Put JBs on planets and bring back mines so you can surround them with a field of indiscriminate death for friend or foe
Put JBs on planets and bring back mines so you can surround them with a field of indiscriminate death for friend or foe
massive mine fields were awesome
Here's a thought instead of removing jump bridges. Why not let us inject a skill book if you are training the last prerequisite?
About the JBs:
1. Make them i.e. minimum 2 or 3 LY for a JB link from one to another JB, same way there is a maximum distance limitation. That way they serve what they were ment to be used for, skipping 20 jumps and not having them spammed all over the place as a replacement for the gates.
2. 1 JB per constalation?
3. No Region Crossing of a JB link.
4. Can't have another JB that is 1 jump away from the next JB (i.e. right next door).
Just my 2 euro cents.
For supers i would keep the DPS thay have now but drop all there tanks by 40%
were at a point now were even if you drop other SC's on one lone SC (read aeon) he might vanash in his 15min timer of logging off before you can kill him.
Titans can keep same EHP that have now there fine but SC's with 15-25mill EHP and not the 30-75mill EHP we have now would be nice.
But you still need them to be good enuff for people to 1: pimp fit them (for good loot drops) if there just a 30% better carrier no one will spend the 10-20bill on fittings thay do now 2: for people to even use them, if there back to 2006 MOM's you will not se them flying round and been used (read been killed) like thay are now and people will just rat in them.
JB's need changeing to 1 per system (nothing with jump drives can use them) [dont know if this has allready been changed?]
Titan bridges need nerfing. (yes realy) make it Very exspensive to use and do it on a cost per kg + LY jumped. no jumping Caps of any kind on them.
Cynos need changeing to only been used on BS+ ships or recons (gives recons a job agane) non of this cyno fig shit dropping a full cap fleet.
Boost Black ops inline with Titan Bridge ranges,
Make clone vat bays usefull agane by been able to transport active pods.
Small gang stuffs
Station services, Lower the EHP of them by alot and make them go off line for like 6h-12h or something before you can rep them up and make them active agane.
Targetable Services on Ihubs like the station services.
Big gang stuffs
Killing of Stations FGS CCP!!!!!
All timers involved with sov are active timed like pos's, you can set a time in H (like you do with stront in pos's) and not just the pasave timed we have now.
Bigger POS's: not bigger HP just bigger shields, maybe an active mod that makes the shields 25-50% larger on any pos but it costs 25-50% more to run
AOE DD's 100km range 10-15sec timer 500k damage
Some one said something about removein SC's invun to ewar, lol thats the only good thing about them. if you remove that you remove the only point to haveing hics realy
think that it for now![]()
Its not like farming in wow or any other game is exactly thrilling. But it can't hurt for CCP to try a 'little'.
Taking out JBs won't matter much, just cut defense response times and make 0.0 griefing easier. Everyone uses JFs anyways for major empire to null hauling. You nerf that and larger alliances still have bigger advantage from convoy/titans/etc. Atleast logistics ppls won't spend so much time refueling or bitching about ppl not refueling them. They're nice, but no biggy.
How about replace JBs with warp to 0 autopilot in 0.0? Bubbles cancel advantage W2-0 AP gives in empire and fixes the 20 eye-gougingly boring manual jumps. Plus many hillarious KMs for those drag bubbled while fapping en route.
Ppl blob and bandwagon. That's just par for human behaviour, mechanics won't change that. No jbs and maybe faster sov flipping mechanics might make it more interesting tho. Maybe give dreads >200% dmg bonus vs supercaps![]()
For the whole cyno debate why not just make it scale based off of what ship is lighting the cyno. For example a frig can only cyno in 1 cap ship(no super) per cycle and scale from there having BS+ be the only ships that can cyno supers.
I really have no ideas on how to make supers not OP other then removing them(i can hope tho) the only thing i would like to see is forcing a titan to bridge as well once the bridge cycle is complete. This way 1 titan can't just sit in one spot and act as a mobile gate. Either that or not allow bridging within or around a POS.
So let's make something already boring even more boring by removing Jump Bridges?
