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Blood Raider Ships and the Odyssey 1.1 Vamp Rebalance

Author
Chimpface Holocaust
Brutor Tribe
Minmatar Republic
#1 - 2013-07-08 12:00:40 UTC
I've posted about this in official thread, but it seems to have been overlooked.

Currently Blood Raider ships have the highest max capacitor of all ships of their respective classes.

While the vamp rebalance (using actual cap numbers instead of percentages) does keep to the idea of restricting the use of vamps on smaller ships, It considerably nerfs the Blood Raider ships use of vamps on ships of the same size, some of which will also be using vamps more successfully on them.

I'm suggesting that the Blood raider ships should have the lowest max cap but also improved cap recharge.

this will allow them to use vamps as intended but also allow them to use neuts equally as effectively.

However it does occur to me that the increased cap recharge goes against the blood raiders theme of leeching off enemies to fuel their tanks/lasers rather than relying on their own cap, I don't see a way around it without losing effectiveness in either vamping or neuting

Omnathious Deninard
University of Caille
Gallente Federation
#2 - 2013-07-08 12:21:19 UTC
It kinda sucks, if you increase there effectiveness with vampires, you hurt there effectiveness with neutralizers. If you increase there effectiveness with neuts you hurt there effectiveness with vamps.

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

Harvey James
The Sengoku Legacy
#3 - 2013-07-08 12:24:40 UTC
Omnathious Deninard wrote:
It kinda sucks, if you increase there effectiveness with vampires, you hurt there effectiveness with neutralizers. If you increase there effectiveness with neuts you hurt there effectiveness with vamps.


I guess there only other viable option is to change there bonus from amount to reduced cycle time

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

Silivar Karkun
Doomheim
#4 - 2013-07-08 15:11:42 UTC
Harvey James wrote:
Omnathious Deninard wrote:
It kinda sucks, if you increase there effectiveness with vampires, you hurt there effectiveness with neutralizers. If you increase there effectiveness with neuts you hurt there effectiveness with vamps.


I guess there only other viable option is to change there bonus from amount to reduced cycle time


and maybe range, being masters of energy vampires they should have bonuses to drain you from a bigger range
Chimpface Holocaust
Brutor Tribe
Minmatar Republic
#5 - 2013-07-09 04:28:08 UTC
I think I may have figured out a way around this if they don't rebalance the BR ships with the vamp rebalance.

Fit a T1 MWD to your ship. you don't even have to turn it on, but depending on how many skill points you have in High Speed Maneuvering, it'll lower your max cap by up to 25%