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Titan changes - update

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Author
Andy Landen
Deep Core Mining Inc.
Caldari State
#761 - 2012-04-15 00:45:18 UTC  |  Edited by: Andy Landen
steave435 wrote:
Andy Landen wrote:
[quote=steave435]
...
The "plan" of the stealth bomber is to be anti-BS. doesn't mean that I can now justify 1 SB alpha'ing a BS with every volley. The plan of the destroyer is to be anti-frig. Doesn't mean that a destroyer can alpha a well-fit and well-flown frig with every volley. No matter what "the plan" is, there is such a thing as OP, and a reason why people know that we need to re-balance the titan. Among other things, one reason is the DD. I say that an anti-cap plan does not justify it.

Of course you can't, that would mean the SB would be alphaing about 6 BS/minute with a covert ops hull, and if your alliance can't even get more carriers then your enemy can get titans, nothing will save you.


The point is that when one ship can alpha another all by itself, logistics becomes useless. Would you feel any better about a single SB alpha'ing a BS instantly if the SB torp cycle rate was increased to 10 minutes? I wouldn't. The point is that when a single ship can make another instantly disappear with no room for a counter, strategy reduces down to merely "get the biggest stick and push F1".

PS: Your alliance could have 100 carriers, they will still all die to 10 titans (if they are bubble by a single interdictor every couple of minutes) because NO amount of RR can resurrect a carrier which was alpha'd by a single titan. My previous 1:1 example merely showed that if the numbers are equal, there is zero chance to fight back, hold for reinforcements, or apply any kind of counter strategy. But if 10 BS come in on 10 cruisers, there is very much a fighting chance and room for all kinds of strategy.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

steave435
Perkone
Caldari State
#762 - 2012-04-15 03:16:19 UTC  |  Edited by: steave435
Andy Landen wrote:
steave435 wrote:
Andy Landen wrote:
[quote=steave435]
...
The "plan" of the stealth bomber is to be anti-BS. doesn't mean that I can now justify 1 SB alpha'ing a BS with every volley. The plan of the destroyer is to be anti-frig. Doesn't mean that a destroyer can alpha a well-fit and well-flown frig with every volley. No matter what "the plan" is, there is such a thing as OP, and a reason why people know that we need to re-balance the titan. Among other things, one reason is the DD. I say that an anti-cap plan does not justify it.

Of course you can't, that would mean the SB would be alphaing about 6 BS/minute with a covert ops hull, and if your alliance can't even get more carriers then your enemy can get titans, nothing will save you.


The point is that when one ship can alpha another all by itself, logistics becomes useless. Would you feel any better about a single SB alpha'ing a BS instantly if the SB torp cycle rate was increased to 10 minutes? I wouldn't. The point is that when a single ship can make another instantly disappear with no room for a counter, strategy reduces down to merely "get the biggest stick and push F1".

Yes, assuming there is a proper fire delay added, the covert ops cloak removed and the cost of the stealth bomber is increased to ~3b to match the same ratio. Also, yes, price should be a part of the balancing consideration, and if you disagree then a majority of all non-T1 ships and mods should be removed since they're straight up improvements, balanced by cost. It should just not be a linear scale.

You are able to tank DDs if you fit right, and you have some time to get out if you see the DD activating on you, either by warping or jumping out.
ilammy
Amarr Empire
#763 - 2012-04-15 06:19:54 UTC
steave435 wrote:
You are able to tank DDs if you fit right
Read as 'you can fit to tank DD with shreds of armor remaining, or you can forget about your awesome personal active-tank to do that'. And oh, you're ****** up anyway if the tanked DD type is not matching the one you've been actually shot by.

steave435 wrote:
and you have some time to get out if you see the DD activating on you
'You have that loooong 10 seconds to get the heck out in a capital, what's your problem if you're aligned, not in bubbals, or have enough cap, or are in dockrange without aggro, or about 200 m away from a pos shield'.

steave435 wrote:
either by warping or jumping out.
Say that to siege/triage. If triage is not so... 'so' (you don't really need it to be awesome if you have pantheon blob), but the siege is obligatory for the dreadnought to be awesome.

