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[Odyssey 1.1] Pirate Faction Rebalance

Author
MeBiatch
GRR GOONS
#1 - 2013-06-27 17:39:31 UTC
So here is hoping that balancing g-ds read this and impliment some of its ideas... i think there is still enough time to get the pirate factions ships balanced before the point release.

So here is a little break down of the pirate faction lines what works and what does and and areas for improvment.

First with the best Angel they are fast great ehp and awelike damage projection; in other words op (even with the TE nerf)
IMO i would reduce the max target range and add mass and reduce base speed. This will force the use of speed mods to get the same agility/max speed and it will force the use of a sensor booster to target as far as the guns can shoot.

The second best has to be a tie between serp and blood raiders.

TBH i would not do much to serp (perhaps a slight boost to speed and sensor resolution)

for blood raiders. i feel that a switch from lazor/nueting to drone/nueting would fall more into the niche that ammar are carving out for themselves.

you also have sansha. i have never flown them... from what i understand the nightmare is ok with like a 10 billion isk investment and the rest are utter crap. ideas are replacing the tracking bonus with optimal range or improving ehp and fittings plus agility to make the ships better.

then the pve kings guristas with thier lack luster missile bonus. get rid of it and replace with the nifty tracking/optimal range bonus you did to the domi.

I did a bigger breakdown of what i would like seen done to guristas due to them being my personal fave line up.

worm bonus: (currently its a really sad tristan meets ishkur and not as good as either of them)
So my idea is to increase the base drone bay up to 50m3 and change the bonus to make the ship smexy.

Special Ability: 50% bonus to drone tracking

Caldari Frigate Skill Bonus: 4% bonus to shield resistance per level

Gallente Frigate Skill Bonus: 10% to drone hitpoints per level

(increase base drone bay to 50m3)



gila: (a great ship one of my favs but the darn missile bonus is rather useless. so here comes into play the tracking and optimal range bonus...)

special ability: 50% bonus to drone tacking/optimal range

Caldari Cruiser Skill Bonus: 4% bonus to shield resistance per level

Gallente Cruiser Skill Bonus: 10% bonus to drone hitpoints and damage per level


Rattlesnake: (my baby i have over 5 billion invested in... stupid officer drone modsBlink but alas that missile velocity bonus is rather useless. so what i did was meld the special ability bonus of the gila into the bs bonus for gal and then added a sentry damage bonus as the special ability because of the cost and size of the snake over the gila it should be a better ship)

Special ability: 25% bonus to sentry drone damage

Caldari Battleship Skill Bonus: 4% bonus to shield resistance per level

Gallente Battleship Skill Bonus: 10% bonus to drone hitpoints/damage/tracking/optimal range per level

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

Ugh ti-di pooping makes me sad.

Commander Ted
Caldari Provisions
Caldari State
#2 - 2013-06-27 19:12:14 UTC
I think guristas should have the option of going missile and drone.

Split weapons make sense for them. Maybe give the rattlesnake a extreme explosion radius bonus and make it a BS frig killer on par with the vindi

The Gila is pretty good as is, maybe a few minor boosts would bring it in line.

The worm is rather meh, it is basically a hookbill with drones which is a lot less fun than it sounds. Maybe loose the resist bonus for a drone bonus or something or make it so the drone bay bonus isn't a bonus and give it a tracking/speed bonus



Give the succubus/phantasm more fitting/cap plox

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Omnathious Deninard
University of Caille
Gallente Federation
#3 - 2013-06-27 19:52:01 UTC  |  Edited by: Omnathious Deninard
I would love to see the Guristas ships get some love, they are great drone ships for the most part, the missiles are just kind of a novelty bonus so it could use a buff or something new altogether.

The worm needs serious work, as of right now I would rather use a Tristan than a Worm. Not saying that a Tristan is a bad ship, it just outclasses the Worm 10 fold.

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

Chimpface Holocaust
Brutor Tribe
Minmatar Republic
#4 - 2013-06-28 00:37:42 UTC  |  Edited by: Chimpface Holocaust
I think that considering the Dark Blood's reliance on Nos and the Nos rebalance in 1.1, that DB ships should get lowered capacitor with better recharge. As of now DB ships have bigger caps than all other ships in their classes which will make their NoS bonus all but entirely useless.

Either that or give all DB ships bonuses to neut range and drain amount, but remove the nos bonus
MeBiatch
GRR GOONS
#5 - 2013-06-28 01:37:54 UTC
OK here are my changes to the blood raider line:

Cruor:

special ability:
50% to drone hp points

Amarr Frigate Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Frigate Skill Bonus: 10% bonus to the velocity factor of stasis webifiers per level

up drone bay to 50m3 and 25mb
3 turret high slots


Ashimmu:

Special Ability: 50% to drone hp and damage

Amarr Cruiser Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Cruiser Skill Bonus: 10% bonus to the velocity factor of stasis webifiers per level

drone bay 175 m3 75mb
5 turret high slots


Bhaalgorn:
Special Ability: 50% to drone damage and hp

Amarr Battleship Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Battleship Skill Bonus: 20% bonus to Stasis Webifier activation range per level

drone bay 400m3 125mb
6 turret high slots

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

Ugh ti-di pooping makes me sad.

