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Player Features and Ideas Discussion

 
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Things I'd balance in Eve

Author
Galphii
Caldari Provisions
Caldari State
#1 - 2012-01-14 06:13:35 UTC  |  Edited by: Galphii
Been thinking about stuff that's a bit unbalanced in the game, and that I'd change given the chance. Cool

Drake: reduce base shield HP to 5069 (-400)

Adjust shield recharge time for the following hulls:
Destroyer 725 (+100)
Cruiser 1400 (+150)
Battlecruiser 1600 (+200)
Battleship 2250 (-250)

Change 7.5% armour repair effectiveness bonus on Gallente ships to +7.5% armour hitpoints per level.

Augoror: Increase drone bay to 15m3 and bandwidth to 15mbit/sec. Change 10% armour hitpoint bonus to 5% armour resist bonus per level.

Amarr ships that have a capacitor bonus to energy weapon cap use now have a 5% bonus to capacitor recharge rate per level instead.

Reduce projectile weapon damage by 5%

Reduce laser capacitor usage by 10%

Standard missile damage increased by 5%

Cruise missile damage increased by 10% (the damage needs to be worth the wait for the missile to get to the target).

Increase base optimal range on blasters by 50%, possibly with a small reduction in damage and tracking if necessary.

Remove the "1 additional Fighter or Drone per level" bonus from carriers, and reduce the "deploy 3 additional Fighters or Fighter Bombers per level" bonus on supercarriers to 1 per level, increasing fighter and bomber damage and hitpoints by 50%. This reduces server lag while maintaining effectiveness.

ECM systems will now attempt to jam weapon systems on the target; the chance of jamming a weapon is equal to the ship's sensor strength. The weapons will still be 'activated' and continue to cycle, but will miss every time for the duration of the ECM effect. Burst ECM will affect weapons inside its area of effect.

ECM drones now function as sensor dampeners instead.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Klingon Admiral
Carcinisation
#2 - 2012-01-14 09:30:21 UTC
Galphii wrote:

Change 7.5% armour repair effectiveness bonus on Gallente ships to +7.5% armour hitpoints per level.


No.

Amarr and Caldari always featured more dedicated slot designs with resistance-bonus, while Gallente and Minmatar feature more balanced slot designs with bonus to active repair.
The main reasons why active armortank sucks compared to active shieldtank is the much lower repair-amount of armor reppers and the lack of a Crystal-equivalent.


Quote:
Amarr ships that have a capacitor bonus to energy weapon cap use now have a 5% bonus to capacitor recharge rate per level instead.

Reduce laser capacitor usage by 10%


No, Lasers are fine where they are.

Quote:
Reduce projectile weapon damage by 5%


Kinda supported, always I think it would be much more interesting to change geenric damage-bonus of minmatar-ship into a bonus to explosive damage. Right now, they are the only race which does not favor any paticular kind of damage.

Quote:
Increase base optimal range on blasters by 50%, possibly with a small reduction in damage and tracking if necessary.


Fly a Rokh.
Galphii
Caldari Provisions
Caldari State
#3 - 2012-01-14 10:04:04 UTC
Klingon Admiral wrote:


Amarr and Caldari always featured more dedicated slot designs with resistance-bonus, while Gallente and Minmatar feature more balanced slot designs with bonus to active repair.


Things change. Deal.

Klingon Admiral wrote:

The main reasons why active armortank sucks compared to active shieldtank is the much lower repair-amount of armor reppers and the lack of a Crystal-equivalent.


So your solution is to put in an implant set that requires players to spend a billion isk to achieve parity. Wrong.

Quote:
No, Lasers are fine where they are.


It's not about lasers, it's about Amarr ships with that weaksauce capacitor use bonus that actually work better with projectiles mounted.

Quote:
I think it would be much more interesting to change geenric damage-bonus of minmatar-ship into a bonus to explosive damage. Right now, they are the only race which does not favor any paticular kind of damage.


That ability to vary damage is their bonus, but their weapons should not do similar damage to other weapons that have fixed damage types and also use cap.

Quote:

Fly a Rokh.