Oh, and about the DD itself. The only ad hoc penalty for the ability to one-shot a capital is 30 seconds of staying in place. After that the titan can (technically) warp out to the pos and wait here for the 10 minute timer to jump out. Seriously so ridiculous penalty when the dreads are pinned down for 5 minutes to have their x9 DPS boost?
steave435
Perkone
Caldari State
#764 - 2012-04-15 14:23:06 UTC
ilammy wrote:
steave435 wrote:
You are able to tank DDs if you fit right
Read as 'you can fit to tank DD with shreds of armor remaining, or you can forget about your awesome personal active-tank to do that'. And oh, you're ****** up anyway if the tanked DD type is not matching the one you've been actually shot by.

We have both carrier and dread fits that can tank any type of DD.

ilammy wrote:
'You have that loooong 10 seconds to get the heck out in a capital, what's your problem if you're aligned, not in bubbals, or have enough cap, or are in dockrange without aggro, or about 200 m away from a pos shield'.

You have the time provided by your scouts/spies, the cyno going up, the titans jumping and loading grid, locking and coordinating targets and then firing.

ilammy wrote:
Say that to siege/triage. If triage is not so... 'so' (you don't really need it to be awesome if you have pantheon blob), but the siege is obligatory for the dreadnought to be awesome.

That's part of the price you pay for going into siege/triage...or you fit to tank it.

ilammy wrote:
Oh, and about the DD itself. The only ad hoc penalty for the ability to one-shot a capital is 30 seconds of staying in place. After that the titan can (technically) warp out to the pos and wait here for the 10 minute timer to jump out. Seriously so ridiculous penalty when the dreads are pinned down for 5 minutes to have their x9 DPS boost?

If the titan can warp out after being stuck for the time needed to get the DD off+30 seconds+align time, your dictors failed bad enough that it's your own fault.


Regardless, anti-capital ability being too strong is not the main problem, like the guy I responded to claimed, when that is the designed role for it and it's currently even more effective against a sub-cap fleet.
Andy Landen
Deep Core Mining Inc.
Caldari State
#765 - 2012-04-15 23:15:33 UTC
steave435 wrote:

Regardless, anti-capital ability being too strong is not the main problem, like the guy I responded to claimed, when that is the designed role for it and it's currently even more effective against a sub-cap fleet.


Red FC orders half the Titans to fire their DD. Hey look, the targets are deep in structure. FC orders the other half to finish them off.

So, are we going to continue promoting cap fleets with over 90% titans? If you want to see less titans and more T1 caps and more strategy, then you have to deal with the reason that people strongly prefer the titan over a T1 cap. The reason is that they do not want to find their pod sitting in the middle of a bubble because some Titan DD'd their carrier. Who cares about what the Titan was supposedly designed for when it forces everyone into only Titans?

Where is that anti-Titan DDD ship? The double doomsday device. Hey, while you are inventing I-win buttons, create an anti-BC ship with an IW (I win) weapon which kills the best fitted BC's with one shot.

Actually, since cost obviously justifies everything according to the Titan proponents, I want a 100 bil ISK weapon which alpha's any ship on the grid with a rate of fire of 1 million shots per second and 1 trillion damage to all damage types. Now, is that the kind of game we want, or will the lobbyists for the Titan/super I-win button reconsider the effects of the super "I win Eve" button and agree that Eve should favor strategy, diversity, and more than just the simplistic press F1, and ha ha, I win. I mean, how much money do I need to pay to have a ship which will pwn you all and ruin the game because you don't have a chance of winning? Buy Plex with money. Sell plex for ISK. Buy Titan and DD everything. Cherish the tears. Watch players only buy Titans, stay in HS/whs, or drop their subs. Scratch your head, justify the DD, and encourage everyone that Titan fixes are anywhere and anything except for the DD. Or CCP could fix the DD to be anti-structure only, and Eve can enjoy the diversity and large numbers of carriers and dreads in low and null sec.

Also, I highly recommend allowing eWar and RR to be applied to all ships, even when in siege/triage. Will that make carriers dominate the battlefield? Only until someone gets smart and says, lets ECM jam their carriers. Or comes up with other strategies. ECM is another mechanic which could use more love and smart balancing. Weakening a mechanic, like ECM, so that it is not OP, usually just relegates it to insignificance unless quality thought is put into making the mechanics work well with the Eve universe.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

steave435
Perkone
Caldari State
#766 - 2012-04-15 23:37:19 UTC
If you're gonna have a cap fight, titans (or possibly SCs) are always going to end up as the prefered choice as long as they have a anti-cap role, which they need to have unless you want them to have a anti-suc cap role until there's time for a proper rebalance where they might be given a non-combat role.

