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[Odyssey] Module Rebalancing Part One: RSBs and TEs

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Author
Claire Raynor
NovaGear
#801 - 2013-03-29 22:56:13 UTC  |  Edited by: Claire Raynor
So - Armour and Shield fits are being made to be the same in terms of what the end result of the ships will be. Same Speed - damage - range - etc. Or at least CCP are engineering them to move to converge and to be more similar. I never saw the issue with variation. But everything seems to now need to be the same - I don't think making everything the same is balance at its best. I thought CCP had already done something to make Armour tanking better? I thought Armour tanking let you have more tackle and EWar? I thought it gave you more tank than Shield - so you could perhaps mitigate Shield tanking's bigger DPS?

I guess we will all just start using Gyros instead of TEs and forget flying and tactics - we can just charge at one another and turn our guns on - because we'll all be in scram and web range now - (or doing no damage is the other option). So - Fit a TE1 - because that is what the TE2 now will be - or a Gyro2. Hmmm. Yeah - So my TEs are going in the same bucket as the Drone Link Augmentors I used to like went into. Refine.

We could simplify EvE even more. . . . I'm wondering if, going forward, we even need modules. . . .
Pelea Ming
Royal Amarr Institute
Amarr Empire
#802 - 2013-03-30 02:28:03 UTC
the TE nerf is going through at the same time alot of ships are getting range buffs to their hulls if you were paying attention to the appropriate threads, this won't be making OP ships downgraded, it will be to keep a mod from making hulls that are getting the buffs from becoming OP.
Alxea
Unstable Pirate Sharks Of The Damed Sea
#803 - 2013-03-30 02:35:44 UTC
CCP Fozzie wrote:
Serenety Steel wrote:
If it aint broke, DON'T fix it!


Way to nerf some more stuff, well done ccp..


These are broke, so we're fixing them.

One does not simply use TE's for 5 years unchanged and suddenly break them. They are broke because you say they are broke when they were never broke to begin with. Your changing the way people play the game. Its more then a nerf its a game changer. Blink But oh well I was never a fan of kiting anyways. The closer the better. But the point is its not the mods that are overpowered, its the way people always invent new fits that are deemed overpowered when they are simply just so powerful. Dominance is all in the creativeness of the fitting. When Kil2 use to fly Talos's he could kill fleets with it. So anything that can do that should be nerfed according to CCP so nerf a major mod that effects everybody and force them to fight at closer ranges with medium ranged weapons. It may as well be close range because weapons for medium range now will only be effective at close range. Roll Of course forcing us to use a mid slot for a TC just to get range also nerfs the tanks of a lot of ships players want to shield tank making them have even less EHP. These nerfs are tba getting out of hand because they are stealth nerfing shield tanks on common ships.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#804 - 2013-03-30 02:46:51 UTC
Alxea wrote:
CCP Fozzie wrote:
Serenety Steel wrote:
If it aint broke, DON'T fix it!


Way to nerf some more stuff, well done ccp..


These are broke, so we're fixing them.

One does not simply use TE's for 5 years unchanged and suddenly break them. They are broke because you say they are broke when they were never broke to begin with. Your changing the way people play the game. Its more then a nerf its a game changer. Blink But oh well I was never a fan of kiting anyways. The closer the better. But the point is its not the mods that are overpowered, its the way people always invent new fits that are deemed overpowered when they are simply just so powerful. Dominance is all in the creativeness of the fitting. When Kil2 use to fly Talos's he could kill fleets with it. So anything that can do that should be nerfed according to CCP so nerf a major mod that effects everybody and force them to fight at closer ranges with medium ranged weapons. It may as well be close range because weapons for medium range now will only be effective at close range. Roll Of course forcing us to use a mid slot for a TC just to get range also nerfs the tanks of a lot of ships players want to shield tank making them have even less EHP. These nerfs are tba getting out of hand because they are stealth nerfing shield tanks on common ships.

