I figured that since the forum’s become so much more active in recent weeks, we could use this opportunity to discuss the state of things that definitely need balancing. This thread is for classes/shiproles and, naturally, their respective modules.
I’d make a poll to help determine if we all agree on the following, but it’d be longer than the opening post itself, so I’ll skip that. Please leave your feedback if you think I’ve omitted anything or if you disagree with any of the items listed (I kind of expect that).
Disclaimer - this thread excludes destroyers, as there are too many threads about them already, and focusses on pre-destro T3 or T4/5 gameplay, which thankfully is not that much affected by destroyers so far. Keep that in mind. Also, please note that while these are all suggestions, I’m putting them in the Game Discussion section for a reason.
Interceptors
- as I suggested in another thread, the only thing that makes them OP even in the hands of a complete random is the turnkey gimmick. Solution - remove the ability to turn your ships using your keyboard.
CovOps
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cloak should either make you unable to capture beacons at all or have a greatly increased beacon capture duration;
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pilots debuffed with White Noise should have the effect neutralised when within the range of a friendly micro-locator. If, however, the debuffed pilot’s targets escape the area of micro-locator, they become unlockable upon again.
Recons
- I feel only micro-locator needs a rework: other than the feature mentioned above, micro-locators should not remove tacklers’ cloaks, but make the tacklers appear on your HUD - for comparison, think cloaked captains in CR.
ECM’s
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invulnerability after bubble is a bad idea;
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I feel there need to be more ways to counter ECM stuns, or any debuffs in general, but I’ll get to that later.
Fighters
Gunships
- in my opinion, Combat Reboot needs a rework - while not exactly that problematic in skirmish, competitive gameplay shows that one of the most damaging ship roles in the game should not be granted a second life every couple tens of seconds.
- simply make CR consume all of your energy upon use and disable energy regeneration for the duration, so it can be actually used defensively instead of enabling the regular ‘yolo, im unkillable’ mode in which you can heal and use other modules all you want.
- I’ll leave it as a question, but does anyone else feel like Empire gunships are too damn tanky in T5?
Commands
- I think this ship role is probably the most balanced one in the game at the moment. Perhaps one could do something about them being the most efficient bomb runners by increasing the duration of capping beacons and bomb/SQ stations while Diffusion Shield is active.
Tacklers
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drones. Make them self-destruct if line of sight with their owner is broken;
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cloak/micro rework as mentioned before.
Frigates
LRF’s
- no surprises here: cloak. Having given it some thought, I think the perfect solution would be to only allow module use while the cloak is active. In other words - ‘no’ to using main guns while cloaked, and ‘yes’ to using active and special modules while cloaked. RT should count as moving your ship.
Guards
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MPI should be a line of sight module. Its range could be boosted to compensate for that - otherwise frigballs are too effective;
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I still hate Pulsar with a passion, especially when combined with MPI… any opinions on this one?
Engineers
- I would like to see their barriers work like destroyer shields, except only one active at a time and not shootable-through from either of the sides.
General
Cruise Engine (the surprise)
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reduce acceleration to 1/10 of the current value;
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reduce max speed boost it gives by 20-30% (so e.g. down to 600-550 m/s on Fed tacklers).
A non-CPU-based anti-debuff passive module
- really, if there’s a way to trade off dmg for utility, utility for dmg, tank for speed, speed for tank, etc., there needs to be a way to counter debuffs that doesn’t take a CPU slot. There are just too many standard non-frigate ships that have just one CPU slot that needs to be wasted on a Proton Wall.
Torpedoes
- they should be visible on your HUD and possibly shootable, so as to reduce their efficiency from 14 clicks away. Too efficient vs random people in skirmish and vs structures in SQ.