Yes, 2 DDs can kill almost any non-super cap (with slaves in and Legion bonuses, my Archon can actually take 2 EM ones, but that's not really relevant). 2 titans working together to destroy 1 capital every 10 minutes is not a problem though.

You know that your example "IW" isn't even close to the same thing, and no, cost doesn't justify anything, but it justifies some.

Rather then buying that titan, you can just buy 50+ regular caps and just board a new one and jump in again if you get DDd.

Tl;dr: Unless you want them to counter sub-caps, they need to counter caps. If they are going to counter caps, the fact that they counter sub-caps is a much bigger problem then the fact that they counter caps.
Ganthrithor
School of Applied Knowledge
Caldari State
#767 - 2012-04-16 00:41:09 UTC
They would still counter caps without DDs, just saying.
Killerhound
State War Academy
Caldari State
#768 - 2012-04-16 11:18:27 UTC
Some facts maybe:

- It is very clear that the majority of kills done in titans come from destroying reinforced pos / structures.

- DD's are only fired in situation where (1) you gank, (2) you are hit by a hotdrop of dreadnoughts and you have to keep yourself and your friends alive.

- Titan Hot Drops are mostly used if (1) battle is on the ledge of a knife (2) no counter-hotdrop is probable, possible

- Mostly, this is only my experience, titans used space refit to regain enough power to jump and not to instantly change fitting from tank to blap. This is due to the fact that refitting becomes impossible if more then the allowed number of capitals around you have reconfigure on.

- A good full titan tank fit can bring you up to 40Mio EHPs but then tracking is bad. With tracking maxed this can drop to under 20 Mio.

- A fleet of 10 Moros in siege do about 100k DPS so around 200 Sec to kill a titan if average resistance is taken. Do your math what this means if you use 20 or 30 Moros. (66Seconds less time then to lock a dread on SiSi at the moment)

- In Fights titans only use Transversal Speed / angular velocity overview. Most targets being hit are those staying and not moving. Even after change, actually on SiSi, you can still one shot every ship existing except supercapitals.

- A DD can be devastating for a titan if the battle is tipping in the wrong direction, so again DD is used very cautiously. No one wants to do safespot hoping if a battle is already lost and lose his ship due to the very hard logg-off mechanics

- Support Capabilities are very limited due to range issues. Mostly Jump Freighters are more practical due to possibility of instant jump after undock. Surprise Effect is mostly zero, due to hostiles spies having permanent eyes on your fleet.

- And most importantly, not all titans in this game are build by alliances on their costs. Alliance programs do support you but you still have to contribute the majority. So for some its a major and very large game time investment.


Those are of course not rules for all, but in most cases having those things on your mind helps to understand what it means to have a 100b ship.
CCP Greyscale
C C P
C C P Alliance
#769 - 2012-04-16 13:00:48 UTC
Ganthrithor wrote:

Because we've gone through so many stages / revisions on the impending nerf, could you write up a quick summary of where your proposed changes are at as of this moment?




What we're looking at right now as a complete package is:
- Sig res nerf to ~2000 (mathematically identical to the tracking nerf, but more intuitive)
- Max locked targets to 3
- Scaled damage reduction below ~2000-~2500 target sig radius, using the modified rather than unmodified sig. Not 100% sure if we're going to end up on linear or area-based scaling just yet.






Mike deVoid wrote:
CCP Greyscale wrote:
Ganthrithor wrote:
Greyscale,

What about removing DDs, reducing Titans bonus to XL weapons to a flat 125 percent (and leaving XLs unchanged), and adding a new class of turrets specifically for Titans that allow them to do similar DPS to their current XL setups but with 2-4x the gun signature size. Then go through the DB and douple/quadruple the size of capship sig radii as appropriate to match


Interesting but out of scope due to having to remove modules from ships, unfortunately.


Actually, you don't have to remove the weapon - just change the DD module such that it is unable to be fired. Titans can still have it fit, it just won't shoot.