Twitter: @WidotVenetianT - RIP Vile Rat.
I'm all for removing jumpbridges but for them to do that, they need to make something that doesnt screw the far out there regions. I think every region on the map should have at least 1 system that links up with an empire or lowsec system. This would be good for both the attacker and the defender and would make the whole map more accessible to all
Don't make supers disappear after 15 mins when logged off.
self destruction should still produce a kilmail
Yes I agree if your in a fight and things aren't going your way, logging off is beyond retarded as far as game mechanics go but I don't agree with the self destruction producing a KM, if you don't have enough DPS to kill your target in time, tough shit. To be quite honest I'd love killmails to be removed from the game entirely....
Logoff mechanics are retarded but they're basically there to protect you from CCP's servers puking you off for god knows what reason and as such are pretty much necessary
It's more retarded having single vessels that a large subcap fleet can't kill in 15 minutes even when it's not fighting back
So couple it with a Dread DPS boost then, make gank dreads do 10k DPS with a realistic setup.
Here's how I see it:
You can't change the build costs because there are already so many SCs in the game that it would fuck over too many people who paid 15b for them. You can't nerf the HP to the point where they start dying more because then people won't fly them as much in combat and they won't die more ANYWAY. If you nerf the DPS then people will still fly them because of :e-peen: but Dreads will start to become more useful again.
And then you will see dreads full of tracking mods laying waste to subcap fleets
Balancing a game does not mean just constantly cranking everything up up up
Increase siege tracking penalty and the signature of all capships 10x
Problem solved
No I'm saying they're flying coffins so let them have their HP.
The reason to use them atm is DPS. The reason you'd have to not use them would be their cost/hp ratio. If you give the Dreads back the DPS role there's a reason to use the Dreads again while not making SCs directly undesirable to use.
Look, the problem with Supercaps is that they exist. They cost an order of magnitude more than any other ships in the game and if you try to balance them with that in mind you end up with something grossly overpowered. To dramatically cut their build cost IS A SOLUTION but it's such a dramatic one that I don't think it will happen. If it does, I'm fine with it. It is essentially removing Supercaps and just turning them into caps.
If you cut their EHP in half but keep their DPS they will still be _better_ than Dreads. It would just lead to even more hoarding of them, most Supercaps still wins. Give the DPS to Dreads and they have a reason to be used. SCs having a ton of HP won't really be a problem.
Well good, they ought to have some advantages over Dreads.
My argument is just that you'll never see them dying in droves. Either you don't nerf the HP enough or you nerf it so much that they'll only be fielded with overwhelming odds. Take away the DPS then who cares if they have tons of HP.
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A huge problem with Hybrids is the ammo types, for blasters in particular. The only bonus they give is to optimal, and for blasters that does _nothing_. I've made quite a few graphs of it and switching from antimatter to something else literally does nothing to increase your damage, at almost any range. The only ammo worth using at range is of course Null because it actually has a falloff bonus. It's problematic because Rails actually have decent optimal so for them the ammo types are okay, in concept at least. In practice the long range ammo doesn't have enough damage.
Also, an Armageddon out-damages a Mega with T2 Neutrons at something like 7km, it's ridiculous. Sure the Geddon has a 25% RoF bonus which is equivalent to a 33% DPS bonus (compared to 25% for the Mega), but still. And when you get closer than 4.5km (Neutron's optimal) tracking becomes an issue. The window where blasters work is _TINY_
In a world of 100km AC machs, 60km pulse abaddons, 13 000 alpha maelstroms, cynabals, vagabonds and drakes gallente ships have no place. Viribus is kinda right, as the problem lies not only the weapon iteself, but also the ships that are using it. I've put up all the numbers in a thread few months ago( http://eve-search.com/thread/1332697/page/1 ). The fact is we've seen a lot in the past 2 years - geddon fleets, abaddon fleets, apoc fleets, maelstrom fleets, even scorps and rocks, zealots and muninns, drakes, vagabonds, hurricanes, but I haven't seen a fleet concept built around a hybrid ship. Because there isn't a single situation where hybrids aren't inferior to the other weapon systems(or the ships using them).