There are ongoing efforts to fix blasterboats, and this is my approach. Not playing an entire race's ships because they're broken isn't the way to fix it. Or in other words;
Klingon Admiral to Gallente players: **** YOU!

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Mag's
Azn Empire
#4 - 2012-01-14 10:09:18 UTC
Galphii wrote:
Increase base optimal range on blasters by 50%, possibly with a small reduction in damage and tracking if necessary.
Oh dear.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Klingon Admiral
Carcinisation
#5 - 2012-01-14 10:53:00 UTC
Galphii wrote:

So your solution is to put in an implant set that requires players to spend a billion isk to achieve parity. Wrong.


I would never, never fly an active shieldtank in PvP without a HG crystal. ;)

Quote:
It's not about lasers, it's about Amarr ships with that weaksauce capacitor use bonus that actually work better with projectiles mounted.


I think you are talking about the Apoc, which is absolutely fine in PvE (doesn't reach the performance of a Abaddon, but is MUCH easier to fly). And face it, the era where 170km Tachy-Apocs roamed the spacelanes is long over. But still, the Apoc has a few advantages over the Abaddon (much, much less cap-intensive and superior range).

Quote:
That ability to vary damage is their bonus, but their weapons should not do similar damage to other weapons that have fixed damage types and also use cap.


Right now, every other race is more or less restricted to one or two damagetypes, be it because of their favored weapons systems (Amarr/Gallente/Caldari gunboats) or ship-bonus (Caldari). Of course, there are ships that are quite capable to deal any kind of damage (Khanid ships, Gallente droneboats, Caldari missileboats with RoF-bonus). Right now, there are only 2 Minmatar-ships which favor explosive-damage: The Hound and the Ragnarok through the Gjallarhorn.
By changing some of the generic damage-boni (especially on ships which posess RoF+dmgmultiplier bonus), this would greatly reduce their adaptability., which is probably their greatest asset.

Quote:

There are ongoing efforts to fix blasterboats, and this is my approach. Not playing an entire race's ships because they're broken isn't the way to fix it. Or in other words;
Klingon Admiral to Gallente players: **** YOU!


The Blaster aren't the problem, the Gallente-ships aren't the problem. The ore problem of blasters is that you cannot pin down your targets as you could pre-QR with 90%-webs. While bringing them back may be too much, considering that there are still 90%-webs in the game, which would absolutely shut down anything with base-90% webs, a base velocity-modifier of like -75% would still help Gallente.
Also, stronger webs would help a lot against Tengus, Tier 3 BC and the seemingly omnipresent nano-bc.
I was just saying, if you want blasters with more range and less damage/tracking, the Rokh is the way to go.
Galphii
Caldari Provisions
Caldari State
#6 - 2012-01-14 13:02:49 UTC
Klingon Admiral wrote:

I think you are talking about the Apoc, which is absolutely fine in PvE (doesn't reach the performance of a Abaddon, but is MUCH easier to fly). And face it, the era where 170km Tachy-Apocs roamed the spacelanes is long over. But still, the Apoc has a few advantages over the Abaddon (much, much less cap-intensive and superior range).

I'm talking about ALL Amarr ships with that bonus; Prophecy, Punisher, Maller etc.

Klingon Admiral wrote:

The Blaster aren't the problem, the Gallente-ships aren't the problem. The ore problem of blasters is that you cannot pin down your targets as you could pre-QR with 90%-webs. While bringing them back may be too much, considering that there are still 90%-webs in the game, which would absolutely shut down anything with base-90% webs, a base velocity-modifier of like -75% would still help Gallente.
Also, stronger webs would help a lot against Tengus, Tier 3 BC and the seemingly omnipresent nano-bc.
I was just saying, if you want blasters with more range and less damage/tracking, the Rokh is the way to go.

You should probably go to the test server forum and check out the hybrid thread that's stickied there so that you know what I'm talking about, as you seem to have missed the point entirely.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Mag's
Azn Empire
#7 - 2012-01-14 13:16:20 UTC
Galphii wrote:
You should probably go to the test server forum and check out the hybrid thread that's stickied there so that you know what I'm talking about, as you seem to have missed the point entirely.
If you've read that thread, how did you arrive at such an awful idea?

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.