Yeah, that's an improvement. It's still kinda hacky but it wouldn't make me actually cry.

Mike deVoid wrote:

Let me help out:

Mike deVoid wrote:
I'd like to see a tracking nerf. More accurately, I'd like signature radius to be taken into account more explicitly in the tracking formula.

Specifically, I'd like for it to be hard for oversize guns to hit small targets - even when transversal is very low - with the aim of nerfing titan blapping of pretty much anything except other capitals.

With your normal DPS graph, you see this:

http://wiki.eveonline.com/wikiEN/images/a/a4/Falloff.pn
(Source: http://wiki.eveonline.com/en/wiki/Turret_damage

Which is you start off at 100% chance to hit at 0m range, and as the range increases the chance to hit (and hence DPS) drops off. The intercept of the Y-axis is 100%.

So to start you off, read this blogpost (not me): http://serpentinelogic.wordpress.com/2011/10/10/what-if-turret-tracking-formula-was-changed.

It's pretty good, but there are some adjustments I'd make.

Basically I want to change the current tracking formula from this:

http://dl.dropbox.com/u/64474800/Current%20Formula.png

to something a little bit like this:

http://dl.dropbox.com/u/64474800/New%20Forumla%20v0.1.png

the values of (a) and (b) can be fine tuned for balance/taste. I'm kinda liking 0.5 and 3, respectively, at the moment.

I have an google spreadsheet that you can access and view the new formula in a plot, along with changing (a) and (b) to see what happens. Access it here: https://docs.google.com/spreadsheet/ccc?key=0AploM5dd7fuEdEM5bi01Rk14SHhaUkxoUHBJVUJZZF

You can adjust the values of (a) and (b), and the DPS levels. I've plotted the chance to hit against the ratio of target/gun sig size. So if you target is equal or bigger than your gun you have 100% chance to hit (at 0 transversal). As the target gets smaller, the chance to hit decreases. Playing with (a) and (b) adjust the shape of the curve.

I've include a table showing the chance to hit at least once as you continue to cycle your guns. I've included this because if you look at the new maxDPS figures alone you'll get won't get a full understanding of the fact that it might take 5-10 cycles for that titan to alpha your frigate.

So take a look. Do you agree with the principle of the nerf? Do you like/not like the implementation? Does it work for XL guns but unfairly penalise BCs vs Frigs? Would you like to see added functionality like being able to apply 1 or more Target Painters against a target to see the chance in DPS/Change-to-hit.

(I used this website to write the formula: http://www.codecogs.com/latex/eqneditor.ph
You can find the latex 'code' used here: http://dl.dropbox.com/u/64474800/Formula%20raw%20text.txt )



I like this approach, yeah.
Rebecca Cole
Perkone
Caldari State
#770 - 2012-04-16 13:07:02 UTC  |  Edited by: Rebecca Cole
Vheroki wrote:
Mechael wrote:


This guy speaks the truth. Range needs to affect sig radius. The farther away something is, the smaller it should appear.


I am gonna do a little basic physics, imagine 2 points A and B. A is the point from where the bullet starts and B is the point where it should go on a maximum straight forward trajectory. If the bullet is for example big as a soccer ball and the so called frig is the size of a fly that fly should die if it is in his trajectory, because no matter how small the fly is the ball is so big that he can't escape it in time ( this is the situation of 0 transversal , in that case a titan should hit eve a POD that is stationary perfectly ). So it should support the idea of using enough webs by the support fleet to be in the same situation to not be able to avoid "the ball" in time. Now what CCP is trying to do is to change the rules of physics and say NO , if that fly is small enough the ball will not hit it , which is against any physical logic. Why ? Because Goonswarm knows that a titan bullet "the ball" just can't hit the frig "fly".

I personally do not care about Shadoo's vision about this game everyone bears his own and i am supporting my point of view.


