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Public => EVE World News => Thema gestartet von: Aura am Juni 05, 2013, 05:00:27 Nachmittag

Titel: [CCP Devblog] Odyssey Ship Balancing
Beitrag von: Aura am Juni 05, 2013, 05:00:27 Nachmittag
Odyssey Ship Balancing


A few weeks before a big expansion hits usually is the time for reflection on how well we have packed things together. In our case here, it’s all about having a final look at the ships we are tackling for Odyssey. And by “we”, I mean our team of rabid ship designing slave-monkeys, mainly CCP Fozzie and Rise.



So total, we are bringing you 40 revamped hulls in the next expansion, 4 of these being new – which fit as part of a Navy theme to complement the recent storyline events in New Eden, as requested by our evil CCP Soundwave and Seagull overlords.





Click to enlarge



So, let’s have a look at what’s changing for Odyssey and make sure our balancing boys worked properly – otherwise they aren’t going to eat for a while.



Skill Changes



As mentioned several times throughout the year, we are going change many skill requirements in Odyssey. Since this has been extensively covered beforehand, we highly recommend you read at the proper blog for more details so you can prepare accordingly, even if it is quite late at this point.



Short summary is that:




Navy Frigates



For Odyssey we decided to revamp the full line of Navy faction ships, all the way from Frigates to Battleships, as well as adding the new Navy Battlecruisers.



To start off the process we did a balance pass on the four Navy Frigates, which are very popular for their moderate prices and generally strong abilities, especially in Factional Warfare space. These ships needed smaller changes than the others. The Republic Fleet Firetail received the most significant overhaul, getting a stronger damage bonus and significantly more HP. The other Navy Frigates received smaller tweaks, mainly to their fittings.



Navy Cruisers



The next step on the Navy overhaul was the eight Navy Cruisers. These ships were suffering very severely from all the problems inherent with the old Tier system. The higher tier versions (Omen Navy Issue, Caracal Navy Issue, Vexor Navy Issue, Stabber Fleet Issue) were decent ships in their own right, although overshadowed to a certain extent by the newly buffed T1 Cruisers. The lower-tier versions (Augoror Navy Issue, Osprey Navy Issue, Exequror Navy Issue, Scythe Fleet Issue) on the other hand, were terrible.



So we have given these ships the full Tiericide treatment, splitting them into Combat (Augoror Navy Issue, Caracal Navy Issue, Vexor Navy Issue, Stabber Fleet Issue) and Attack (Omen Navy Issue, Osprey Navy Issue, Exequror Navy Issue, Scythe Fleet Issue)




Attack Battlecruisers



We felt those vessels were overstepping a bit on other classes, mainly Cruisers and to some extend Battleships. However, since Tech 1 Cruisers have been buffed in Retribution and Tech 1 Battleships are receiving the same treatment for Odyssey, only small tweaks are necessary. That is why we are only giving them small decrease in mobility, scan resolution and signature radius for now, even if we are going to keep watching them in the near future.



Yes, we do know Heavy Assault Cruisers are being overshadowed by them as well, and we will come to them in due time, oh yes my precious, we will.



Navy Battlecruisers



For Odyssey we wanted to give a strong emphasis on the four main Empire factions and we believe there is no better way to build excitement than releasing Navy variations of the already popular Battlecruiser hulls.




Acquisition method:




Tech 1 Battleships



Odyssey will forever hold a special place in that empty and black spot where our hearts used to be for rebalancing one of the most iconic classes of the game, Tech 1 Battleships. Next to other vessels we’ve tackled as part of the “Tiericide” initiative in the previous expansions, Tech 1 Battleships were relatively well balanced by stat, the problem laid in their role distribution. As explained below, some of them required creative thinking to rebalance, and we do hope the results will shift the meta-game in interesting ways for the upcoming months.



Amarr Battleships




Caldari Battleships




Gallente Battleships




Minmatar Battleships




Price changes



As we have done with the previous Tech 1 ship classes that have gone through rebalancing, mineral prices for Tech 1 Battleships are going to be adjusted to meet the new “Tiericide” requirements.




This is quite mandatory for several reasons:




After studying various metrics at our disposal, we concluded increasing the price on such fashion would not affect Battleship acquisition that much due to inflation and increasing wealth generation over the years.