Everyone ignored you because male Achura look like ass
Everything you said is true, but you may not realise that back in 2004 Gallente was the race to be. They suffered a series of nerfs that dropped them through the floor in terms of PvP _if you ignore drones as a weapon system_ (To be fair most do because of the lag potential, micromanagement and sheer fuckery of drone warfare desyncs). The Hybrid itself hasn't moved, but the platform that surrounds it suffered from, in no particular order;
Speed nerf
MWD nerf
webber nerf
em buff
bandwidth 'balance'
'dual' module 'balance' (scripts)
drone number reduction & bandwidth
None of those things effects the railguns (Caldari/Gallente) as much as blasters (Gallente), which has led to the current 'lol gallente'. In 2004, it was 'lol amarr'.
Yes, the window of usefulness of the blaster is tiny, which was why it was of intense importance that Gallente control range through speed, both of the target and their own ship. The Taranis was absolutely _feared_ for the DPS and ability to control range, a mantle that has passed to the Dramiel.
Way to miss the point there.Originally Posted by HUN73R
Kids missed out on the Sniperthron.Originally Posted by HUN73R
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Give Galente an inbuilt % reduction in MWD cap use, give them an inbuilt V boost from MWD only on pure Galente hulls that is only active when blasters or rails are NOT cycling (the rationale being they are diverting power from guns to engines; cue startrek references)
Give Galente ships semi scrambler immunity to the MWD supression; i.e. it takes 2 scramblers to shut down cruiser size MWD on Galente ships and three scrambler to shut down BS sized MWD on Galente ships
Or alternatively you could just nerf Scorch/Lasers, which would go a long way towards balancing the weapons systems with eachother with a single change. Iceland would also melt under the burden of salty tears.
Other changes:
Reduce armor/shields by 1/3rd on all pure Galente hulls, increase Hull HP by a factor of say 3. Make Hull reps not useless. Finally we have three types of primary tank in the game and Galente are actuall hull tanking as was the original idea.
Switch all Galente rep bonuses on hulls to hull reps rather than armor reps.
Ensure that Hull HP at 60% resists is large enough to compete with Amarr at higher resists but lower HP.
Not Dead, Just Sleeping
Its still deadly, the Dramiel is just a lot nastier so people fly that. Its doesn't mean the Taranis isn't viable though; provided it doesn't come up against a Dramiel (it can win that fight but only if fit specifically to counter them- and with luck)...The Taranis was absolutely _feared_ for the DPS and ability to control range, a mantle that has passed to the Dramiel.
Oh and RE: previous post about hull tanking, current the only Galente ship that can realistically do it is the Navy thron if it sacrifices all its lows. OK Domi and navy variant might pull it off too, but at this point i have to wonder why hull tanking mods are still in the game
Not Dead, Just Sleeping
Those are quite extreme measures for fixing a weapon system
I've often considered that guns should not actually work against ships that are a couple of classes below them, so Battleships couldn't actually hit frigates. Extended upwards, this would mean that Dreads wouldn't hit cruisers. Then you'd see a shift towards more subcaps. At this point I usually ejaculate, so it's not really a full fleshed concept.
The one thing that characterizes rock/paper/scissors/spock/lizard is there is _always_ a counter to a given. Unfortunately there doesn't appear to be a decent counter to large numbers since they removed the AoE doomsday, unless you count competent bomber swarms.
[B]Client:[/B] “Well we are well known amongst all the Russian billionaires so there is great potential for you to get your name out there by doing this project for free. Also I am a direct descendant of Genghis Khan.”
[B]Client:[/B] “Well we are well known amongst all the Russian billionaires so there is great potential for you to get your name out there by doing this project for free. Also I am a direct descendant of Genghis Khan.”
Lag is the counter to numbers. What we need is a counter to what qualifies as 'mid size' fleets these days. In theory that is bombers, in practice they are highly sensitive to lag.
I want to see someone combine smartbombing BS with bomber wings. Blue warpin to hostiles shortly after they land on grid from warp, ECM bursting EM smartbomb Scorpions blow their load and strip shields from people, handful of suicide Hictors that warped in with scorpions bubble up. Bomber wings drop kinetic and Exp bombs. Should make bombers more effective across the fleet by stopping damage bleeding into high resists on shields.
