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EVE Online

EVE Online
Hunter's avatar

here are 3 things I want it to be boosted :
1 - As Explorer I always loved to go in a wormhole and look for relics and data site , I want that this sites are more abundant in WH systems .

2-In the same Exploration part of EVE online ,I think that small ships need more love then now , and perhaps new modules can do the job.

3-This one I think goes to drone lovers out there , yes sur they are overpowered but not all of them so buffing the weakest of them makes them not useless

yan57436's avatar
  1. Destroyers: I believe that the destroyers should be changed, since they ended up lagging behind the other options. Today I see them being slower, less resistant and even flashy, it's almost like traveling with a flashy glass ball haha. I think that a brief speed buff could have a big impact on their effectiveness.

  2. Short-Range Weapons: I think the game may have taken a more long-distance approach to confrontations, I can't say whether it was deliberate or not, but I would very much like to see an increase in the damage of shorter-range weapons (blasters, autocannons and others), perhaps providing some reward for their use.

  3. EAFs: They only work in theory, and I really dislike their fragility, which means that they will have to be replaced by better ships. Again, I'd like a buff to their resistance, making their use more viable.

JHenckes's avatar

1. Electronic Attack Frigates: EAFs are in that category of ships that generally don't get flown simply because they scale poorly in large fleet engagements and just get overshadowed by Recon Ships or other support roles. A survivability buff or even an increase to the electronic warfare range would let them see more viability in small gang scenarios or add a few more strategic options in larger fleets. As it stands, their paper-thin tank makes them a poor risk for minimal reward.

2. Hybrid Turrets, and especially Blasters: Blasters deal very serious damage inside of 600 meters, but their extreme range limitations and bad tracking make them far less practical than either autocannons or pulse lasers, which can project better damage over range. A slight range or tracking buff to blasters would make them more competitive without breaking the balance of close-range combat.

3. Rewards for Faction Warfare Participation: Warfare doesn't feel rewarding enough for the amount of risk taken, particularly compared to other forms of PvP. Increasing the payouts or introducing new, exclusive rewards-like ships or modules-would give more life to that part of the game and more incentive for players to engage in smaller-scale, more approachable PvP content.

Sturmer's avatar

After careful consideration, here are my picks:

  1. Svipul (T3 Destroyer) – This ship desperately needs some love. Back in 2016, it was the king of PvP, but after several nerfs, it’s been left behind. While it has broad fitting options—Shield Extenders, Oversized 10MN Afterburner, and even Dual Medium Ancillary Shield Boosters—it still underperforms in almost every category compared to other T3 destroyers. Even the Svipul’s align speed makes it nearly useless for solo play, as escaping gatecamps is almost impossible. The Hecate will catch and out-DPS it, the Jackdaw can kite it, and both the Jackdaw and Confessor outperform it as snipers. As iBeast mentioned, small Artillery needs a buff to compete with other small-range weapon systems.

    In PvE, the story is the same: in terms of DPS, gameplay comfort, tanking, and travel speed, both the Jackdaw and Hecate are far superior. While I understand it’s challenging to balance T3 destroyers, every hull should have pros and cons that make them viable in certain situations. Unfortunately, the Svipul is all cons, and for any task, there’s ALWAYS a better T3 destroyer to choose from. I'd started with a Minmatar signature stats - speed and align speed, maybe extra tracking bonus for guns, to increase quality of shots.

  2. Munin and Deimos – While my main focus is on the Munin, the Deimos deserves a mention here as well. I vividly remember dreaming about flying the Deimos back in 2004—it looked like the ultimate gunship. Sadly, both the Deimos and Munin are nearly useless in PvE. The main issue? No utility high slots. All five high slots are taken up by weapon systems, so there’s no room for essential tools like a tractor beam or probe launcher. We already have the Phobos and Broadsword for PvP, which are also useless in PvE, so why not make the Munin and Deimos viable for PvE?

    My suggestion: reduce the weapon hardpoints from five to four, but increase the damage bonus from 5% to 10% to offset the loss of a turret or launcher. For the Munin, I’d also consider changing the slot layout from 5-4-6 to 5-5-5, giving it a better balance between shield and armor tanking options, since four slots aren’t enough for a proper shield tank.

  3. Planetary Interaction (High-Sec) – As it stands, planetary interaction in high-security space is almost useless, especially when you consider the ISK and skill point investment required to make it viable. I think CCP should lower the entry barriers for this type of gameplay to make it more accessible for new players, broadening their engagement with the game. This could include lowering the skill ranks and the price of skill books. A dedicated tutorial for planetary interaction would also be helpful. While adjusting yields is an option, this is a danger area that should be approached cautiously. I cant make any suggestions here w/o seeing actual stats.

Eaglefirefly's avatar

Over the years of mining in large fleets I have always wondered the reason why this buff could not happen to the Orca. I propose the Autocompression Module.

  • Autocompression Module:

    • New module for the Orca to automatically compress ore.

    • All mining ships within a 50km radius benefit from the autocompression feature.

    • When ore enters a mining ship’s cargo hold, it is automatically compressed. While the module is active.

