less. Please make it even better. Smile

    CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

    Jerick Ludhowe
    Internet Tuff Guys
    #195 - 2013-03-22 22:25:55 UTC
    Deacon Abox wrote:
    Here's some help with balance.

    Active local armor repping is not a bonus worth giving on any ships over the frigate level. If you want to give the Gallente a meaningful bonus give them an armor hp amount or hp % per level bonus.

    Speed, range, and shield tanking are king in this game as it presently stands. So when you give Minmatar speed and shield, and Caldari range and shield (and even passable speed), then this is why you mostly see Minmatar and Caldari in the top 20.

    5% Resist bonuses are worth so much more than 7.5% repper bonuses. So you can either reduce the resist bonuses to 4% or the repper bonuses to 10% (but then it starts getting ridiculous) or both.

    The suck of local rep is not a bad thing since CCP has always wanted group play, and logi support is that. So stop giving stupid local rep bonuses that are only good for a 1v1 or near to that and we all know that is the exception not the rule for eve fighting (and there's nothing wrong with that).

    So please don't make the Hyperion further AAR bullshit fail bonus and get more creative. Change the bonuses on the Brutix and Myrm. The repper bonuses suck ass.

    Sorry I'm in a sour mood for some reason. But anyway, welcome to working on a great game none-the-less. Please make it even better. Smile


    Going to strongly agree with you on the nerf to the resistance bonus from 5% to 4% per level however I'm going to disagree with ya on the removal of active tanking bonuses. The problem atm is that medium and large reppers just suck, period. The "buff" to active armor tanking by fozzie and crew missed almost all of the critical balance issues that have been diagnosed by the most experienced players this community has to offer over the past 5+ years...

    The solution is to buff all faction/deadspace armor reppers so that they increase in power at an equal level to that of shield as well as a modest increase to the hp/s and cap efficiency of ALL reppers (small don't need more hp/s).
    Snape Dieboldmotor
    Minotaur Congress
    #196 - 2013-03-22 23:41:21 UTC
    Buffer battleships have a module problem. The fact that cruisers and battleships use the same extender modules is the main problem. Shield and armor have same problem. The answer is not to gave hulls more hit points.

    I don't know how to solve this problem. But, If something like an extra large shield extender were to be introduced, I would not want to see one on a smaller ship.
    Garviel Tarrant
    Beyond Divinity Inc
    Shadow Cartel
    #197 - 2013-03-23 01:19:12 UTC
    I cannot for the life of me understand why people seem to think all BS's should be buffed /o\

    I wouldh ave thought the tier 3's should be slightly nerfed if anything

    BYDI recruitment closed-ish

    TrouserDeagle
    Beyond Divinity Inc
    Shadow Cartel
    #198 - 2013-03-23 01:58:20 UTC
    Garviel Tarrant wrote:
    I cannot for the life of me understand why people seem to think all BS's should be buffed /o\

    I wouldh ave thought the tier 3's should be slightly nerfed if anything


    I think it's because these people are generally scrubs and don't see the big picture.
    Omnathious Deninard
    University of Caille
    Gallente Federation
    #199 - 2013-03-23 04:50:17 UTC
    Garviel Tarrant wrote:
    I cannot for the life of me understand why people seem to think all BS's should be buffed /o\

    I wouldh ave thought the tier 3's should be slightly nerfed if anything

    How would nerfing tier 3 BC change people's outlook on Battleships?

    If you don't follow the rules, neither will I.

    Michael Harari
    Genos Occidere
    HYDRA RELOADED
    #200 - 2013-03-23 05:44:19 UTC
    Omnathious Deninard wrote:
    Garviel Tarrant wrote:
    I cannot for the life of me understand why people seem to think all BS's should be buffed /o\

    I wouldh ave thought the tier 3's should be slightly nerfed if anything

    How would nerfing tier 3 BC change people's outlook on Battleships?


    tier 3 bs obviously.


    I think the hyperion should get a double damage bonus (and lose a gun for a utility high), basically the harb treatment