Not Dead, Just Sleeping
More than any other weapon I think Hybrids need fast / instant reloading.
The Deimos already does; I think the Hyperion is currently a repper bonus, but the Hyperion was considered lol-worthy at release because it didn't even compete with the Megathron.
Remember that shit about dual use modules that gave us scripts? And then they give scrams an extra ability. Yeah. Right there.
I don't know that would actually be that useful. The narrow window of activity for hybrids also counts for lasers; they have a 'medium' falloff and to be honest they aren't the god-module that some people think they are because of cap use and marginal tracking. Bear in mind that we have the Zealot as a serious contender unless you count the seriously situational (and I mean 'spy in fleet' situational) Pulse platforms (Apoc, Abaddon).
I'm down with that if they change hull reps to low slots. You're not fucking with my shield Ishtar, though.
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Poppycock. That's like saying the viable weapon system against supercaps is desyncs.
The TS chat would sound like;
"Align to xxx, get ready to drop"
"Align to who?"
"What ammo should I load?"
"You should be smartbomb fit, are you even in a scorp?"
"What fleet should hurricanes be in?"
"Who is anchor?"
"x up if you like kittens"
"Do we even have any hictors left?"
"warp warp warp"
"do what? I was afk, are we leaving yet?"
etc.
[B]Client:[/B] “Well we are well known amongst all the Russian billionaires so there is great potential for you to get your name out there by doing this project for free. Also I am a direct descendant of Genghis Khan.”
Oh its possible. But any alliance able to field competent bomber wings should be able to do this.
Not Dead, Just Sleeping
I be honest about one thing Removing JB's not going to be the end of the earth because Alliance were fine before JB's. I mean I don't agree about removing freighter but we have now Jump Freighters. Alliance dropping station all over the place so it not going to be hard to build crap and move it to another place.
It not going to be a logistic nightmare as again Titian bridges and jump freighter can be used. So it will still be easy to move goodies around. I just think moving fleets around with JB's just too easy and well I know jumping 20+ jumps can be annoying but I think jump Bridges should be used for fleets than a highway. SO I think they should increase the cost of use by 3-4 times more. So then the Jump Bridges gets used by Fleets only and FC uses password to jump fleet around.
Super caps? well I think they should have a siege mod for lunching Bombers. I mean getting 15 moms to kill a load of SBU faster than 15 dreads some what a joke. Also they can just jump out if they are at risk. So by having a siege mod for bomber will cut the SC soloing JB's kills etc. So this alone should have Dread used more as cost = risk is better. So then you don't have to boost dread as Alliance can field dread easy.
I think this is what angers me the most about the discussion the CSM had. Ostensibly, they are considering removing jump bridges to encourage smaller factions in 0.0, rather than huge coalitions spanning several regions. However, as you note, large groups survived without them. Hell, TEST deployed a large percentage of our pilots to Cache over a pretty short period, and were able to make it back to Deklein with our jump clones if we ran out of cash or needed to defend. There's no highway of jump bridges from Deklein to Cache, we just burned through a lot of lowsec gates.
If removing jump bridges isn't going to keep large coalitions from maintaining vast empires, then it's only going to cause annoyance in what is, in fact, a game.
This could be good. Won't insta-fix-everything but something along these lines has the potential to be a nice change.A suggestion from the CSM was for different cyno generator sizes. So you'd need a battleship or carrier cyno to drop a supercap.
I know all you bittervets have it in for the big blocs, but removing jbs is the beginning of the end of 0.0. If all you want from 0.0 is a lowsec without sentry guns, and with bubbles, go play in NPC 0.0 ffs.
Yeah the notion of actually having to work for their massive, unconstested space gold-mine seems to send shivers up their fat little spines
Pretty much what usually comes to mind when I read this crap. Eve is probably one of the slowest games over all to get to be doing something which is somewhat fun in the game. And they want to make it even slower again.
Well I knew they were retarded but they always manage to raise the bar.
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