Chimpface Holocaust
Brutor Tribe
Minmatar Republic
#6 - 2013-06-28 02:48:32 UTC
MeBiatch wrote:
OK here are my changes to the blood raider line:

Cruor:

special ability:
50% to drone hp points

Amarr Frigate Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Frigate Skill Bonus: 10% bonus to the velocity factor of stasis webifiers per level

up drone bay to 50m3 and 25mb
3 turret high slots


Ashimmu:

Special Ability: 50% to drone hp and damage

Amarr Cruiser Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Cruiser Skill Bonus: 10% bonus to the velocity factor of stasis webifiers per level

drone bay 175 m3 75mb
5 turret high slots


Bhaalgorn:
Special Ability: 50% to drone damage and hp

Amarr Battleship Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Battleship Skill Bonus: 20% bonus to Stasis Webifier activation range per level

drone bay 400m3 125mb
6 turret high slots



I like the idea but It still doesn't account for the Nos bonus becoming useless as each BR ship has more cap than every other ship in their respective class thus nullifying a NoS's very use.

I recommend that either:

A. the Amarr ship skill bonus change to 15% bonus to Energy Neutralizer range and drain amount per level

this will negate the useleness of the nos bonus by removing it and give a nice neut bonus in its place

B. the max cap of all BR ships become the lowest in their respective classes and the cap regen become the best.

this will make NoSs useful against ships of the same class without gimping Neuts and will also allow pilots to fit a more cap-intensive tank
MeBiatch
GRR GOONS
#7 - 2013-06-28 03:11:37 UTC
Chimpface Holocaust wrote:
MeBiatch wrote:
OK here are my changes to the blood raider line:

Cruor:

special ability:
50% to drone hp points

Amarr Frigate Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Frigate Skill Bonus: 10% bonus to the velocity factor of stasis webifiers per level

up drone bay to 50m3 and 25mb
3 turret high slots


Ashimmu:

Special Ability: 50% to drone hp and damage

Amarr Cruiser Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Cruiser Skill Bonus: 10% bonus to the velocity factor of stasis webifiers per level

drone bay 175 m3 75mb
5 turret high slots


Bhaalgorn:
Special Ability: 50% to drone damage and hp

Amarr Battleship Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Battleship Skill Bonus: 20% bonus to Stasis Webifier activation range per level

drone bay 400m3 125mb
6 turret high slots



I like the idea but It still doesn't account for the Nos bonus becoming useless as each BR ship has more cap than every other ship in their respective class thus nullifying a NoS's very use.

I recommend that either:

A. the Amarr ship skill bonus change to 15% bonus to Energy Neutralizer range and drain amount per level

this will negate the useleness of the nos bonus by removing it and give a nice neut bonus in its place

B. the max cap of all BR ships become the lowest in their respective classes and the cap regen become the best.

this will make NoSs useful against ships of the same class without gimping Neuts and will also allow pilots to fit a more cap-intensive tank


yeah i was going to suggest lowering base cap and increasing rate of return to make them useful for nos/nuet setups.

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

Ugh ti-di pooping makes me sad.

Shereza
Center for Advanced Studies
Gallente Federation
#8 - 2013-06-28 03:24:35 UTC
Honestly, Guristas ships really shouldn't get double drone bonuses like that with only a shield resistance bonus as their sole tribute to their Caldari origins. Perhaps...

Worm:
_Role bonus: 25% increase to launcher firing and drone MWD speeds.
_Caldari bonus: 10% bonus to shield HP.
_Gallente bonus: 5% increase in drone damage and HP.

Drone bay: 40m3 (enough for reloads, not enough to compete with the ishkur)

Gila:
_Role bonus: 37.5% increase to missile damage and drone tracking speed.
_Caldari bonus: 4% shield resistance bonus.
_Gallente bonus: 10% increase to drone damage/HP.

CPU: Increase to 375tf. The combination of Caldari and drone principles makes for high CPU costs while the Gila is tied for lowest CPU output.
Power grid: Increase to 700mw.
Drone bay: Reduce to 225m3. 400m3 on a pirate hull is a bit insane given that T1 battleships can only hold up to 375m3 worth of drones. This would at least tie the current maximum drone bay of the eos, a T2 battlecruiser.

Rattlesnake:
_Role bonus: 50% increase in missile and drone damage.
_Caldari bonus: 4% shield resistance.
_Gallente bonus: 7.5% increase in drone HP/tracking.

Power grid: Reduce to 8500mw. Force players to make choices if they want more than MWD/XLSB/T2 injector/torpedo launchers to fit. Frankly, that might still be "too much" grid.

Regarding the Blood Raiders it might not be a bad idea to think outside the box for how to boost them. For example what about a 5% per level or 25% role bonus reduction in the effective capacitor value of the BR ship using a vampire? That would let a max-skilled ashimmu run around with 2288 (base) capacitor while its vampires work as if it has 1716 capacitor. It would preserve vampire functionality while letting them retain their capacitor "superiority."