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Balancing Feedback: New Tech2 modules

First post First post
Author
Saikron
Crazy Leftist Loons
#121 - 2011-11-15 05:17:30 UTC
Dondoran wrote:
CCP come on T2 gang links thats just to muchEvil

35.2% bonus from a tech3 WINRoll

FIX off grid boosting its the right thing to doBear

remember fleet command shipsBig smile


Here is an obvious problem that will probably never get fixed, lol.
keuel
Imperium .H.E.M.P.
#122 - 2011-11-15 06:27:55 UTC
T2 Siege is fine...
T2 triage neds a buff: perpahps from 100 to 120% on rep ammount? and less time on cycles? so it can be err...worth?
Jaigar
Native Freshfood
Minmatar Republic
#123 - 2011-11-15 07:14:55 UTC
First off: the t2 siege module, please understand the math before saying its only a 6.66% scan res bonus.
Say you have 100 scan resolution and go siege with a t1 siege module. That leaves you at 25 scan res. Go siege with a t2, you end up with 30. And what percentage increase is that? 20%, not 6.66%.

As far as triage t2 is concerned, adding a cap recharge bonus to t2 triage modules would severely jack up WH space carriers. In systems with either high cap recharge bonus (pulsars) or high resists (wulf-rayets), making their tank even stiffer is just a bad move. Most of the serious WH roaming gangs carry 1-2 (sometimes 3) bhaalgorns for neuts, and dmg comes from t3s which isnt exactly the best. Certain WH fights go on for hours just because of a carrier's impact (see failheap challenge), and buffing them more would just be a bad move. Maybe offer decreased cap usage for remote reps instead?

As far as t3 ganglink bonuses: they really need to be readjusted to give only a slight increase and not a massive one like the t2 changes are showing. Its not uncommon to find tengus, lokis, etc sitting in a pos with 6 warfare links running. HOWEVER, you must remember that you need warfare link specialist to 5 to use the command processors, something command ships don't need to run their 3.
Sigras
Conglomo
#124 - 2011-11-15 09:34:31 UTC
What about instead of the T2 triage module giving a cap recharge bonus, it gives a discount to remote repair/energy transfer? maybe 10-15% to let us do our job better without making our tank any stiffer because, lets face it, our tank is already pretty good.

Also, you forgot to add in T2 cyno generators . . . maybe a shorter cycle time and less fuel usage? just something to think about.
James Bryant
Deep Core Mining Inc.
Caldari State
#125 - 2011-11-15 13:56:34 UTC
Anyone take a look at the T2 bubble yet? I saw it last night, but I didn't have the skills to fit it and try it out on my Onyx.
Yahrr
Caldari Provisions
Caldari State
#126 - 2011-11-15 14:23:20 UTC
Willl Adama wrote:
Leave offgrid T3 command cruisers alone, it'll be bad news for many small roaming gangs if they have to bring ongrid commandships.

No, it would bring back the Eve experience like it was a few years time ago. Going solo != going solo with a boosting alt.
If they really need to stay offgrid to keep you happy, then at least make them appear on killmails.
Alsyth
#127 - 2011-11-15 16:19:13 UTC
Yahrr wrote:
Willl Adama wrote:
Leave offgrid T3 command cruisers alone, it'll be bad news for many small roaming gangs if they have to bring ongrid commandships.

No, it would bring back the Eve experience like it was a few years time ago. Going solo != going solo with a boosting alt.
If they really need to stay offgrid to keep you happy, then at least make them appear on killmails.


+1 to Yahrr.

Offgrid boosters help locals, not roamers, who have to bring a ship anyway. Doesn't matter to them that much if it's a cloaked nullified T3 or a real CS.
Maxsim Goratiev
The Scope
Gallente Federation
#128 - 2011-11-15 23:27:00 UTC
replying to the topic:
The drone upgrades are very good, but their cpu consumption makes them near-unfittable on ishtar. Drone link augmentor is fine, but the omnidirectional track. link should have it's cpu lowered. Also, their requirements are very high, consider lowering it for things like the navigation computer? they are rarely used and do not provide a massive boost anyway. Omnidirectional tracking link is quite powerfull in it;s t2 iteration, but can we really not have it as an active module that can be scripted? for greater flexibility?
Tanex Gulder
Scarab Technological Industries
#129 - 2011-11-16 12:02:46 UTC  |  Edited by: Tanex Gulder
Cmon CCP an increase of 0.5% command bonus for across the board for T2 Gang Assist Modules.

