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Player Features and Ideas Discussion

 
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Skill Suggestions

Author
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#1 - 2012-08-04 10:07:00 UTC
Drones:
Drone Motion Prediction (perhaps only Sentry Drone Motion prediction) +5% drone tracking/level
Drone Trajectory Analysis +5% drone falloff per level
Combat Utility drone operation: +5% to Combat utility drone effectiveness per level (ie, stronger Webs, TP, neut, etc, maybe exclude ECM?)

Electronics:
Sensor Operation +5% sensor strength per level

Engineering:
Ancillary shield booster Operation: -5% to ASB reload time per level (combine with a limit of 1 or 2 per ship)
Energy projection: +5% to energy transporter range per level
Shield Projection: +5% to shield transporter range per level
Nanobot Projection: +5% to remote armor repair range per level
(Logi already have plenty or range, but it may make some T3 logi setups/ spider tanks more viable)

Gunnery:
Precisions gunnery: -4% to turret signature radius/resolution per level (helps larger guns hit smaller targets)
Specialized *insert turret type* operation: -4% capacitor consumption* per level for weapons requiring *insert turret type* specialization.
For Autocannons and artillery, it becomes a 4% reload time reduction - allowing faster ammunition swaps

Mechanics:
Armor Phasing Operation: -10% to adaptive armor hardener capacitor consumption per level (or just combine this with the current skill, as you see with the target breaker module
Repair Efficiency: -2% capacitor consumption of armor and hull repair modules per level (analogous to the shield compensation skill)

Navigation:
Warp drive management: +5% to warp speed per level
Warp Field stabilization: -7.5% to drawbacks of Warp core stabilizers per level


Would *any* of the above be welcome additions to EVE?
RedLion
State Constructions
#2 - 2012-08-04 22:38:17 UTC
The one i would like to see:
Clone Cost Nerfing (reduce clone cost by 15% per level).

I disagree with most (as it seems you are a bit biased towards armor tanked gunships).
I disagree with Sensor Operation, as I think ECM and ECCM balance is fairly good atm.


I agree with some of the navigation suggestions.
Zan Shiro
Doomheim
#3 - 2012-08-05 02:54:36 UTC  |  Edited by: Zan Shiro
the sensor skill would push tengu and other ships back into unprobable status I'd wager. CCP took that way, its not coming back most llikely.

the drone skills, free dps is your tradeoff for all the stuff you want to fix. Assuming no drone deatrh, that 2 mil drone will give you a lifetime of killing services ammo free. Unlike the other weapons systems that eap up millions upon milliosn of isk in ther lifetime. So take your free dps and deal with the tracking and range. Bothers youy that much, level 5 gun tracking and fit guns lol.



The gunnery skills....do not fly your bs solo. CCp has made lots of frigs. They have fixed many frigs. Patch this week will do evne more. Bring frigates to kill frigates. Gets the lower sp's involved (remember the new blood is the life blood of the corp....don't want them to be tards in bs and caps, they need the road time in the smaller ships first to get there) and they blow up cheap ships in a worst case instead of your 200+ mil BS. There is a cap skill already as well for guns.
Obsidiana
Atrament Inc.
#4 - 2012-08-05 03:23:25 UTC
Drone skills would be good. T1 drones have bad tracking if you train the speed skill. Sentries could use a slight boost w/o being OP. On the down side, mediums might do too much damage to frigates.

Sensor strength... eh... that needs to do something before we just have an anti-ecm skill.

Logistical ranges... maybe. I think CCP wants them to be more limited.

Ancillary shield booster - First, it needs a fitting increase. Use that to limit usage. Second, the load time is needed to balance its strength. I think it should be adjusted by meta-level, not skill level.

Warp speed - Ya, I always wanted that one.

Stab skill ... those penalties where added years ago. They did not start with EVE, but they were added later because of how strong they are. A ship with 8 low slots was hard to catch, yet could attack easily. That is the reason for the change.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#5 - 2012-08-05 15:59:16 UTC
Zan Shiro wrote:
the sensor skill would push tengu and other ships back into unprobable status I'd wager. CCP took that way, its not coming back most llikely.


It never made sense to me why ship sensor strength should make it harder to probe - Sig radius seems like a more appropriate value to use.

Basically, its aimed at countering ECM. With every other skill, there is a counter skill that blunts its effect.
Guns do 5% more damage.... train shield management and it takes 5% more damage to get through shields.
skills boost tracking disruptor or sensor damp -> skills increase tracking/range and sensor range/res
A noob with one of those against another noob-> the module is about as effective as a veteran against a veteran.
But not so with ECM. Old players are as vulnerable to it as new players, and old players are more effective with it.
This is why I think its needed

I suppose base ship sensor strength, and base ECM strengh can be correspondignly lowered, so the ECM effects stay the same, but ships aren't made unprobable

Quote:
the drone skills, free dps is your tradeoff for all the stuff you want to fix. Assuming no drone deatrh, that 2 mil drone will give you a lifetime of killing services ammo free. Unlike the other weapons systems that eap up millions upon milliosn of isk in ther lifetime. So take your free dps and deal with the tracking and range. Bothers youy that much, level 5 gun tracking and fit guns lol.

Umm, lasers? Assuming no drone death is a bad assumption. This issue here is with the lack of ability to improve the effectiveness of the weapon system in the same ways you can with other weapon systems.
This is why I made the precision gunnery suggestion, as missiles have a skill that reduces their explosion radius.

Quote:
The gunnery skills....do not fly your bs solo. CCp has made lots of frigs. They have fixed many frigs.

I don't think it will make or break frigs. Large guns will still have poor tracking, and the proposed skill at lvl 5 would still give a sig res of 320, still far larger than a frig sig.
While BS guns will be more of a threat to frigs (especially at range, and especially when the frig is MWDing), the frigs in turn will have small turrets that are even better at munching on the drones the BS sends at them.

Stabs- Yes, I know originally they had no penalties. Then CCP nerfed them so hard that they are rarely used at all. They help on some travelling fits, but all the enemy needs is more points or a dictor, and they are useless.
I think they should be partially un-nerfed - to the point where some viable fits may actually make use of them.


Logistic ranges- meh, I'm a bit disappointed that spider tanking has almost completely disappeared. Thats why i made those suggestions. Its not huge, but often I think CCP ussually overcompensates (-50% targetting range, wtf.... the autocannon changes way back that made winmatar WINmatar, incursions nerfed to the point that the incursions are nearly deserted and devoid of competition when they used ot be packed and competition was heavy... and so on, I think hybrid rebalancing was one of the few times they took a good approach)