  • Fuel Requirement:

    • The module uses isotopes as fuel for the autocompression process.

  • Limited Use:

    • The module has its own fuel storage bay with a limited size to avoid exploitation or abuse and permanent compression.

    • Can only be used when a T2 Industrial Core is active

    • Only be able to train the skill with Industrial Command Ship 5 and supporting skills.

  • Gameplay Impact:

    • Reduces repetitive strain from manual ore compression in large mining fleets (joke)

    • Streamlines fleet operations by decreasing the time spent managing compression.

    • Increases risk as ships will need to be closer to the orca to use the benefit.

This buff would enhance quality of life for players, especially those engaged in large-scale mining operations. In large mining fleets the use of multiboxing and window switching is a difficult and lengthy process. I also believe that with this function it would reduce the bad actors of the game potentially using bots to do the same thing.

Win win all round :)

S

The top three buffs I would like to see primarily stem from tournament and small gang play.

  1. Buffs to tech 1 battleship hulls
    At the moment, the Abaddon, Armageddon and to a lesser extent, Hyperion are far and away the most usable and powerful of the tech 1 battleship lineups. This is due to the additional bonuses to tanking that the Abaddon has providing its base tech 1 resists a needed improvement toward tech 2 and the Hyperion gaining significant armor repair output which outperforms the capabilities of the shield boost bonus on the Maelstrom, XLASBs are so heavily charge dependent that its a very time limited bonus. And the unique power of the range bonused Neuts on the Armageddon make it quite popular.

    The rest of the t1 battleship lines are all exceptionally squishy at this stage in the game with low hit points and weak resist profiles. When combined with the relative lack of application from these ships as well, the Apocalypse and Megathron being the few with reasonable application bonuses (Dominix and Typhoon as well but drones and large missiles having such poor application at base that even the bonuses don't particularly help), this leads to very few use cases where they would outperform a command ship or other alternative pure damage output platform.

    Updates could include:
    - Improving cruise and torpedo base application
    - Buffing active resistance module benefits over plates and extenders
    - Adding midslots across the lines to help open space for better application while retaining tackle, capacitor and prop mods

  2. Increase destroyer speed (other than t3ds)
    With the speed we now see across the cruiser, and even to some degree battlecruiser lines, the speed across all destroyers is anemic. A standard faction cruiser with t2/meta fit is nearly as fast as the vast majority of destroyers and the relatively large signature radii for the destroyer class and lack of ehp mean they are absolutely impossible to keep alive against nearly any other ship in the game. The only exception to the rule are t3ds, which benefit dramatically from their ability to switch modes and provide needed stats in either tank or speed for survivability when necessary. Increasing the base speeds for all tech 1 and faction destroyers would allow them the ability to potentially control fights in a more meaningful way without dying when anything looks at them wrong.

  3. Increased short-range medium gun performance
    Blasters and autocannons, and even medium Pulse are heavily outperformed in nearly all aspects by their respective long range systems. The tech 2 short range ammo (gleam, quake, javelin) all provide nearly the same damage and tracking as their range respective ammos for the short range weapon systems while allowing for much large engagement envelopes when needing to switch ammo for additional ranges. We could use an improvement to either the raw damage output or tracking of these shortrange weapon systems so that they provide a viable alternative to their long range counterparts.

Kane Carnifex's avatar

Mobile Siphon Units

Old Function: Steal Moon Ore from POS
Current Function: Defunct

Maybe you should be able to sneak from Metanox or Skyhooks?
Why not have one in the ESS? :P
As they are currently without function a buff which gives them a use would be awesome.

Justification: You didn´t removed it, so it must have deeper meaning future usage :)

Logi on Killmails?!

Ceterum censeo Carthaginem esse delendam
Why not show who repped the most of our friendly ship?
Let the Logis step out of the dark and give them the honor we own them.
Like we already own a lot, but this burden is developing into a crysis.

Justification: You promised on Fanfest.

Do you really want a third one?

Okay.

Character Attributes



Honestly it would be the Character Mapping function for Skill Points.
I remember darkly this was on the todo list.
It just makes the game unattractive for new players.

Buff: Only helps on Skills which are Capital class?!

Justification: With all the Planning Tools you provided this would benefits beginners for their uhh i want to fly this than maybe this and tomorrow this…
Veterans already know how to skill plan in advance so they could also handle the regular clone swaps.

Kaiser Friedlich's avatar

1. Faction Warfare Loyalty Point Rewards

  • Reason for Buff: Faction Warfare is intended to be an engaging PvP experience that offers meaningful benefits for participating, but currently, the loyalty point (LP) rewards can feel lackluster compared to other activities like high-level mission running or abyssal space exploration. This leads to lower player engagement, as the risk of open-space PvP doesn’t feel appropriately compensated.

  • Suggested Buff: Increase the LP payout for capturing complexes, as well as for winning system control. This would incentivize more players to participate and improve the overall quality of faction warfare content.