This should be looked at as the base command bonus of T1 gang modules varies from 2% to 4.5% and the T2 bonus needs to reflect 25% increaase across the board.

Also inventong the T2 Modules will be very expensive as BPC copy time is over 4 hours per single copy.
This will make it only practical to invent single run T2 copies and will make them expensive.

As an example you get less than a 1km range increase using the T2 Mining Laaser Field Enhancemnet Module which is pretty poor, so will it be worth the invention cost?

These issues applies to :
Information Warfare Link - Sensor Integrity base Bonus of 3%
Mining Foreman Link - Mining Laser Field Enhancement base Bonus of 4.5%
Skirmish Warfare Link - Interdiction Manuvers base bonus of 3%

CCP Please readdress these issues.
Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#130 - 2011-11-16 19:31:14 UTC
most of the time energy is the number one concern of a triage pilot. the rep bonus would be nice but unnecessary. anything makes it easier to fit tank or increase cap ammount and reduce the ammount of slots dedicated to pure cap recharge is fine by me.
Mitsu Blutz
The Scope
Gallente Federation
#131 - 2011-11-16 22:44:14 UTC
I can't read nothing about Interdiction Sphere Launcher II ?
Scrapyard Bob
EVE University
Ivy League
#132 - 2011-11-17 04:41:36 UTC
Copy times on the T2 command link modules (all 15 of them) have been set to 1 minute per copy. That's very much on the low side when compared to other modules of the same cost tier.

https://forums.eveonline.com/default.aspx?g=posts&m=292244#post292244

They should have been set to something in the 3-8 minute range for a single copy. The Small Tractor Beam I BPO has a copy time of 2 minutes.

Bomb launcher and Warp disruption should probably also have a 2-3 minute copy time. And the copy times on the drone modules and hull repair modules look a bit low. The 1 minute timer is probably fine for the small hull repper, but the med/large should have slightly longer copy times (2 and 3 minutes).
Sigras
Conglomo
#133 - 2011-11-17 06:10:58 UTC
what about a range bonus to the T2 triage module, so our RR goes farther . . . It just seems odd that logistics cruisers can project their remote rep farther than a triage carrier.
Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#134 - 2011-11-17 07:06:08 UTC
the two platforms are intended to fight in two completely different scenarios. carriers rely on being the focal point on the battle field and logistics ships fly on the out skirts of a fight.

triage carriers create bubbles of control on a battlefield. if you extend their range they become overpowered
Sigras
Conglomo
#135 - 2011-11-17 07:17:30 UTC
and giving it extra cap wouldnt make them overpowered? I think that would be worse than making their sphere of influence larger . . .
Raven Ether
Doomheim
#136 - 2011-11-17 10:50:03 UTC
Bomb Launcher is underwhelming, maybe extra capacity for one more bomb and skill requirement to lvl 4?
Helothane
Ascendent.
Test Alliance Please Ignore
#137 - 2011-11-17 15:58:57 UTC
The small, medium and large t2 remote hull repair systems all require Remote Hull Repair Systems V. That seems odd, at the very least, and breaks from the pattern for t2 remote armor, shield and cap transfer mods. Why not levels III, IV and IV, respectively?
Kigar
Brutor Tribe
Minmatar Republic
#138 - 2011-11-17 16:07:58 UTC  |  Edited by: Kigar
Bomb Launcher II is underpowered. I think it must have AoE bonus instead. Or may be +x% bomb speed and -x% explosion timer ( for same flying distance as current )
Zhula Guixgrixks
Increasing Success by Lowering Expectations
#139 - 2011-11-17 17:04:58 UTC
Dondoran wrote:


FIX off grid boosting its the right thing to doBear



Yep fix that,and we all can live with T2 links then. Reminder : risk vs. reward

0ccupational Hazzard --> check out the true love story 

Charles Edisson
Aliastra
Gallente Federation
#140 - 2011-11-18 16:23:06 UTC  |  Edited by: Charles Edisson
Raven Ether wrote:
Bomb Launcher is underwhelming, maybe extra capacity for one more bomb and skill requirement to lvl 4?


Bomb launcher is if anything overpowered. Considering the second most expensive/powerful ship in the game now only has one flight of Bombers/Fighters and one bombing run will kill them all. bombs are too powerfull as it is already. Actually I guess it's not the launcher that's overpowered but the bombs them selves.