Pirate Ship Balance Game

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Louann Mauffray

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Aug 5, 2024, 2:59:38 PM8/5/24
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Ourgoal is to adjust the prices involved here so that the blueprint store LP offerings are more economical than the direct ship trade-in, since there is additional time and effort involved in the manufacturing process.

The Caracal Navy Issue struggled to fit Heavy Assault Missiles due to restrictive powergrid. These changes should help it to fit more easily, fit more tank with the added mid and do a bit more damage as well.


The Exeq Navy struggled to fit much else beyond a full rack of neutrons blasters, these changes should help it to fit more comfortably for combat. Removing a turret opens up additional fitting space as well and the loss of the turret is counteracted by a larger damage bonus. Overall the goal here is to improve fitting, improve mobility and give the ship a slight bump in damage output so hopefully it will be interesting and competitive in pvp/pve.


The Dominix Navy was often overlooked for its T1 variation due to its loss of drone tracking, these changes should help to keep it on par with the T1 dominix in terms of drones, so it can flex its other bonuses a bit better. The repair bonus also adds additional survivability, making this ship a menace in close-range battleship combat.


The rifter is an iconic ship which has languished a bit too long at the bottom of the kiddie pool. Improving its damage should make it a bit more competitive, particularly in areas such as novice factional warfare complexes.


The Ishkur has lived too long in the shadow of its sibling, the Enyo. Drone tracking speed is not a very impactful bonus outside of niche circumstances, so removing this and giving the Ishkur a bonus to armor repair can help to improve its survivability, while trading a low slot for a medium slot gives it a different slot layout than the enyo and helps to improve its combat utility. The loss of the low does impact tank, however with the addition of the armor repair bonus, we can perhaps consider this an even trade + the addition of a mid slot.


The Muninn was the most troublesome of the HACs in terms of fleet meta dominance due to its high mobility, range and alpha damage potential. After going back and forth for some time on this, it was decided that it would be better to rework the ship entirely rather than just nerf it into being useless in an attempt to dislodge HACs from the meta. As Minmatar was lacking its secondary weapons system for HACs, this was a good opportunity to give them a missile boat while hopefully keeping the Muninn interesting and fun to fly, albeit with a different weapon system.


Standard fleet fits for the Cerberus were often projecting to very long ranges with heavy missiles. By shifting the range bonuses to apply to HAMs only, we can give the cerberus a unique position as a long range HAM ship while bringing in its super long heavy missile ranges. To replace the lost bonus, we can give the Cerberus a shield booster bonus and some additional fitting room to ease fitting one, hopefully making it still an interesting option for mid-range skirmishes.


The eagle was the worst offender when it came to range and, while it will still be the longest range of the HAC lineup, it will hopefully be at a much more reasonable distance to increase the risk of employing these as a fleet doctrine. A tracking bonus has been added to help the eagle feel better in its new range band, and perhaps open up new opportunity for blaster options as well.


this will not make it stronger, with barrage your doing 376 dps at 55km (which in turn, is actually 188 dps, due to fall off), if you want a full kiter, its better to go a rlml caracal, since you can track frigates better and you do more damage (granted, vagabond has the potential to reload hail and do 585 dps)


Nosprey, T1 Caracal, Legion, Loki, Bellicose (kinda). Are they as strong as 100km RLML cerb? No probably not, but 100km RLML cerb was busted anyway. These feel more balanced overall. Just add velocity rigs if you want more range. Fitting choices.


is it a fitting choice tho when its mandatory (for cerb at least) ? for cerb you must lose 2 rig slots for double hydraulics and then your getting 60km range (for rlml), i think cerb is dead as hams are not very good without support. which could be what they wanted to go for, as a support dps ship.


As much as like to see the Muninn in the dirt i think the resistance bonus should be 4% to be closer to the Sacriledges 5%. Otherwise as a HAC missile boat youre always going to go Sac and the Muninn will never be used (hopefully).


