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Balancing Feedback: New Tech2 modules

First post First post
Author
Zircon Dasher
#61 - 2011-11-09 16:45:26 UTC
Dro Nee wrote:
Can somone confirm my math on the t2 link changes (don't have max skill booster alt to test with yet)

Max skill loki now gives 35% boost with Rapid Deployment
Max skill loki now gives 49% boost with Interdiction

Cheers.


The links are new, not changed. But yes.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

PinkKnife
The Cuddlefish
Ethereal Dawn
#62 - 2011-11-09 19:09:43 UTC
Altarica wrote:
On the subject of warfare links and the ship bonus, as some people have mention the Tech 3's are out of line. I beleive that the Tech 3's are designed to be highly flexible vessels but not quite as good as the specialised Tech 2 version of their various roles, ie the Tech 3 recon/EW sections are not as powerful as the Tech 2 recon ships and the Tech 3 logistic's sections are not as good as the Tech 2 logistic hulls.

Only in the command Ship role is the Tech 3 better than the Tech 2 versions, so for an easy fix why not simply swap the two bonus(es) around so using the Vulture and Tengu as examples

The Vulture gets the 5% to effectiveness of siege warfare links
and
The Tengu gets the 3% to effectiveness of siege warfare links

This would put the warfare link Tech 3's back into their place as "better than Tech 1" but "not quite as good as Tech 2"




Like/Approve

In what way should a command ship be less viable than a t3 which is designed to be flexible. The cruisers should be good at a lot of things, but excel at nothing, especially when comparing to ships that specialize.

I think the offgrid/possed command boosts are in need of fixing as well, it shouldn't be a valid tactic to sit in a pos and help a fleet. The idea is to command, i.e. be a part of the fleet. Not sit in a hidey hole while helping out your side like some middle eastern dictator.
Katy Ling
Crimnson Concept Flame
#63 - 2011-11-09 20:37:02 UTC
Unforgiven Storm wrote:

First I want to report a bug, my weapons where grouped but I got the damage report in the monitor of only one gun:


i was having a bug in the test server where i was only loading 1 gun of the group and shooting only that gun.

i had to :
ungroup the guns ;
load 1 by 1 ;
and regroup them ;
then fire them all as a group Oops
Bhaal Chinnian
#64 - 2011-11-09 21:24:45 UTC
PinkKnife wrote:


I think the offgrid/possed command boosts are in need of fixing as well, it shouldn't be a valid tactic to sit in a pos and help a fleet. The idea is to command, i.e. be a part of the fleet. Not sit in a hidey hole while helping out your side like some middle eastern dictator.


fyi Generals sit in Command Centers gathering Intel and moving units on a map, while Colonels and lower fight the fight.

'A Good Plan executed today is better than a perfect plan executed next week'-- George Patton

Desparo
Oberon Incorporated
#65 - 2011-11-09 22:10:27 UTC
There was a mention that the Micro Auxiliary Power Core II might give a little too much power to frigates. I wanted to post a my dissension to any changes that might be considered.

Seems the poster has forgotten about the existence of the Navy MAPC which already offers a boost of 12 MW and at a price of 10mil on contract they are easily affordable to all but the poorest of frig pilots. I can't see the T2 being that much of a game changer beyond the fact it will probably price out much less then the Navy and actually be found on the market instead of having to be hunted down via contracts.

Mioelnir
Brutor Tribe
Minmatar Republic
#66 - 2011-11-09 23:57:43 UTC
I just had an idea about the Triage II module. Remove the +20% lockrange and give it -20% cap recharge time while active (built in Cap Recharger II).

That would be a useful bonus with a measurable benefit worth 30 days of skilltime, yet not make triage fittings carefree wonderland.
darius mclever
#67 - 2011-11-10 02:53:17 UTC
PinkKnife wrote:
Altarica wrote:
On the subject of warfare links and the ship bonus, as some people have mention the Tech 3's are out of line. I beleive that the Tech 3's are designed to be highly flexible vessels but not quite as good as the specialised Tech 2 version of their various roles, ie the Tech 3 recon/EW sections are not as powerful as the Tech 2 recon ships and the Tech 3 logistic's sections are not as good as the Tech 2 logistic hulls.