And yet, as has been previously, and numerously, pointed out, this 'nerf' is actually simply returning the TE back to it's original stats at the same time as a number of hulls are getting alot of range boosts to more then compensate for this to begin with.
Alxea
Unstable Pirate Sharks Of The Damed Sea
#805 - 2013-03-30 02:58:23 UTC  |  Edited by: Alxea
Pelea Ming wrote:
Alxea wrote:
CCP Fozzie wrote:
Serenety Steel wrote:
If it aint broke, DON'T fix it!


Way to nerf some more stuff, well done ccp..


These are broke, so we're fixing them.

One does not simply use TE's for 5 years unchanged and suddenly break them. They are broke because you say they are broke when they were never broke to begin with. Your changing the way people play the game. Its more then a nerf its a game changer. Blink But oh well I was never a fan of kiting anyways. The closer the better. But the point is its not the mods that are overpowered, its the way people always invent new fits that are deemed overpowered when they are simply just so powerful. Dominance is all in the creativeness of the fitting. When Kil2 use to fly Talos's he could kill fleets with it. So anything that can do that should be nerfed according to CCP so nerf a major mod that effects everybody and force them to fight at closer ranges with medium ranged weapons. It may as well be close range because weapons for medium range now will only be effective at close range. Roll Of course forcing us to use a mid slot for a TC just to get range also nerfs the tanks of a lot of ships players want to shield tank making them have even less EHP. These nerfs are tba getting out of hand because they are stealth nerfing shield tanks on common ships.

And yet, as has been previously, and numerously, pointed out, this 'nerf' is actually simply returning the TE back to it's original stats at the same time as a number of hulls are getting alot of range boosts to more then compensate for this to begin with.


The talos and cane are not the ships that are getting range boosts. The T2-TE will be as effective as a T1-TE. They might want to fix that.
Bouh Revetoile
In Wreck we thrust
#806 - 2013-03-30 11:46:01 UTC
If range is that important, why not using long range weapon instead of pushing short range weapon to the extreme ?

Because IMO, that's the reason for the OPness of TE : they make short range weapon to impinge upon long range weapon operating range.
Claire Raynor
NovaGear
#807 - 2013-03-30 12:51:05 UTC  |  Edited by: Claire Raynor
Pelea Ming wrote:
the TE nerf is going through at the same time alot of ships are getting range buffs to their hulls if you were paying attention to the appropriate threads, this won't be making OP ships downgraded, it will be to keep a mod from making hulls that are getting the buffs from becoming OP.


Err. Not that I saw. Range buff on hulls - show me more. Because from what I can see. . ..

1 ship got their falloff upgraded. The stabber.

1 ship got their optimal uprated. Some Amarr thing.

I'm sorry - what other hulls are getting their falloff / optimal enhanced to coincide with this nerf?
goldiiee
Bureau of Astronomical Anomalies
#808 - 2013-03-30 13:00:56 UTC  |  Edited by: Goldiiee
Claire Raynor wrote:
Pelea Ming wrote:
the TE nerf is going through at the same time alot of ships are getting range buffs to their hulls if you were paying attention to the appropriate threads, this won't be making OP ships downgraded, it will be to keep a mod from making hulls that are getting the buffs from becoming OP.


Err. Not that I saw.

1 ship got their falloff upgraded. The stabber.

1 ship got their optimal uprated. Some Amarr thing.

I'm sorry - what other hulls are getting their falloff / optimal enhanced to coincide with this nerf?

The point of balance means some get a buff in one area, and others do not, the TE II was giving all ships a buff, and in the spirit of balance you need to move the buffs to the hull not the module,,,, feel like I am repeating myself a lot,,, Anyways all ships need to start from a basline and be buffed acording to thier role, after all why would you give optimal range to a Scimi or for that matter a missle boat? You wouldn't, so if you have one ship that does this well then why would you need more.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Claire Raynor
NovaGear
#809 - 2013-03-30 13:25:02 UTC  |  Edited by: Claire Raynor
Goldiiee wrote:
Claire Raynor wrote:
Pelea Ming wrote:
the TE nerf is going through at the same time alot of ships are getting range buffs to their hulls if you were paying attention to the appropriate threads, this won't be making OP ships downgraded, it will be to keep a mod from making hulls that are getting the buffs from becoming OP.


