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Player Features and Ideas Discussion

 
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Balancing issues and fixes.

Author
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#1 - 2011-12-23 14:44:53 UTC  |  Edited by: m3talc0re X
Here's my list of fixes that would work on ships and weapon systems...

Minmatar: Reduce maximum tank-ability. They do great dps and they're fast/agile. They're made of scrap and should be fairly fragile compared to others. This is balanced by their damage output and speed.
*Racial bonus: reduced powergrid need for afterburners and mwd's.

Amarr: Pretty well rounded atm really. They're heavy tanked, but slow. Good dmg output, too. You can be em/therm tanked all you want, a well placed hit from an Amarr ship's lasers is still gonna hurt. With my changes, maybe increase maximum buffer some.
*Racial bonus: reduced powergrid need for plates.

Gallente: Increase speed and agility, mainly to compensate for plates. Add armor repair amount bonus to armor reppers for all Gallente ships. This makes active tanking more preferable to buffer tanking with Gallente.
*Racial bonus: armor repair amount.

Caldari: Oh Caldari... Remove damage type specific bonuses on missile ships. Add launcher rof bonus to all missile ships. Lower missile flight time, increase missile velocity. Add hybrid turret opt range bonus on all gun ships.** Fix the Merlin, needs guns added, launchers removed. Caldari gunboats could use a little extra cap recharge. Rails and shield boosters can sap the cap pretty quick on what they have now.
*Racial bonus: increased base shield resistances.

* Racial bonuses are on a per level basis of each ship's required skill level (ie: Racial frigate, cruiser, etc..., bc's relying on cruiser lvl). These help each races' ships excel in their race's roles. Still being able to do other things, but better at what they do.
** Opt range on Caldari gun ships balances rails being used on Gallente ships. Being able to use Antimatter where Gallente would need to use Plutonium or even Uranium or Thorium to reach the same ranges.

Railguns still need their damage modifier increased a little. Not much, just a little bit.
Blasters will work well on Gallente ships with these changes. Especially with the recent buffs.
Missiles will need their explosion velocity increased and radius decreased.

These changes would make things a lot more well balanced. The point of racial specific bonuses would prevent a buff to a module making it balanced on one race and totally overpowered on another. I haven't pointed out every single detail here, just general buffs/changes that will work without having horrible effects on someone else. IE: missile buffs would work well for Caldari, but still help out Minmatar ships using missiles, too. Rails on Gallente ships would lack a large portion of their range advantage on Caldari ships, while Blasters on Caldari ships would lack the speed advantage of Gallente ships to get in range. Get the idea?

Questions?
tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#2 - 2011-12-23 15:35:14 UTC  |  Edited by: tEcHnOkRaT
the galente hyperion has armor rep bonuses on it and people fit it as a shield tank !!!

so no extra armor rep isnt the solution but more like a nerf

what they need is more optimal / rof / damage / speed / agility

but the stupid thing about it every race will claim they need it :)

and again no to extra armor rep [maybe if its huge :) else its a nerf ]


and removing the ability from caldari ships to change ammo damage types ???
camon its the main thing why people choose caldari as there main pve race
if u do that missiles would need a substential damage increase
and less damage cuz types are removed and more rof ? have u been using the tengu ? cuz the ammocost almost negates its benefits

ur ideas aint very well tought true back to the scratching board
tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#3 - 2011-12-23 15:48:00 UTC  |  Edited by: tEcHnOkRaT
tEcHnOkRaT wrote:
the galente hyperion has armor rep bonuses on it and people fit it as a shield tank !!!

so no extra armor rep isnt the solution but more like a nerf

what they need is more optimal / rof / damage / speed / agility

but the stupid thing about it every race will claim they need it :)

and again no to extra armor rep [maybe if its huge :) else its a nerf ]


and removing the ability from caldari ships to change ammo damage types ???
camon its the main thing why people choose caldari as there main pve race
if u do that missiles would need a substential damage increase
and less damage cuz types are removed and more rof ? have u been using the tengu ? cuz the ammocost almost negates its benefits

and caldari ships with just extra optimal and shield ressistance aint usable with blasters cuz for fleets they dont have enough range and for solo / very small gangs not enough dps

ur ideas aint very well tought true back to the scratching board


ups :) pressed qoute instead of edit sorry
Ingvar Angst
Nasty Pope Holding Corp
#4 - 2011-12-23 15:57:52 UTC
Caldari need more missiles.

Six months in the hole... it changes a man.

m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#5 - 2011-12-23 16:10:03 UTC
You didn't really read that too well tech...

I said remove the missile damage specific bonus: Raven/Drake for example getting a kinetic only bonus. It's stupid.

An armor rep bonus on Gallente ships would bring the armor repairers up to part with shield boosters on Caldari ships. That is in no shape or form a nerf. And people shield tank the Hyperion to get some damage out of the damn thing. It's one of the ships that needs a little more attention. Like removing a mid and adding a low.

With my changes, they don't need more optimal, rof or damage. Their speed will help them get in optimal and their rof/damage is fine as is.

I've got extensive experience with the Tengu, it's an excellent ship.

My ideas are very well thought out, so no, not back to the scratching board.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#6 - 2011-12-23 16:13:38 UTC
Ingvar Angst wrote:
Caldari need more missiles.


How you figure?