Yes you are correct in this aspect but if you want totaly realistic gun mechanics projectiles should not hit instantly. In this situation your fly only needs to fly 1m to the side in the 10 seconds the round takes to get to where he was for it to miss.
But there ar no projectiles in game that are larger than ships, the actual size of the round from a BS is 1.4mm diameter, and the smallest frigs are 20-30m so a fly and football example is slightly flawed
Bloodpetal
Tir Capital Management Group
#771 - 2012-04-16 14:10:04 UTC  |  Edited by: Bloodpetal
Rebecca Cole wrote:

Yes you are correct in this aspect but if you want totaly realistic gun mechanics projectiles should not hit instantly. In this situation your fly only needs to fly 1m to the side in the 10 seconds the round takes to get to where he was for it to miss.
But there ar no projectiles in game that are larger than ships, the actual size of the round from a BS is 1.4mm diameter, and the smallest frigs are 20-30m so a fly and football example is slightly flawed


The 1400mm is 1.4meters (typo?).

It really doesn't make sense that the "apparent" size of the weapon's target at range makes it harder to hit.

A projectile isn't a conal projection. It's a straight line.

If I shoot a straight line at a wall 500 feet wide and 500 feet tall and 1000 feet away, the projectile is still the same size, the wall is still the same size.


The only thing that changes isn't your chance to hit the target, but how likely it is for the shooter to miss the target. This sounds like the same thing, but it's really not.


Tracking speed and signature resolution are essentially TECHNICAL restrictions of the weapons. Tracking speed represents how the guns can not move fast enough to keep up with a fast moving target (this accounts for range, things that are closer are harder to hit, things farther easier). Signature resolution represents how accurate the weapon can be due to simply being able to hit within a certain region technically.


If I take a rifle and a dime. I put the dime at 2 feet from me, and I point the gun at the dime point blank with the barrel pointing at the dime. I can STILL MISS the dime. It's just highly unlikely because it's easier for me (the rifleman) to point the barrel there and shoot it, but even an inch off will miss the dime.

If I put the same dime at 100 feet, and go to shoot it, it depends on me as the rifleman to shoot it. I'm still as likely to "hit it" in a technical fashion because the bullet and the dime are the same. It just depends on the human being to not miss it.

When you get to the size of a huge wall. Sure, it's going to be pretty hard to miss the wall. But technically, the weapon can still miss if I point it the wrong way. It depends on me as the rifleman to shoot at it correctly, not a technical change in the rifle.

The equation does not take into a pilots "skill" specifically. You are always assumed to have perfect "aim", but the weapons are the main restriction in acquiring a solid shot. Basically, in real life you can always roll a "critical failure", which is something that can not happen in EVE. You either hit, you miss, or you critically hit.

You can argue this is because EVE weapons are so "advanced" that the equations to hit are perfect based on the ability for the weapons to aim "perfectly" within technical limitations. IF that 1400mm cannon had enough tracking on the "gyrostabilizers" it would hit that Rifter. Guaranteed. We know this to be true. And that relies on no "miss" factor.


In other words, I don't think this should apply as you get farther, I think this should apply to capital ships as small ships get closer. As smaller ships get closer it should be really impossible for small ships to "miss" them even if they're out speeding their tracking. They should always do really good shots to the capital ships because they're HUGE ships!


To deal with the issue with range sniping, I think signature resolution should just play a bigger role in determining misses (without identifying with how close a ships perceptual targetable surface area is). Signature resolution makes a difference, but not a big enough difference is what we're getting at here. It really relies heavily on tracking. But the technical limitation of "putting the needle through the hole" that sig radius represents should play a really important part of this. So I do agree with the others on the sig radius in my own way.

I'm on the fence with damage reduction to smaller targets applying to "all" ships. However, I do think that it'd be a good idea to move somewhat in that direction. Smaller ships need to keep getting some love. More than anything, it's the neut-web-scram trio of death that kills smaller ships as a whole. I think more than anything neuts and webs need to have some way of being balanced when applied to small ships that doesn't make them instant fodder in tight engagements.

That's another topic though >.>

Where I am.

pmchem
Brutor Tribe
Minmatar Republic
#772 - 2012-04-16 14:15:16 UTC
CCP Greyscale wrote:

What we're looking at right now as a complete package is:
- Sig res nerf to ~2000 (mathematically identical to the tracking nerf, but more intuitive)
- Max locked targets to 3
- Scaled damage reduction below ~2000-~2500 target sig radius, using the modified rather than unmodified sig. Not 100% sure if we're going to end up on linear or area-based scaling just yet.