Err. Not that I saw.

1 ship got their falloff upgraded. The stabber.

1 ship got their optimal uprated. Some Amarr thing.

I'm sorry - what other hulls are getting their falloff / optimal enhanced to coincide with this nerf?

The point of balance means some get a buff in one area, and others do not, the TE II was giving all ships a buff, and in the spirit of balance you need to move the buffs to the hull not the module,,,, feel like I am repeating myself a lot,,, Anyways all ships need to start from a basline and be buffed acording to thier role, after all why would you give optimal range to a Scimi or for that matter a missle boat? You wouldn't, so if you have one ship that does this well then why would you need more.



What??? Ohh - OK - So we really don't need modules than - because it's the hull that should determine what the ship does - because "in the spirit of balance we need to move buffs from the modules onto the hulls" ? Then just have done with it and get rid of modules.

TE wasn't "giving all ships a buff" - It was only buffing the ships it was fitted to. You wouldn't ever have given a missile boat a TE2 that would be a fail fit. Obviously. Just because you could put a TE on a missile ship doesn't make them OP.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#810 - 2013-03-30 13:47:23 UTC
Claire Raynor wrote:
Pelea Ming wrote:
the TE nerf is going through at the same time alot of ships are getting range buffs to their hulls if you were paying attention to the appropriate threads, this won't be making OP ships downgraded, it will be to keep a mod from making hulls that are getting the buffs from becoming OP.


Err. Not that I saw. Range buff on hulls - show me more. Because from what I can see. . ..

1 ship got their falloff upgraded. The stabber.

1 ship got their optimal uprated. Some Amarr thing.

I'm sorry - what other hulls are getting their falloff / optimal enhanced to coincide with this nerf?

Check out the threads for the upcoming Navy cruisers and Navy frig mods, check out the already existing changed hulls we have available in the game, the range buffs are there.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#811 - 2013-03-30 13:52:54 UTC
To be perfectly honest, I don't think that TE's should have ever been buffed up like this 4 years ago. I think it's wrong that a passive module should ever out perform an active one. with this nerf, in some respects it still does, but at least not to the point of having people say "wtf are you putting that TC on your ship? get a TE!" I honestly think that since the TC is an active mod, it should actually still get abit of a buff out of all of this yet, too.
Claire Raynor
NovaGear
#812 - 2013-03-30 13:59:18 UTC  |  Edited by: Claire Raynor
Pelea Ming wrote:
Claire Raynor wrote:
Pelea Ming wrote:
the TE nerf is going through at the same time alot of ships are getting range buffs to their hulls if you were paying attention to the appropriate threads, this won't be making OP ships downgraded, it will be to keep a mod from making hulls that are getting the buffs from becoming OP.


Err. Not that I saw. Range buff on hulls - show me more. Because from what I can see. . ..

1 ship got their falloff upgraded. The stabber.

1 ship got their optimal uprated. Some Amarr thing.

I'm sorry - what other hulls are getting their falloff / optimal enhanced to coincide with this nerf?

Check out the threads for the upcoming Navy cruisers and Navy frig mods, check out the already existing changed hulls we have available in the game, the range buffs are there.


Please help me - I've read / re-read - all these posts and threads. Where are the other ships who are getting their tracking-weapon's weapon ranges increased?

You pointed me at the Faction cruisers thread - Only the IN Omen gets and upgrade - The normal Stabber gets an upgrade - You pointed me at the faction frigates thread the Imperial navy Slicer shows a range bonus that it has AWLASYs had - and nah - other than the INOmen and the Stabber - nothing. . .
Claire Raynor
NovaGear
#813 - 2013-03-30 14:06:59 UTC  |  Edited by: Claire Raynor
Well it's done now. And this thread's finished.