Only in the command Ship role is the Tech 3 better than the Tech 2 versions, so for an easy fix why not simply swap the two bonus(es) around so using the Vulture and Tengu as examples

The Vulture gets the 5% to effectiveness of siege warfare links
and
The Tengu gets the 3% to effectiveness of siege warfare links

This would put the warfare link Tech 3's back into their place as "better than Tech 1" but "not quite as good as Tech 2"




Like/Approve

In what way should a command ship be less viable than a t3 which is designed to be flexible. The cruisers should be good at a lot of things, but excel at nothing, especially when comparing to ships that specialize.

I think the offgrid/possed command boosts are in need of fixing as well, it shouldn't be a valid tactic to sit in a pos and help a fleet. The idea is to command, i.e. be a part of the fleet. Not sit in a hidey hole while helping out your side like some middle eastern dictator.



something you forget is that fleet commandships actually *can* be on the field with 3 gang links, while t3s with 3 ganglinks are paperthin. if you want to have ongrid t3 boosting you can only have 1 gang link per t3 ship. have fun with that in bigger fleets. imho that still makes fleet commandships superior to t3.
Sigras
Conglomo
#68 - 2011-11-10 09:42:26 UTC
darius mclever wrote:
PinkKnife wrote:
Altarica wrote:
On the subject of warfare links and the ship bonus, as some people have mention the Tech 3's are out of line. I beleive that the Tech 3's are designed to be highly flexible vessels but not quite as good as the specialised Tech 2 version of their various roles, ie the Tech 3 recon/EW sections are not as powerful as the Tech 2 recon ships and the Tech 3 logistic's sections are not as good as the Tech 2 logistic hulls.

Only in the command Ship role is the Tech 3 better than the Tech 2 versions, so for an easy fix why not simply swap the two bonus(es) around so using the Vulture and Tengu as examples

The Vulture gets the 5% to effectiveness of siege warfare links
and
The Tengu gets the 3% to effectiveness of siege warfare links

This would put the warfare link Tech 3's back into their place as "better than Tech 1" but "not quite as good as Tech 2"




Like/Approve

In what way should a command ship be less viable than a t3 which is designed to be flexible. The cruisers should be good at a lot of things, but excel at nothing, especially when comparing to ships that specialize.

I think the offgrid/possed command boosts are in need of fixing as well, it shouldn't be a valid tactic to sit in a pos and help a fleet. The idea is to command, i.e. be a part of the fleet. Not sit in a hidey hole while helping out your side like some middle eastern dictator.



something you forget is that fleet commandships actually *can* be on the field with 3 gang links, while t3s with 3 ganglinks are paperthin. if you want to have ongrid t3 boosting you can only have 1 gang link per t3 ship. have fun with that in bigger fleets. imho that still makes fleet commandships superior to t3.


I think your fix here is off grid boosting . . . if the only way to get a boost was to bring the ship on grid, the T3s literally would be limited to one mod w/o gimping their fit. This would fit the different but not better than T2 profile.
darius mclever
#69 - 2011-11-10 10:16:39 UTC
Sigras wrote:
I think your fix here is off grid boosting . . . if the only way to get a boost was to bring the ship on grid, the T3s literally would be limited to one mod w/o gimping their fit. This would fit the different but not better than T2 profile.



As will said ... you mainly nerf small/"solo" pvp with that. checkout his videos e.g.
Alsyth
#70 - 2011-11-10 10:59:50 UTC
darius mclever wrote:
Sigras wrote:
I think your fix here is off grid boosting . . . if the only way to get a boost was to bring the ship on grid, the T3s literally would be limited to one mod w/o gimping their fit. This would fit the different but not better than T2 profile.