If you use the modified sig and do not change the sigrad of various ships/pos mods, I worry that your numbers may not save battleships from titans. Two immediate EFT problems:

1. Stacked target painters from a huginn on a common battleship (one LSE, 3 shield rig maelstrom) raise its sig to ~1700, which is very close to the base sig res in your above numbers. This suggests the damage would hardly be scaled down at all. If you went with a linear or quadratic falloff (assuming dmg is 0 at sig = 0 and 100% dmg at 2000 sigrad).

2. Turning MWD on the BS gets sigres > 3000 immediately, so MWDing BS would be easy targets for Titans.

Obviously whatever you create will need testing, but I thought we agreed about 35 pages ago in this thread that either sig rad of some ships/pos mods would need rebalancing or unmodified sigrad would need to be used, mostly due to TP problems. It seems like your proposed changes above may not be enough.

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

steave435
Perkone
Caldari State
#773 - 2012-04-16 15:06:20 UTC
pmchem wrote:
CCP Greyscale wrote:

What we're looking at right now as a complete package is:
- Sig res nerf to ~2000 (mathematically identical to the tracking nerf, but more intuitive)
- Max locked targets to 3
- Scaled damage reduction below ~2000-~2500 target sig radius, using the modified rather than unmodified sig. Not 100% sure if we're going to end up on linear or area-based scaling just yet.


If you use the modified sig and do not change the sigrad of various ships/pos mods, I worry that your numbers may not save battleships from titans. Two immediate EFT problems:

1. Stacked target painters from a huginn on a common battleship (one LSE, 3 shield rig maelstrom) raise its sig to ~1700, which is very close to the base sig res in your above numbers. This suggests the damage would hardly be scaled down at all. If you went with a linear or quadratic falloff (assuming dmg is 0 at sig = 0 and 100% dmg at 2000 sigrad).

2. Turning MWD on the BS gets sigres > 3000 immediately, so MWDing BS would be easy targets for Titans.

Obviously whatever you create will need testing, but I thought we agreed about 35 pages ago in this thread that either sig rad of some ships/pos mods would need rebalancing or unmodified sigrad would need to be used, mostly due to TP problems. It seems like your proposed changes above may not be enough.

1. Then shoot or jam the Huginn.

2. Shoot the tackle and warp out instead of MWDing. I wouldn't really mind excluding the MWD sig bloom from the sig based damage reduction though.

However, please give dreads a role bonus reducing their gun sig back to 1000 though. They don't need a nerf, they're under-utilized enough as it is.
Nova Fox
Novafox Shipyards
#774 - 2012-04-16 15:12:50 UTC
I sort like the smaller sig radius effect based on range.

I mean its how the military simulates 200 yard targets from 15ft away they present you with a circle thats human sized circle scaled down to be appearing at 200 yards away.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Mechael
Tribal Liberation Distribution and Retail
#775 - 2012-04-16 15:16:33 UTC
pmchem wrote:

1. Stacked target painters from a huginn on a common battleship (one LSE, 3 shield rig maelstrom) raise its sig to ~1700, which is very close to the base sig res in your above numbers. This suggests the damage would hardly be scaled down at all. If you went with a linear or quadratic falloff (assuming dmg is 0 at sig = 0 and 100% dmg at 2000 sigrad).

2. Turning MWD on the BS gets sigres > 3000 immediately, so MWDing BS would be easy targets for Titans.


Er ... if you're MWDing at no transversal while covered in target painters you kinda deserve to get blapped by XL guns. I'd have thought that much would be a little obvious.

But you're right about one thing, the proposed changes are not enough.

Whether or not you win the game matters not.  It's if you bought it.

Vheroki
Tranquility Tavern
Pandemic Horde
#776 - 2012-04-16 15:17:38 UTC  |  Edited by: Vheroki
pmchem wrote:
CCP Greyscale wrote:

What we're looking at right now as a complete package is:
- Sig res nerf to ~2000 (mathematically identical to the tracking nerf, but more intuitive)
- Max locked targets to 3
- Scaled damage reduction below ~2000-~2500 target sig radius, using the modified rather than unmodified sig. Not 100% sure if we're going to end up on linear or area-based scaling just yet.


