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Dev Blog: Back to the balancing future!

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Author
Acac Sunflyier
The Ascended Academy
#521 - 2012-11-07 16:04:06 UTC
When EXACTLY is the change to the skills for bc and destroyers coming? We going to see it in Retribution? How many days?
Harvey James
The Sengoku Legacy
#522 - 2012-11-07 16:04:19 UTC
has anyone thought that maybe the problem is with arties having too high alpha damage rather than the rest being crap?

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Tippia
Sunshine and Lollipops
#523 - 2012-11-07 16:09:48 UTC  |  Edited by: Tippia
Acac Sunflyier wrote:
When EXACTLY is the change to the skills for bc and destroyers coming? We going to see it in Retribution? How many days?
It's coming EXACTLY some time next year, when all BC and BS balancing changes are being rolled out.
Acac Sunflyier
The Ascended Academy
#524 - 2012-11-07 16:15:15 UTC
Tippia wrote:
Acac Sunflyier wrote:
When EXACTLY is the change to the skills for bc and destroyers coming? We going to see it in Retribution? How many days?
It's coming EXACTLY some time next year, when all BC and BS balancing changes are being rolled out.


They keep hinting to it's coming Soon™. But they're giving no hints at all to when. Before or after fan fest? Little more specifics please.
Henk Dek
Black Bit AI
#525 - 2012-11-07 16:15:43 UTC
Acac Sunflyier wrote:
When EXACTLY is the change to the skills for bc and destroyers coming? We going to see it in Retribution? How many days?


Check this from Fozzie: https://forums.eveonline.com/default.aspx?g=posts&m=2146465#post2146465

This is at least answer for the Retribution part of the question...
LoRDa RaMOs
Vicious Traditions
#526 - 2012-11-07 16:18:48 UTC  |  Edited by: LoRDa RaMOs
TL:DR please stop tier 1 and 2 battlecruiser flexibility, such a thing's been imposed by usage trends. Apply narrow roles. Boosts and passive tank (larger gangs) or gank and interception/active tank (solo.

Please be aware that my point might have been championed previously by some other player or dev, but i'm still going to barge in this matter, so give me a break if such a proposal has been already presented.

If I remember correctly, people in CCP have said in interviews and forum posts i can't remember right now (but hey, here's :space reserved: while i look for a quote on that), that as far as sniping platforms go, the current tier 3 battlecruisers are infinitely superior than any other battlecruiser or battleship mostly because of their agility, and this is in regard to the whole Ferox/Naga issue but may very well be applicable to other hulls. Perpaps all of us ought to look for the dog that didn't bark: *Cheap* fleet boosters. Granted, this isn't an issue that is going to get looked at soon, but aren't battlecruisers originally supposed to be mainly support ships via boosts and, to a minor degree, the stepping stone into battleships? I read in some other place that battlecruisers, as far as the combat role goes, are supposed to either sport a massive tank (maybe to complement boosts) or fit better than decent DPS ditching or minimising said role with the obvious consequence of not being able to fit a good tank.

Now, for a ship like these to have so many roles (some intended and seemingly ignored by your customers, and others thoroughly exploited because of previous attribute/feature related developer decisions) it is probably damaging to the ship itself and the welfare of the game, as you have to juggle between so many possible fits that spring from said ingenuous theorycrafters. Take for example the hurricane, a fine armor ship, with a decent shield configuration, that can sport neuts and massive DPS at short range or can alpha people from a decent distace, and a decent boost ship in its armor configuration. Well hell, don't you think this stretches said ships a bit too much? (granted, minmatar is designed to be flexible, but still, this is something we see among other battlecruiser hulls to a relative degree)

With battlecruisers, it seems like limiting tiers 1 and 2 to the either (passive) tanky role with boosts and medium range flimsy damage, or short range brawling with better than average damage (maybe with a role bonus to active reps for solo play), would be the optimal approach. So Drakes could retain their role as passive pve ship or medium range T1 booster with tank and missile sniping, and the ferox would retain and further expand on its role as a blaster or rail damage boat, both able to stand against equally or smaller sized ships but not the larger ones without serious backup.