So, in practice:




As usual, the increase in mineral requirements will be done through Extra Materials that won’t be obtained through refining. All the prices stated above are rough estimates, your mileage may vary depeding on market speculation, conspiracy plots, backstabbing schemes and alliance drama.



Navy Battleships



As part of something we hinted in our previous blog, Navy Battleships also are receiving some love in Odyssey. As with their Tech 1 counterparts, we are dead set into removing tiers from them so each has a unique purpose.




LP offer changes:



Just like the Tech 1 Battleships, Navy versions are going to be consistently unified in price all across the board. Not only does that mean their Blueprint Mineral requirements are going to be closely matching the prices indicated above, but it means that LP offers for the former Tier 1 Battleships is going to be leveled at Tier 2 prices.




Module and general changes



Sometimes only looking at ship hulls is not enough to fix specific issues and crippling gameplay. This is particularly true for Odyssey, as we had to closely look at a certain number of attached problems to ensure our Tiericide changes were healthy as a whole.



Cruise Missiles



Long have Cruise Missiles been waiting for some attention – we found them sobbing in their little corner, reminding us of the now extinct age of the ‘Arbalest’ Cruise Missile Launcher I Raven. They begged for mercy, claiming they suffered enough and that they won’t insta-pop Frigates ever again, promise.



And so CCP Rise came forth and said, “fear not, my child” then basked them in his balancing light. And they were grateful:




As a result, all Cruise Missiles should now hit harder, faster at the cost of slightly tightened fitting requirements and reduced damage application to smaller targets. In all cases, they will complement your Raven or Typhoon setups well and shall blot out the sun. Treat them well.



Large Energy Turrets



When rebalancing the Apocalypse and its Navy evil twin, we realized Large Energy Turrets were not only difficult to squeeze in, but also quite capacitor hungry. Since using wrench and duct tape to fit things remains the dedicated area of Minmatar engineers, we decided to soften them up a bit.




Navy hull rig calibration increase



As miscellaneous note, we realized only having 350 calibration on Navy hulls didn’t make much sense since they are supposed to be improvements over Tech 1 ships. As such, with Odyssey they will autoretromagically have 400 calibration instead. These were not the rigs you were looking for.



X-Large Weapons



Balance between the different Dreadnaughts has been an issue for a long time, and their vast increase in use since Crucible has made the problem more pronounced. We want to be very careful with these ships to ensure that none of them get broken, so we are starting a process of small iterations to capital weapons to help bring the class into balance. For Odyssey we are reducing the tracking of capital blasters and autocannons, reducing the range of capital blasters and increasing it for capital pulse lasers, and significantly improving the Phoenix by removing the explosion velocity penalty from siege modules. These changes do not go the whole way, but they are a step in the right direction and we are committed to take those steps carefully and correctly.



RSB and TEs



Two more modules that will be receiving tweaks in Odyssey are Remote Sensor Boosters and Tracking Enhancers. RSBs are too good for supporting “instalock” gatecaps with large ships, and are seeing their scan resolution bonus lowered slightly. TEs are receiving a reduction in their optimal range and falloff bonuses, to bring them in line with other similar modules such as Tracking Computers.



Ship Resistance changes



We are also turning our attention to ship resistance bonuses in Odyssey. These bonuses are among the most powerful in the game, and have been overshadowing other defensive bonuses to a large degree. We have chosen to make a small adjustment to the resistance bonuses on all applicable ships, reducing the per-level bonus from 5% to 4%. Resistance bonuses will still be extremely powerful after this change, but the adjustment opens up some room for us to do more interesting things with other defensive bonuses and create more interesting choices in fitting and combat.



And that’s pretty much everything we are delivering to your doorstep for Odyssey - that is quite some heavy package to carry around. We do hope you will enjoy those changes as much as had crafting them and we can't wait to see how EVE tactical gameplay will shift as a result. Stay tuned for more blogs on what's to follow on the ship balancing menu, and may the pew pew be with you, always.


Source: Odyssey Ship Balancing (http://community.eveonline.com/devblog.asp?a=blog&nbid=odyssey-ship-balancing)