If you use the modified sig and do not change the sigrad of various ships/pos mods, I worry that your numbers may not save battleships from titans. Two immediate EFT problems:

1. Stacked target painters from a huginn on a common battleship (one LSE, 3 shield rig maelstrom) raise its sig to ~1700, which is very close to the base sig res in your above numbers. This suggests the damage would hardly be scaled down at all. If you went with a linear or quadratic falloff (assuming dmg is 0 at sig = 0 and 100% dmg at 2000 sigrad).

2. Turning MWD on the BS gets sigres > 3000 immediately, so MWDing BS would be easy targets for Titans.

Obviously whatever you create will need testing, but I thought we agreed about 35 pages ago in this thread that either sig rad of some ships/pos mods would need rebalancing or unmodified sigrad would need to be used, mostly due to TP problems. It seems like your proposed changes above may not be enough.


Since when the changed are done to save battleships ? The changes are done to "balance" something that you are unable to counter. You see is not enough you are putting this forward , but in your ******** way you want to get away with your 3k sig radius battleships, that is wrong. If we as titan pilots need to adapt i sugest you do the same.
Raivi
State War Academy
Caldari State
#777 - 2012-04-16 15:18:25 UTC
pmchem wrote:

1. Stacked target painters from a huginn on a common battleship (one LSE, 3 shield rig maelstrom) raise its sig to ~1700, which is very close to the base sig res in your above numbers. This suggests the damage would hardly be scaled down at all. If you went with a linear or quadratic falloff (assuming dmg is 0 at sig = 0 and 100% dmg at 2000 sigrad).



If he uses a cutoff of closer to 2500, you'd still see a significant damage reduction for titans against the largest sig radius subcap in the game painted by an optimal subcap support fleet.

Then if the target either uses lower sig ships, skirmish bonuses, or just shoots the huginns it gets better for them from there.
Nova Fox
Novafox Shipyards
#778 - 2012-04-16 15:19:31 UTC
On the other hand now that I think about it the ranged based signature would probably make the server cry...

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Ampoliros
Aperture Harmonics
#779 - 2012-04-16 15:20:16 UTC
CCP Greyscale wrote:
Ganthrithor wrote:

Because we've gone through so many stages / revisions on the impending nerf, could you write up a quick summary of where your proposed changes are at as of this moment?




What we're looking at right now as a complete package is
- Sig res nerf to ~2000 (mathematically identical to the tracking nerf, but more intuitive
- Max locked targets to
- Scaled damage reduction below ~2000-~2500 target sig radius, using the modified rather than unmodified sig. Not 100% sure if we're going to end up on linear or area-based scaling just yet.


I assume that apart from the locked targets reduction, all of these will still apply to dreadnaughts as well? Earlier in this process, you seemed very content to leave dreadnaughts as they were; I'm still somewhat surprised at the reversal. I am concerned that while the original intent of this thread was ostensibly titan balance changes, you're proposing a nerf to dreads that you haven't really justified at all to the community.

I mean, In your opinion, are dreadnaughts too strong in an anti-subcap role, despite the penalties and limitations of siege mode? Do they deserve to have the exact same reductions applied to them as is being applied to a ship that doesn't have those penalties or limitations? How are these changes going to affect wormhole space, in various environments?

I have no real objection to these changes for titans, really. What I would propose is giving them some role penalty that modifies their gun values along the lines of what you're proposing, and leave dread performance roughly as it is for the time being. If dread balance becomes a concern, or something you'd like to revisit, it would be easy enough to do so; and it could be done in its own thread with its own justifications, instead of slipped in like this on the side (if i wasn't paying close attention to the devfeeds, it'd be entirely possible to miss it at this stage).

-Amp
CCP Greyscale
C C P
C C P Alliance
#780 - 2012-04-16 15:34:15 UTC
Battleships and sig radius: our current thinking is that all those sig radius penalties are there for sound balance reasons, and the only thing they really open up a vulnerability to right now is cap ships. Ignoring them for the purposes of cap ship guns just makes passive shield tanking even more desirable than it is right now. If you're finding that your 2000m drake or 4000m maelstrom are still taking huge amounts of damage from capitals, and that this is causing you problems, that's an issue with your choice of fitting rather than with overall game balance.

Dreadnaughts: this has no effect on their main role as anti-capital/anti-structure (all of which are around or above 2000m), so we've honestly not worried about them too much. We'll have a quick discussion about their use in PvE today or tomorrow, but that may not result in any further changes.