Inb4 obvious sperg for solo/small gang favoritism: Yes, I'm a lover of small gang casual PVP.

Best of luck with your endeavors.
Tippia
Sunshine and Lollipops
#527 - 2012-11-07 16:22:53 UTC  |  Edited by: Tippia
Acac Sunflyier wrote:
They keep hinting to it's coming Soon™. But they're giving no hints at all to when. Before or after fan fest? Little more specifics please.
“Next year” and “when the balance passes are done” is as specific as it gets.

There's no point in them giving a date that they can't predict with any certainty. Just train your cruiser and frigate skills to III now and nothing will happen. It's less than a week's training each. If you want to max out destroyers and BCs, that's a month and a half. You should have plenty of time.
LoRDa RaMOs
Vicious Traditions
#528 - 2012-11-07 16:23:27 UTC
Harvey James wrote:
has anyone thought that maybe the problem is with arties having too high alpha damage rather than the rest being crap?


Agree, the alpha is too damn High!
Kethry Avenger
Ministry of War
Amarr Empire
#529 - 2012-11-07 16:27:22 UTC
I am excited to see the balancing changes go forward.

Looking forward for the Amarr Disruption BS in some soonish (TM) future.

Feel free to fit black ops changes, and a survivability buff to EAFs in there to.

Liking the changes to Command Ships and links. I would be ok with Mining links being able to stay off grid. I would also be ok with the other gang links working like bubbles, as long as the bubble was something large 200-500 km. easily covering most of a grid and covering any fast tackle you use to pin down a sniper or recon at range.

Oh! Just make an ORE Command Ship. Mining and Seige buffing, with bonus to drone damage hitpoints and mining. Then make it have a good tank like the other Command Ships so that it could survive on grid with a mining fleet.

CCP Fozzie wrote:
Wanted to quickly address two of the more common points raised so far here:

  • Skirmish links and the Amarr/Gallente command ships
  • We recognize that the skirmish links do fit especially well with Gallente blasterboats and the Gallente scram range bonuses. The initial plan here gives Skirmish to the Proteus for that reason, but it may prove a good idea to give skirmish bonuses to the Eos and Astarte as well. We are not going to rule out the possibility of making the Amarr command ships Armor/Info bonused and the Gallente command ships Armor/Skirm bonused. This would cause a significant disruption for the 7 of you that have the Eos trained specifically for Info links, but that may be a sacrifice worth making. Not going to make any promises now but it's on the table.


Unless TDs affect missiles please don't change this. Giving Amarr a little extra range to slow down Minmatar and others is good. Giving Gallente super range scrams would be bad. Not that flying in a mixed fleet wouldn't negate this point. But some of us take our race and roles more seriously than others.
Berendas
Ascendant Operations
#530 - 2012-11-07 17:08:42 UTC
Upon thinking about the Ferox and the proposed changes, I would be much in favor of turning it into a mid-range kiter. You can't really make it into a sniper without competing with, and losing to the Naga, and you can't really make it a blaster brawler without making it compete with the Brutix. A ship that operates in the ~20km range seems like the best middle ground if it is to stay a turret based ship.
Archdaimon
Merchants of the Golden Goose
#531 - 2012-11-07 17:10:32 UTC
I dislike that the same hull-type has different weapon systems depending on tech level.

Logic would dictate that hull indicated default weapon system.

Wormholes have the best accoustics. It's known. - Sing it for me -

AMirrorDarkly
Ekchuah's Shrine Comporium
#532 - 2012-11-07 17:13:09 UTC
I love the direction going, particularly with command ships, but I have some concerns.

First off, tacling the on-grid issue, I 100% want boosters to be on grid, but call it what you will an optimal/fall off reduction in range etc, its a Nerf.