I just wish they'd say why - What was the design intent ? They've reduced the range at which fights happen and pulled everything within Scram and web range. To what end?

I'm sorry Minmatar were OP - I didn't want them to be when I chose them. I didn't realise they were so OP that it'd take 6 months of solid development effort to nerf them back to "balanced" and that it would wipe out so many play styles en-route.

I wish I'd chosen Caldari instead.


I miss my Hurricane.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#814 - 2013-03-30 14:10:51 UTC
Claire Raynor wrote:
Pelea Ming wrote:
Claire Raynor wrote:
Pelea Ming wrote:
the TE nerf is going through at the same time alot of ships are getting range buffs to their hulls if you were paying attention to the appropriate threads, this won't be making OP ships downgraded, it will be to keep a mod from making hulls that are getting the buffs from becoming OP.


Err. Not that I saw. Range buff on hulls - show me more. Because from what I can see. . ..

1 ship got their falloff upgraded. The stabber.

1 ship got their optimal uprated. Some Amarr thing.

I'm sorry - what other hulls are getting their falloff / optimal enhanced to coincide with this nerf?

Check out the threads for the upcoming Navy cruisers and Navy frig mods, check out the already existing changed hulls we have available in the game, the range buffs are there.


Please help me - I've read / re-read - all these posts and threads. Where are the other ships who are getting their tracking-weapon's weapon ranges increased?

You pointed me at the Faction cruisers thread - Only the IN Omen gets and upgrade - The normal Stabber gets an upgrade - You pointed me at the faction frigates thread the Imperial navy Slicer shows a range bonus that it has AWLASYs had - and nah - other than the INOmen and the Stabber - nothing. . .

Ugg, I finished with the cruiser thread this morning, but I know I saw at least one hull also got a falloff bonus, and don't forget to look at the cruisers, frigates, and BCs that have already been changed got some boosts too.
Funky Lazers
Funk Freakers
#815 - 2013-03-30 14:29:07 UTC
Damn, seeing the topic's name I thought CCP is actually making a change towards missiles being affected by TCs/TEs.
Sadly there was none.
Are we going to see this change in the summer patch?

Whatever.

Pelea Ming
Royal Amarr Institute
Amarr Empire
#816 - 2013-03-30 14:32:58 UTC
Funky Lazers wrote:
Damn, seeing the topic's name I thought CCP is actually making a change towards missiles being affected by TCs/TEs.
Sadly there was none.
Are we going to see this change in the summer patch?

I agree, this change has been too long delayed.
Major Killz
inglorious bastards.
#817 - 2013-03-30 14:37:05 UTC  |  Edited by: Major Killz
CCP is not increasing or giving vessel bonuses to counter the proposed changes to tracking enhancer at all.

In the past. skirmishing was limited to specialized vessels.

Back then I was aware of heavy missile Drakes and shield-Harbingers being used solo in early 2008. So it was clear most ships bonused for lasers and missiles were capable of skirmishing. Even though they lacked dominance in overall velocity.

However. When CCP changed tracking enhancers near all Minmatar vessels could now skirmish (not just the Vagabond). Instantly bringing them from the dirt that is close range combat and leaving Gallente completely behind. There by removing specialization and adding to ubiquity. Near every ship is now able to skirmish and are fitted for that purpose.

Removing that ubiquity makes alot of sense. Furthur, the Hurricane and many other Minmatar vessels are dangerous artillery platforms. I dont need to tell those who are not ret@rded that a fleet of shield-artillery-Hurricanes is superior to a fleet of shield-autocannon-Hurricanes.

Minmatar have a near overpowered long range weapon system. CCP has said nothing about touching it. Hope they dont because near every other race now has a ship better than Minmatar vessels at skirmishing.