As will said ... you mainly nerf small/"solo" pvp with that. checkout his videos e.g.



Not really, you nerf alliances/corps holding low sec systems with 2 CSs/T3s full of ganglinks in a POS, or fake solo pvpers who have alts to help them.

Small gangs (5-15), when they roam, can bring their booster with them in a fleet CS or few links in field CS/T3s on the field. Losing a ship or having to bring an alt and park him somewhere in the system off grid is not something small gangs do when they fight in systems with busy locals, lots of probers, big pirate corps...

I agree with darius.
Willl Adama
Deep Core Mining Inc.
Caldari State
#71 - 2011-11-10 11:51:31 UTC
Why would you want command links to be virtually inaccessible for 'solo' pilots? It's already by far the hardest part of the game to be fighting 1vsX even with alts, no need to make it even harder.

Hi

Maxsim Goratiev
The Scope
Gallente Federation
#72 - 2011-11-10 13:36:49 UTC  |  Edited by: Maxsim Goratiev
I am in complete agreement, there should be no off-grid boosting for combat links.

First of all, greater variation of ships on the field makes combat more interesting.

Second, the command-ship should be a valid target the enemy fleet can kill to get rid of it's boosts, these ships have a massive tank for damn reason(absolution, Eos-lol.). They cannot be killed while sitting at a POS.

Thirdly i don't see why we should be protectiong the abovementioned 'solo' pilots, this should be a valid tactics: the solo can now be a duo if it is actually two players, you are just putting more assets at use and at risk.
As for combat Alts, they can be used in other ways, even in pvp (domi works well), I have two accounts, so and i have used both of them in pvp simultaneously, so i know what i am talking about.
I will not half balancing effort because some guy wants to bring 3 accounts to a pvp fight, this should not be a valid tactics. If a pilot is to provide a bonus he should be active, fighting and at risk. Being several AU away, AFK and safe is not how I understand combat.

Lastly, we already have massive proliferation of t3, every grandma and her dog flies one.
Their cost should be a balancing factor, even if not a very good one. By placing these expensive ships at risk we make both better kill-mails and we will have fewer t3 replacing t2 ships. As mentioned above, t3 with 3 links are paper-thin, so they are not strictly superior to CS if they are actually present of the battlefield.
Willl Adama
Deep Core Mining Inc.
Caldari State
#73 - 2011-11-10 15:17:47 UTC
Forcing T3 links to be on grid would not just make them inferior to CS, it would make them completely useless... They will die every second fight -> lose skill points -> no one will use them.

Boost command bonus for CS and nerf it for T3.

Hi

doombreed52
TunDraGon
Goonswarm Federation
#74 - 2011-11-10 15:38:13 UTC
honestly i think the triage 2 needs a remote rep range of like 20% and maybe even a capacitor need bonus of 20% you want the triage to be as useful as possible those bonuses would actually make it useful.
Ampoliros
Aperture Harmonics
#75 - 2011-11-10 16:39:40 UTC
any more news on changes to the t2 triage module, CCP?
Alsyth
#76 - 2011-11-10 18:04:01 UTC  |  Edited by: Alsyth
Willl Adama wrote:
Forcing T3 links to be on grid would not just make them inferior to CS, it would make them completely useless... They will die every second fight -> lose skill points -> no one will use them.

Boost command bonus for CS and nerf it for T3.



First : forums are dumb, they keep unlogging me and I have to rewrite my posts, I hate that. CCP, you could do better, every basic forum has a way to prevent that.



Will Adama, as much as I like your, and your alliance mates' videos, I just don't consider pvp with ganglinked alt solo PVP.



And for ganglinked T3, it seems like you never flew them (or a field CS) except in gimped full ganglinks fits.


For instance, a cloaky 100k EHP Loki with 1 disruptor and 3 webs, all of them reaching 50km is not useless for my fleets. Yet it's totally different from a Claymore.