Not swapping the 3%/5% around between T3's and T2's, don't get me wrong I hate the 5% boost, but ...... Nerf.

I didn't see any mention of how equalising the tanking abilities of the Field/Fleet command ships is going to happen, realistically with the way these ships are treated and the fact they are going to be committed to grid they should all have tanks like the Damnation or better, but the fact this isn't addresssed kinda makes me assume that this will not be the case.... Maybe I'm hopping on the wrong conclusion, but by concern is that the bonus will just be removed and the fleet command ships will have less tank to meet the field command ship, ie a Nerf.

Then theres the bonus to DPS, while this seems like a fantastic idea in principle, the low slots that are currently being used for tanking will now have to compete with (insert damage mod of choice here) reducing the tank... Not a Nerf, but certainly not the bonus expected.

These ships NEED to be survivable, especially in large fleet engagements, these things are going to be primaried by 200+ Drakes or what ever ship is flavour of the month, they are going to be dead, most likely before the end of the first boost cycle, they aren't going to be able to be used off grid and have no means of escape because they are slow and have high sig radii, I would rather they did no DPS but had the tank of a Carrier if they are going to be on grid. Not to mention the automatic market turmoil and 5x increase in price of the warfare mindlinks when all the pods stuck in 0.0 bubbles die.

So basically, individually I totally agree with each and every change, but together collectively, it's going to be too much...... The skill chain to use them effectively is massive, and the cost of the ships+pod individually is significant, because they are such high value targets the risk of losing them in each engagement is high, and you are increasing the exposure of risk by forcing them quite rightly on to the grid into the fight where they belong, but they need to make an impact on the field a worth while one in line with the ISK/Risk ratio committed, and be able to hang around long enough to make that impact before they die.

Are you not trying to encourage people to use these ships??

Foolish Bob
E-MORage
#533 - 2012-11-07 17:29:28 UTC
AMirrorDarkly wrote:

Are you not trying to encourage people to use these ships??



3% is still better than 0% so there's clearly an encouragement to use the ships. Survivability on grid might be a factor, but I remember in my youth long before tech 3 and wormholes command ships with the ehp of carriers roamed with fleets mocking the paltry damage that dared to think they could alpha them to oblivion. As long as care is taken there's no reason why this can't be again.
Viribus
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#534 - 2012-11-07 17:40:04 UTC
I still don't understand the people who agree that warfare links are bad for small gangs, but then say the solution is to make warfare links only available to large fleets by forcing them on-grid

Boggles the mind.
AMirrorDarkly
Ekchuah's Shrine Comporium
#535 - 2012-11-07 17:43:27 UTC
Foolish Bob wrote:
AMirrorDarkly wrote:

Are you not trying to encourage people to use these ships??



3% is still better than 0% so there's clearly an encouragement to use the ships. Survivability on grid might be a factor, but I remember in my youth long before tech 3 and wormholes command ships with the ehp of carriers roamed with fleets mocking the paltry damage that dared to think they could alpha them to oblivion. As long as care is taken there's no reason why this can't be again.



With respect 0.1% is better than 0%

My statement is to in regards to encourage use over and above what is in place currently, which given the fact they are used so in frequently shows the balance of risk reward is not correct.

I don't think I've ever seen a Damnation (and by extension any) command ship with an EHP greater than 500k EHP and doing so compromises the ship in a large number of ways. The Alpha of today is far easier and greater with fleet sizes and Tier 3 BC's than of a few years ago also.
Speak Silence
Republic Military School
Minmatar Republic
#536 - 2012-11-07 17:49:01 UTC
Dracko Malus wrote:
Speak Silence wrote:
I meet all the requirements for flying field command ships but never trained for the fleet command ships (missing information link specialist). After the change will I still be able to fly my sleipnir/absolution or are you going to require the terrible fleet command skills for all CS?

"Let us repeat again: if you could fly it before, you will be able to do so after the change. "

Quote from the devblog.