Players take turns placing the penguins on the pirate ship, and the player who drops the ship loses the game

The game helps develop concentration skills, balance, motor intelligence and eye-hand coordination

It also enhances cooperation and interaction between players, develops social skills, and enhances positive relationships between children or adults

The penguin toy can also be used as desktop decor


This blog will summarize all the ship and module balancing goodness that you will find waiting for you on June 3rd, and link to all the other applicable dev blogs and forum posts to ensure you get all the juicy details you could ever dream of. As usual for these balance summary blogs nothing here will be completely new to those of you who have been following each and every one of our threads on the forums, but this blog will provide the one stop shop for collecting the Kronos changes.


I want to give a special thanks to all of the players who have provided useful feedback in our many forum threads so far, as well as to your elected CSM representatives who have been working with us at every step of this process. We are building this amazing universe in partnership with all of you and your participation is what sets EVE Online apart.


The second theme visible in the ship balancing of the Kronos release is advancements in industrial technology. EVE Online is rapidly approaching the Crius release and with it the most significant set of improvements to Industry gameplay in a decade. To compliment these Industry changes, many of the ships involved in Industrial activity are receiving significant upgrades in Kronos. Hauling and mining are two absolutely foundational activities for the EVE Online economy, and both are seeing their options expanded in Kronos.


The Garmur frigate, Orthrus cruiser and Barghest battleship all share bonuses to missile damage, warp disruptor and scrambler range, and a special supercharged bonus to missile velocity. They also enjoy some of the best mobility in their classes, allowing them to use range and speed to engage against overwhelming odds. Their raw missile damage bonuses to all damage types also make them perfectly suited to using the deadly burst damage of Rapid Missile Launchers.


The Serpentis ships provided the example of what other pirate ships should and could be. They already had their unique game changer feature in the form of a 10% per level bonus to Stasis Webifier effectiveness. This bonus allows Serpentis ships to show their target down to 10% speed with one module and make escaping their brutal close range particle blasters nearly impossible.


Since the Serpentis theme was working so well, the changes to their ships in Kronos are more subtle than the other pirate factions. The Vigilant cruiser needed the most help and is receiving significantly more targeting range and speed. The Daredevil frigate and Vindicator battleship are already in a very good place and will be receiving smaller tweaks.


The Guristas ships are receiving a new and unique trait, the ability to field small numbers of superpowered drones. Each ship receives a gigantic role bonus to the damage and hitpoints for drones of a specific size: light drones for the Worm frigate, medium drones for the Gila cruiser, and both heavy and sentry drones for the Rattlesnake battleship. These bonuses allow the Guristas ships to field two superpowered drones that fight with the ferocity and durability of much larger drone swarms.


The Angel Cartel ships have always been very strong, enjoying impressive speed, agility and long range damage enabled by projectile falloff bonuses. Before Kronos, however, they lacked that special something that breaks the normal ship patterns and set them apart.


In Kronos the Dramiel frigate, Cynabal cruiser and Macheriel battleship will be gaining a special role bonus that increases their warp speed and acceleration by 50% above and beyond the other ships in their classes. This will help reinforce the Angel role as supreme fast attack vessels that can hit and run with ease.


The Blood Raiders vessels have long enjoyed the strongest energy warfare in New Eden, and their Bhaalgorn battleship enjoys a venerable role in group PVP. However before Kronos the Cruor frigate and Ashimmu cruiser had languished in relative mediocrity.


When the Venture mining frigate was introduced in late 2013 it quickly became one of the most popular ships in EVE Online history. The combination of a low barrier of entry, excellent mobility and decent mining yield attracted many pilots. In the Kronos release we are introducing a tech two progression path from the Venture, with the Prospect.


The Prospect is the first in a new class of Expedition Frigates, designed for exploiting the deepest and most remote stretches of space. It sports improved ore mining capability, gas mining yield that matches its predecessor, a larger ore bay, improved defenses and most importantly, the ability to fit Covert Ops Cloaking Devices. This allows the Prospect to get to and from asteroid fields in the most dangerous areas of space, as well as take advantage of covert jump bridges from Black Ops Battleships to bypass deadly chokepoints.


In 2012 we rebalanced these ships to remove the old tier system and provide three distinct roles for players to choose from. In the Kronos release we are focusing and strengthening these roles to ensure that all pilots in EVE have the tools to meet their mining needs.


The Procurer and Skiff are the defensive barges and enjoy extremely strong tanks. In Kronos they will also be gaining a drone damage bonus so that miners can choose to punch back at anyone who would threaten their industrial operations.

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