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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10647
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Posted - 2014.06.16 03:18:00 -
[1] - Quote
Alena Ventrallis wrote:Before I begin, I want to say that I love your candor and activity on the forums. While I may not always agree with your changes, your presence and responses to the community are deeply appreciated, and I give you a salute good sir.
o7
That said, you are missing one of the biggest assets you have to balance the game. the answer is SKILLBOOKS. So many skillbooks do nothing more than unlock the different tiers. By comparison, I can count the skills that only unlock things in eve on my fingers. Every skill, with very few and very notable exceptions, should give a player a bonus to something, be it a weapon, a suit, a module, whatever.
I'll focus on vehicles since I mainly run vehicles. Let's take large railguns. Combined with damage mods, a no skills railgun can kill any tank in 4 shots or less, and only armor stacked maddies can take that 4th shot. Vehicle TTK is low because of this.
So why not nerf large railgun damage by a flat 15% across the board, and then give the LArge Railgun Operation skill a 3% bonus to large railgun damage per level, returning original damage at level 5? now a no skills character is at a disadvantage, while those of us who invested into it can continue on as we were, without worrying about no skills characters downing our skill and isk invested tanks.
Damage mods are too powerful? Nerf them by a flat 50%, and give 10% efficiency per level of Vehicle Turret Upgrades.
Active Scanners too powerful? Nerf their precision by 10% and give 2% per level of Active Scanner Operation.
Use whatever numbers you feel are best, these are just examples to demonstrate the point. Give those of us who invest the SP gain an advantage over those who do not, beyond unlocking better gear that can be bypassed rather easily with AUR/LP. This also solves some of your railgun issues by nerfing the real problem (people with no skills in vehicles are getting the same benefit as someone with level 5 in everything) while keeping the ones who have invested where they are at.
THIS!
Tanks currently are pretty powerful but they should be powerful....however the Vehicle Command Skill tree can be used to break down the current vehicles stats and power into manageable parts that require significant SP investment to achieve current power and reduce the effectiveness and spammability of MLT fit vehicles.
Also Vehicles need their own engineering skills to allow for the fitting of Basic Modules in all vehicle slots at the very least.
"You are weak Ouryon....weakness serves not the Empire. I shall teach you strength."
-Yurius of the Brutor to Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10685
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Posted - 2014.06.16 22:51:00 -
[2] - Quote
Killar-12 wrote:Alena Ventrallis wrote:Before I begin, I want to say that I love your candor and activity on the forums. While I may not always agree with your changes, your presence and responses to the community are deeply appreciated, and I give you a salute good sir.
o7
That said, you are missing one of the biggest assets you have to balance the game. the answer is SKILLBOOKS. So many skillbooks do nothing more than unlock the different tiers. By comparison, I can count the skills that only unlock things in eve on my fingers. Every skill, with very few and very notable exceptions, should give a player a bonus to something, be it a weapon, a suit, a module, whatever.
I'll focus on vehicles since I mainly run vehicles. Let's take large railguns. Combined with damage mods, a no skills railgun can kill any tank in 4 shots or less, and only armor stacked maddies can take that 4th shot. Vehicle TTK is low because of this.
So why not nerf large railgun damage by a flat 15% across the board, and then give the LArge Railgun Operation skill a 3% bonus to large railgun damage per level, returning original damage at level 5? now a no skills character is at a disadvantage, while those of us who invested into it can continue on as we were, without worrying about no skills characters downing our skill and isk invested tanks.
Damage mods are too powerful? Nerf them by a flat 50%, and give 10% efficiency per level of Vehicle Turret Upgrades.
Active Scanners too powerful? Nerf their precision by 10% and give 2% per level of Active Scanner Operation.
Use whatever numbers you feel are best, these are just examples to demonstrate the point. Give those of us who invest the SP gain an advantage over those who do not, beyond unlocking better gear that can be bypassed rather easily with AUR/LP. This also solves some of your railgun issues by nerfing the real problem (people with no skills in vehicles are getting the same benefit as someone with level 5 in everything) while keeping the ones who have invested where they are at.
So vehicle Engineering and Electronics return with fitting bonuses... cool...
I think they should TBH.