Besides, you can eject and not lose a skill.
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#77 - 2011-11-10 20:17:20 UTC  |  Edited by: Apollo Gabriel
Remote Warp Core Stabilizer
Tech 1 and Tech 2 - make it have a high cpu req or only fit on Cruiser + ships, but essentially a ship can assist another ship to engage in warp. Downside the assisting ship can not warp for 2 minutes. Essentially an Anti-point with risks.

Thoughts?

Meta 4 items - I know there is a long history of meta level 4 items being better than Tech 2 in many situations, but given the invention process and its complexity, it seems Tech 2 items should be boosted to at least NOT be inferior to Meta IV.

Examples:
Warp Scrambler II vs Faint Epsilon,

1600mm Armored Plates II vs 1600mm Rolled Tungsten.

If the Tech 2 could have 1 strong attribute over the meta 4, that would be really nice, as in the Y-T8 MWD and the 10 MN mwd where there is a capacitor size in which above it you want tech 2, and below you want Meta 4.
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
darius mclever
#78 - 2011-11-10 20:59:12 UTC
Alsyth wrote:
Willl Adama wrote:
Forcing T3 links to be on grid would not just make them inferior to CS, it would make them completely useless... They will die every second fight -> lose skill points -> no one will use them.

Boost command bonus for CS and nerf it for T3.



First : forums are dumb, they keep unlogging me and I have to rewrite my posts, I hate that. CCP, you could do better, every basic forum has a way to prevent that.



Will Adama, as much as I like your, and your alliance mates' videos, I just don't consider pvp with ganglinked alt solo PVP.



And for ganglinked T3, it seems like you never flew them (or a field CS) except in gimped full ganglinks fits.


For instance, a cloaky 100k EHP Loki with 1 disruptor and 3 webs, all of them reaching 50km is not useless for my fleets. Yet it's totally different from a Claymore.

Besides, you can eject and not lose a skill.


and you would really fly that in 1-2 vs 5+ situations? without any logistics on the field?
Sigras
Conglomo
#79 - 2011-11-10 22:01:00 UTC
darius mclever wrote:
Alsyth wrote:
Willl Adama wrote:
Forcing T3 links to be on grid would not just make them inferior to CS, it would make them completely useless... They will die every second fight -> lose skill points -> no one will use them.

Boost command bonus for CS and nerf it for T3.



First : forums are dumb, they keep unlogging me and I have to rewrite my posts, I hate that. CCP, you could do better, every basic forum has a way to prevent that.



Will Adama, as much as I like your, and your alliance mates' videos, I just don't consider pvp with ganglinked alt solo PVP.



And for ganglinked T3, it seems like you never flew them (or a field CS) except in gimped full ganglinks fits.


For instance, a cloaky 100k EHP Loki with 1 disruptor and 3 webs, all of them reaching 50km is not useless for my fleets. Yet it's totally different from a Claymore.

Besides, you can eject and not lose a skill.


and you would really fly that in 1-2 vs 5+ situations? without any logistics on the field?


should you really win in a 1-2 vs 5+ situation without any logistics on the field? . . . its kinda your own fault for getting into that situation.

Hint: its not solo PvP when you have an alt in system giving you boost from a command ship the same way its not solo PvP when you have an alt in a titan giving you boost.

Remember this, your opponents cant have an off grid booster either. Im sorry, but the fleet command ships should have to do something other than sit in a POS completely safe in order to make their entire fleet 25% better, and the same with titans.
Zircon Dasher
#80 - 2011-11-10 22:27:53 UTC
Roaming gangs/"solo" pilots are at a significant disadvantage if they dont have booster alts because all of those POS'd up gang boosters from local corp/alliances.

Funny part is that making boosters on-grid hurts the roamer but not the locals who have taken the time to cultivate battlegrounds... which is pretty much any local group that is even remotely organized.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.