When it comes to combat battlecruisers at skirmishing solo:

1. Drake (Ham (javelin), Hml)
2. Harbinger (pulse laser)
3. Hurricane (autocannon)

When it comes to attack battlecruisers at skirmishing solo:

1. Talos (blaster)
2. Oracle (pulse laser)
3. Tornado (autocannon)

When it comes to t1 cruisers at skirmishing solo:

1. Caracal (Ham (javelin), light missile)
2. Omen (pulse laser)
3. Bellicose (Ham (javelin), light missile)
4. Rupture (autocannons)

The combat battlecruisers have been much the same for awhile now. The rest is what it is.


- killz

[u]Ich bin ein Pirat ![/u]

Pelea Ming
Royal Amarr Institute
Amarr Empire
#818 - 2013-03-30 14:41:11 UTC
Major Killz wrote:
CCP is not increasing or giving vessel bonuses to counter the proposed changes to tracking enhancer at all.

In the past. skirmishing was limited to specialized vessels.

Back then I was aware of heavy missile Drakes and shield-Harbingers being used solo in early 2008. So it was clear most ships bonused for lasers and missiles were capable of skirmishing. Even though they lacked dominance in overall velocity.

However. When CCP changed tracking enhancers near all Minmatar vessels could now skirmish (not just the Vagabond). Instantly bringing them from the dirt that is close range combat and leaving Gallente completely behind. There by removing specialization and adding to ubiquity. Near every ship is now able to skirmish and are fitted for that purpose.

Removing that ubiquity makes alot of sense. Furthur, the Hurricane and many other Minmatar vessels are dangerous artillery platforms. I dont need to tell those who are not ret@rded that a fleet of shield-artillery-Hurricanes is superior to a fleet of shield-autocannon-Hurricanes.

Minmatar have a near overpowered long range weapon system. CCP has said nothing about touching it. Hope they dont because near every other race now has a ship better than Minmatar vessels at skirmishing.

When it comes to combat battlecruisers at skirmishing solo:

1. Drake (Ham (javelin), Hml)
2. Harbinger (pulse laser)
3. Hurricane (autocannon)

When it comes to attack battlecruisers at skirmishing solo:

1. Talos (blaster)
2. Oracle (pulse laser)
3. Tornado (autocannon)

When it comes to t1 cruisers at skirmishing solo:

1. Caracal (Ham (javelin), light missile)
2. Omen (pulse laser)
3. Bellicose (Ham (javelin), light missile)
4. Rupture (autocannons)

The combat battlecruisers have been much the same for awhile now. The rest is what it is.


- killz

Exactly, use your artillery guns!
Nikolai Vodkov
Pro Synergy
#819 - 2013-03-30 17:38:57 UTC
I disapprove of this message! Horrible :(

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Rroff
Antagonistic Tendencies
#820 - 2013-03-30 18:37:23 UTC
Alxea wrote:

One does not simply use TE's for 5 years unchanged and suddenly break them. They are broke because you say they are broke when they were never broke to begin with. Your changing the way people play the game. Its more then a nerf its a game changer. Blink But oh well I was never a fan of kiting anyways. The closer the better. But the point is its not the mods that are overpowered, its the way people always invent new fits that are deemed overpowered when they are simply just so powerful. Dominance is all in the creativeness of the fitting. When Kil2 use to fly Talos's he could kill fleets with it. So anything that can do that should be nerfed according to CCP so nerf a major mod that effects everybody and force them to fight at closer ranges with medium ranged weapons. It may as well be close range because weapons for medium range now will only be effective at close range. Roll Of course forcing us to use a mid slot for a TC just to get range also nerfs the tanks of a lot of ships players want to shield tank making them have even less EHP. These nerfs are tba getting out of hand because they are stealth nerfing shield tanks on common ships.


I mean when was the last time you saw someone complaining about TEs seriously? infact there are so many things that need addressing before TEs should even be a thought on someones mind.

Getting bored of complaining about this stuff now tho for all the great changes lately theres been a few like this creeping in - just gonna keep playing til it goes too far (probably around the time command ship changes come into effect) and then find another game to play.