EVE side every aspect of ship vs ship combat skill is broken down into beautiful skills. Inclusive of DPS, resistances, speed and agility, armour and hull HP, etc,etc.
HAV should be like this.
0 SP Investment the tanks are cheap and disposable, easily killed by any tier of AV.
Medium SP Investments 10+ Million and tanks take on more durability, fitting functionality, turret options, and can stand up to lower AV tiers.
25+ Million SP tanks are rough and tough, High tier AV is required to take down these beasts but most AV can still deter them from combat. Orbital Strikes however are Insta tank busters and HAV cannot survive them......unless in siege mode if marauder.
"You are weak Ouryon....weakness serves not the Empire. I shall teach you strength."
-Yurius of the Brutor to Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10738
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Posted - 2014.06.18 02:06:00 -
[3] - Quote
Killar-12 wrote:Going to Spitball some Ideas Dropsuit Command +1% to Dropsuit Total HP -Amarr Heavy -1% to heat build up per level -Amarr Medium +2% Armor Resistance To Explosive and Projectile Damage per level -Amarr Light -4% per level for Biotic Module (All Types) costs -Caldari Heavy -2% to Charge Times Per Level -Cadari Medium +3% Shield Recharge Rate per Level -Caldari Light +2% bonus to Hybrid/Rail Optimal Range per Level -Gallente Heavy +5% to Clip Size -Gallente Medium +4% to Armor Repair Module Bonus -Gallente Light +5% to Active Scanner Recharge -Minmatar Heavy +2% ROF per Level -Minmatar Medium +2% Shield Resistance to Lasers -Minmatar Light +2% to Walk Speed Dropsuit Upgrades -1% to Module Fitting Costs -Active Scanner +2% to Active Scanner Range -Cloak Field +1% to Cooldown Reovery -Nanocircutry +3 Nanite Clusters per level -Repair Tool Operation +3 HP/s to reps per Level -Drop Uplinks +2 Spawns Per Link per Level Weaponry +1% to Weapon Damage -Grenadier +10% to Grenade throw range -Demolitions +2% Remote Explosive/Proximity Explosive Damage Vehicle Operation +1% to Vehicle HP Per Level -LAV Operation +2% LAV Acceleration per Level -DS Operation +2% to Dropship Maneuverability per level -HAV Operation +2% Fitting Reuction to Heavy Plates, Shield Extenders, Large Armor Reps and Large Shield Boosts Vehicle Updgrades +1% reduction to Module Fitting Requirements -Armor/Shield Upgrades +5% Armor/shield per Level -Core upgrades +1% to PG and CPU Per Level -Engeineering/Electronics +5% to PG/CPU -Turret Modifiers +1% to Efficacy Turret Operation +1% to turret Damage per level -Small/Large Turret -3% CPU needs -Small/Large Blaster +5% reduction to heat build up -Small/Large Missle Turret +10% to Missle Speed -Small/Large Rail -4% to Spool up time per level Corporations Make all Corp Skills Equal to in EVE...
On the right track but instead focus less on applicable skills for combat and focus on utility skills that are less specific to the suit and more focuses towards generic benefits.
For example you have several types of skills
Hull/Frame Operation and Optimisation- Skills the enhance and a allow the fitting of certain frames/hulls, typically with basic increases to PG and CPU or agility. Opens up T2 frames and Hulls
Weapon Skills- Skills for fitting and altering the functionality of weapons systems, directly affect damage, rates of fire, cycling of modules (reload) etc. Opens Up T2 weapons systems.
Core Skills- Basic Operations of Core modules and systems, this determines the worth of your character and affects the fitting and efficiency of all modules ranging from EWAR to Shield Extenders. Opens up T2 Equiment and Modules.
The others like
Social Industrial Corporation Science Etc
"You are weak Ouryon....weakness serves not the Empire. I shall teach you strength."
-Yurius of the Brutor to Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10739
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Posted - 2014.06.18 02:44:00 -
[4] - Quote
Alena Ventrallis wrote:There's something, social skills. Increase risk/lp payouts per level, or increase standings gained per level.
Social would be 100% worth it if it got you even a 5-10% increase in standing with faction especially if the factions gave increased pay outs for those with good standing.
"You are weak Ouryon....weakness serves not the Empire. I shall teach you strength."
-Yurius of the Brutor to Ouryon
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