Remember who it is we are talking about. Since this was not addressed specifically I have no confidence that I will be able to board my favorite field command ship following the change.

So what will happen with the social based fleet command skills? Will warfare link specialist be required for all t2 command ships? Will command ships skill requirements stay the same even though they all have the same command link capability (numbers wise at least)? Will the skill be removed from as command ships tertiary requirements? Will existing CS pilots be granted this skill in the spirit of "if you could fly it before, you will be able to do so after the change"?

Is your rorqual tackled?

baltec1
Bat Country
Pandemic Horde
#537 - 2012-11-07 17:59:29 UTC
Viribus wrote:
I still don't understand the people who agree that warfare links are bad for small gangs, but then say the solution is to make warfare links only available to large fleets by forcing them on-grid

Boggles the mind.


The only small gangs that will suffer will be the "solo" gangs.
Ranger 1
Ranger Corp
Vae. Victis.
#538 - 2012-11-07 18:09:58 UTC
Jame Jarl Retief wrote:
Quote:
Dominix: still remains a popular ship. It is fairly good, except for the drone mechanics themselves, which are terribly outdated. While we are not certain when this can be tackled, it definitely has high priority on our to-do list.


That's great, but when? How can you balance a ship without knowing how drones will be fixed? Might as well leave it as it is, fix drones, and then re-balance all drone boats yet again to account for the drone changes.

Quote:
Hyperion: the hull could be improved, but again most of the issues come from passive versus active tanking problems


Same as above, how can you balance the hull without knowing what the final solution will be to the whole tanking issue? Depending on how it's handled, the bonus on the hull could end up totally wrong, and powergrid/etc., could be way off, requiring a second rebalance which is coming who knows when.

Wouldn't it make much more sense to fix armor and drones FIRST, and then balance the ships using them? Instead of balancing the ships for existing (admittedly terribly outdated) state, then fixing the outdated stuff, and then being forced to re-balance yet again?

And PLEASE be careful with nerfing Megathron's hitpoints. Gallente have very few viable fleet ships as it is. If you turn a Mega into a close range blaster hull, you HAVE to do a good job on Hyperion, or do something magical about drones, to allow either Hype or Domi to be a good fleet ship.

And finally, why is Scorpion set into a separate category (EWAR), but other races get no EWAR hulls of battleship size? Grossly unbalanced, if you ask me, giving one race an EWAR BS, while others get absolutely nothing. Either give all races their own EWAR BS, or change Scorp into an Attack Battleship. Fair is fair.


I tend to agree with your last point concerning racial EW battleships.

As to the rest, when they have mentioned that the balancing of a particular ship is in fact and issue with fixing a related game mechanic (heavy missiles, etc.) that is usually a pretty good indication that those issues will be dealt with as part of the balancing effort. In other words, they will be fixing the actual problem as part of the release, not starting a senseless series of balance iterations.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Lan Staz
Silver Technologies
Minmatar Fleet Associates
#539 - 2012-11-07 18:21:58 UTC
AMirrorDarkly wrote:
I don't think I've ever seen a Damnation (and by extension any) command ship with an EHP greater than 500k EHP and doing so compromises the ship in a large number of ways. The Alpha of today is far easier and greater with fleet sizes and Tier 3 BC's than of a few years ago also.


Is the problem here purely that there is a massive dependency on a single ship?

What about if FCs could assign a fleet boost priority to fleet members, then the boosts come from whoever has the highest priority on grid? You could have several boosters in the fleet, and the enemy would have to identify and kill them all to remove bonuses. Boosters could warp away and not leave the fleet exposed, etc.
Lan Staz
Silver Technologies
Minmatar Fleet Associates
#540 - 2012-11-07 18:27:55 UTC
Regarding disruption battleships, can't we have a neuting specialist Amarr BS (poor-man's Bhaal), a web-bonussed Minny BS and a Gallente BS that can fit a HIC bubble? Twisted