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Thread: EvE Building Superpower Updates

  1. #41

    Re: EvE Building Superpower Updates

    I am not in top 4 empire so here are my 2 cents.

    Besides top 4 and a few other empires Hq superpower is useless cause we lack titans. Simple!

    The few times we face the top empires we wont get past front row (most of the times we are glad to make a point) , so whatever superpower they use doesnt make a single diff to me or the rest of UE. We lose anyway. Simple!

    All players should be free to be in whatever empire they want and with whom. The reason the top empires have the high levels is because of their activity. But i really think that in the lower empires activity should be more rewarded. This needs more balance, but that would mean top empires have to except that some balance is needed to keep the lower empires playing. This is a tricky one, and o don't know how to balance this good, but i really think that activity should be more rewarded.

  2. #42

    Re: EvE Building Superpower Updates

    Quote Originally Posted by alpha6776 View Post
    Duke,

    Thanks for the response and here are my thoughts to the extent you are interested.

    I am glad to hear that Gaea will consider buffing an existing superpower to counter the huge buff that was given to HQ Superpower. While Markus (who commented above and who is in fact a good UE friend of mine) thinks the HQ buff is tops, one must also consider that Markus is one of AF's top healers and who utilizes a cloned Six to defend...the change I propose does not make his job easier but clearly that creates eve parity.

    It is telling that LS, AF and DT all are using HQ Superpower at this point. It's totally OP and every one of those empires has a functional equivalent of one, two or three of me (including, without limitation - Freak, X, Trixie, Kieran, Freeman, etc. - if you're not on this list it doesn't mean to aren't an awesome sniper or ghost, I'm just rattling off the names that spring to mind).

    If you don't use HQ super as things are configured the aforementioned empires run over healer in minutes in a tidal wave of tag, plague and overkill powershots as the opponent is forced to slog through 20k health Titan after Titan with dampened hits because of HQ Superpower used by the opponent.

    My point is that if an empire decides to predominate the field with healthy titans and then use a superpower that magnifies that advantage, there should be an offset in a countervailing superpower. What I propose is like two empires using RL and it cancelling the power out for each of them. Parity will help prevent game imbalance and latent player apathy.

    As to an eve penalty for inactive meatshields...not sure I like it as we have a few, but I understand the rationale. There will always be an ebb and flow in player activity so I would need to understand the proposed change to comment with any substantive remark.

    With regard to who chooses to play where, I believe that the players have the right to play where they want and with whom. It is true however that the top 3-4 empires all have very high level toons and that tends to make it boring to eve over and over running the same route with the same effect.

    It might make sense to have a game mechanic that maximizes effectivity of all classes within the empire if there is a blend of classes, levels, etc. Once again, I'd like to understand the proposed changes to comment further.

    Finally, we at LS would love to see more empire upgrades as we have been maxed for months and getting dailies done to power our super is a pain as we cannot donate items or money to the empire. Let's unlock 90 players and faster token regen asap..additionally, I can't kill 10 players 50 levels higher than me...but that's an Alpha first world problem.

    I'm sure this post will create a veritable storm of criticism, but hey, I argue for a living so let's get it on ����
    Oh how I would love to have that first world problem.

  3. #43

    Re: EvE Building Superpower Updates

    Quote Originally Posted by UWE_Duke View Post
    Buffing Sniper Tower will be considered as it's not used much by empires.

    I'm aware of what you meant by "big titans". That's more like they choose to stay together. I can imagine how they became problematic for you to handle when they are running HQ super.

    Something will be done to counter the big accounts staying together. We won't force any empire to disband, but it's not healthy for game balance if someone can win just by stacking big accounts in an empire. Inactive players will also be weakened in EvE. It just has to happen.
    I think you can revisit Reinforce skill of the titans. There should be a cap there. HQs have 12k health point and my time bomb hits 40 damage! It is impossible to pass them.

  4. #44

    Re: EvE Building Superpower Updates

    I think if an update was made that dissolved empires with extremely low activity for a certain amount of time, as well as reward empires for their end of season boss/EvE ranks, then it would help balance out EvE quite a bit.

    Right now, you have so many CC empires, with 1-5 or so active members.

    Say you implement something that keeps track of each empire during battle, and an empire gets less than 6 actives per war for a month straight. I say automatically dissolve that empire.
    I know people love their easy CCs, but to be completely honest, I think it's a ridiculous way to play the game. Cut that empire, and that will force the level 800 who plays by himself every war to join a competitive empire.

    This whole game drives off of EvE, and right now, there isn't much incentive to want to be in high ranked empires, other than bragging rights.

    Bottom line - cut inactive empires, add incentive for being higher tier and rank, and empires will start having more active wars, with higher chances to one day compete with high ranked empires (maybe not top 5, but you get the point).

    Just my 2 cents.

  5. #45
    Enforcer
    Join Date
    Dec 2016
    Location
    India
    Posts
    349

    Re: EvE Building Superpower Updates

    one thing i had mentioned is make relegations.. the bottom 10 empires in bronze league should be dissolved... over some period of time it will automatically remove inactive players and empires.

  6. #46

    Re: EvE Building Superpower Updates

    Thank you for the well articulated comments @Alpha6776

    Interestingly - HQ super is about worthless for us, High Diamond / Low Legend
    Our Super Progression was Bunkers (defense) and Research Lab (offense)
    We did try them all - I think each empire has to figure out what works for their activity level, EvE tier, and accounts

    *I like the idea of matching supers canceling each other (similar to how Research Lab is now), would add a different twist on supers and the strategy of which one to activate
    *I like the idea of inactive meatshields getting a debuff
    *I like the idea of empires being dissolved that do not have "enough" actives (threshold / timing would require a balanced approach)
    *Interesting idea, auto kick accounts from an empire that are 3mo with no activity, auto disband empires with less than 9 members

  7. #47

    Re: EvE Building Superpower Updates

    If all 3 empires... DT, AF,LS all using the same super power is it not just down to activity and tactics alpha?

  8. #48
    Goon
    Join Date
    Nov 2015
    Location
    Phoenix, AZ
    Posts
    52

    Re: EvE Building Superpower Updates

    Only if all the empires had the same composition of levels and classes. If one empire goes really Titan heavy with lots of health it may actually be impossible to kill all players in 2 hours with HQ superpower activated.

    I'm just after parity amongst and between the superpowers. If HQ or ST cancelled HQ then it forces us all to keep changing and makes things more interesting

  9. #49

    Re: EvE Building Superpower Updates

    So our empire tried using nuke super power. We fired it right away to napalm and plague as many people as possible. It worked okay, killed 5 low Heath toons by the end of the war. Plague seemed to miss actives and didn't hit as many people overall.

    We lost most of the wars using nuke. Usually we use research lab and would have likely won 2 of wars we lost if we used the lab.

    Suggestions: up splash percentage to 75% or allow 2 launches if under 50% with a 30 min cool down between, or up the RNG for hitting building with most people in it, or create fall out that works like napalm for shields only.

  10. #50

    Re: EvE Building Superpower Updates

    Quote Originally Posted by dfish View Post
    so our empire tried using nuke super power. We fired it right away to napalm and plague as many people as possible. It worked okay, killed 5 low heath toons by the end of the war. Plague seemed to miss actives and didn't hit as many people overall.

    We lost most of the wars using nuke. Usually we use research lab and would have likely won 2 of wars we lost if we used the lab.

    Suggestions: Up splash percentage to 75% or allow 2 launches if under 50% with a 30 min cool down between, or up the rng for hitting building with most people in it, or create fall out that works like napalm for shields only.
    ty for the results, ive been wanting to give it a shot and try it out

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