2. Assault Frigates

  • Reason for Buff: Assault Frigates are currently overshadowed by Tactical Destroyers and some T1 frigates, making them less desirable for small-gang PvP. Their tanking capabilities, while decent, don’t justify the lower damage output compared to similarly priced or cheaper alternatives.

  • Suggested Buff: Boost the base damage of all Assault Frigates by 5-10% and improve their speed slightly. This would give them a clearer role as nimble damage-dealers and improve their standing in the small-gang and solo PvP meta.

3. Heavy Interdiction Cruisers (HICs)

  • Reason for Buff: HICs have a very niche role in nullsec space for tackling supercapitals, but outside of that, they’re rarely used in other fleet contexts due to their low damage output and relatively poor tank-to-cost ratio.

  • Suggested Buff: Introduce a new bonus that increases their effectiveness in fleet environments. This could include a slight increase in DPS or a role bonus for improved fleet utility (e.g., area-of-effect EWAR resistance for allies). Such changes would expand the utility of HICs beyond their current narrow role.

I

The first and most coveted ship that has been forgotten by players for years is the Zealot. The Zealot can be found in rare HAC fleets, but if you want to use it in your daily activities, there are very few options and you will find a thousand more relevant ships to replace it. Players flying in small fleets prefer the Zealot as a challenge rather than as a good ship. As for pve, at best it can be found very, very rarely in low level Abysses, probably up to and including level 5. Players in the Abyss use it just as much for the sake of chalenge, not as a good choice.
The easiest solution is to add a middle slot to the ship, which will allow you to actively use it as part of a small fleet or solo. I think there are many players who would like to use such a ship in solo format. The same goes for Absolution. Because of this, that it's commands it is much more actively used in fleets, but still very bad for small fleet or solo content.

Small artillery. If analyze all the long-range small turrets, as well as missiles, they all work very effectively for a distance of 30+km (or more), when the small artillery at this distance is very ineffective and actually covers well only 20km of distance. Because of this, for example, the most useless T3 destroyer is Svipul and the other 3 destroyers are now overtaking it very much.

I would strengthen the anomalies in 0.0 space. Naturally offering players good rewards for this. Alas anomalies in zero is afk content. On the one hand it is good, on the other 0.0 space as if once long ago associated with dangerous and complex space, now this space may be safer than high sec, as well as competition in earnings it loses to other corners of space, which is sad.

Amoni P's avatar

I would like to see the Stratios buffed so that it's on par with T3Cs. The Stratios used to be the go-to for folks who had just lost a T3C and had to retrain a skill, but since they removed the "lose skillpoints if you lose a T3C" thing from the game, the Stratios has continued to lag behind.

I'd also like to see the Legion and Proteus receive a buff specifically to their logi configuration. The logi Loki is not only viable, but wildly popular in shield brawls in jspace. I'd like to see the Legion and Proteus get buffed to make them equally viable as armor logi (they currently die too fast).

Alright, I think technically that's three but I'm going to do one more and we'll just call it a bonus: I'd like jams to receive a buff, specifically I'd like to see ECM become a script so that you have a empty ECM module that can be applied on any ship the way an multispectrum ECM module would, but if you put in the Radar/Yellow script now you've got the full bonus applied to Radar ECM. No other EWAR of any kind works like ECM and I think it makes ECM less viable in a fight.

Sturmer's avatar

At first, I was like pff easy 'I want this and that... and then... but then you think about it... '
This bounty is actually thought!

Limal's avatar

I know... as always, i forgot to post as i got home and it was in drafts

My Top Three Picks:
Orca – My Beloved Friendship Machine


While the Orca is primarily designed for fleet use, I personally use it as a "friendship machine" to help new players and make new connections. I think it could benefit from a slight boost to drone mining yield or a reduction in Industrial Core fuel costs. This would make it more viable for solo or small fleets. Given the significant skill point and ISK investment required, it would be nice to have a way to earn a little more while you’re waiting for someone or networking in rookie systems.

With the current asteroid changes—less ore and quicker depletion—there are no more 3-hour AFK Orcas. You have to reset targets every few minutes, like with any other mining ship. I believe the Orca should have a yield similar to a Hulk, though still lower ISK/hour due to fuel costs. Bonus points: more Orcas in space mean more explosions for gankers, which keeps the economy moving with work for industrialists!

Exploration Sites – Especially Drone DED 1, 2, and 3

These exploration sites could really use a loot buff, particularly the Drone DED sites. New players run these and often come away with nothing, which can be demoralizing. A little more reward would keep the motivation high.

Bowhead – It Needs a Fleet Hangar

The Bowhead is an incredibly niche ship. In fact, I’ve only heard of it being used by a few Incursion runners. I think it should become an Orca alternative for combat operations. While the Orca can’t haul battleships, the Bowhead can’t mine ore or support mining operations. Adding a fleet hangar would give it a much broader role, and potentially more slots and bonuses for boosting, turning it into a mini-carrier of sorts. It wouldn’t use fighters, of course—people would be unloading actual ships. More Bowheads in space mean more explosions, which would be a win for both gankers and industrialists, keeping the economy healthy.

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