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@CCP Ytterbium: Tiercide, you're doing it wrong! 6 reasons.

First post
Author
Tobiaz
Spacerats
#1 - 2012-05-22 14:04:12 UTC  |  Edited by: Tobiaz
Merlin brawler

The function of tiercide is getting rid of the tiers, instead restructuring the ships in a more role-oriented way. Not taking frigates that are fine (check RvB popularity, quite a few were flying 125mm) and turn them on their heads (even giving the Rifter a further boost).

With that in mind and viewing the current changes I think CCP Ytterbium is making mistakes:

  1. Committing Tiercide by changing popular ships that already have a very well-defined role is completely backwards. The Merlin was unique in its role as sniper frigate, but now it's just another generic tank&spank brawler. Moving multiple ships into the same role causes the same problems as tiers: the best min-maxed ship for a role obsoletes the rest, especially with easily cross-trained frigates, unless they are exactly the same. The only way to counter this is by giving ships with similar roles drastic different styles. Making the Merlin a 'shield-Punisher' isn't going to work.

  2. If people comment how the Merlin isn't very useful als a sniper, don't change the Merlin and instead, scrutinize CCP's design philosophy for frigate snipers. As a general rule, fragile snipers should do a lot of damage, with range keeping them safe. But in EVE long range makes the damage output pathetic and it disables a frigate's speedtank. And as with most sniper-able ships in EVE, this isn't compensated by enough tank, more slots or a much smaller signature.

  3. The underlying problem is the turret's tracking-formula barely protecting ships with small signature radius against larger guns (unlike the missile formula). But this is CCP Greyscale's 'ball of mud', now busy mucking up the XL-turrets. So for the time being, compensate with a role-crucial damage-bonus and increasing speed and tank.

  4. When completely rebalancing, you don't start with changing ships that already are popular! The powercreep argument isn't valid here, because the Tr3 frigates were improved. The problem now is that this is messing with the baseline by which the results could be measured. CCP should have started with the unpopular frigates first and try to fit them into (new) dedicated roles, mixed with a racial-flavored style. And then keep pestering CCP Diagoras for popularity metrics.

  5. Any attempt of committing Tiercide to the ships, will be handicapped by the fact that weapon modules are tiered themselves, which makes CPU and grid balancing very hard. Instead of 'biggest gun is the best', damage, range and tracking stats should be adjusted so they too become role-oriented (as in 'which shipsize would you like to be able to kill?'). Tr3 Battlecruisers make a mess of this ofcourse but fitting Neutrons or 1400mm should barely be possible (and drop the damage bonus).

  6. Any boost low tier ships like the Tormentor should ALSO come with a boost to it's building cost. I'm not saying it's should cost as much as a Punisher (there will at least remain some remnants of tiers, no matter what), but now it costs only 50k ISK!

  7. The 'bombardment' role as described in earlier blogs show that there is a misconception at CCP between 'roles' and 'styles', while also fading the lines from the start by giving 'combat ships' too much damage-potential, hurting the role of 'attack ships'. Also are the number of roles too limited and it shouldn't be necessary for all races to represent in every role. Here's an examply of my vision:


-tackle capability is determined by number of med slots and tackle bonus
-versatility is determined by total number of slots, mod-specific bonus and number of possible weapons

brawler: close or medium range, decent (unbonused) dps, good tank, average speed, ok tackle, decent versatility
Punisher (tank), Kestrel (light missiles), Incursus (dps+drone), Rifter (speed)

blitzer: close range, very high dps/disabling (role-bonus), low tank, high speed, little tackle, little versatility
Tormentor (neuting), Atron (mwd), Burst (dps)

sniper: long range (role-bonus), high dps, low tank, average speed little tackle, some versatility
Merlin (tank), Breacher (missiles)

ewar: any range, medium dps with ewar bonus, average tank, average speed, very versatile
Crucifier (tank), Griffin (sniper), Maulus (drones)

support: any range, low dps, good tank, decent speed, reasonably versatile
Bantam (shield-logi), Navitas (logi-drones)

tank: medium range, low dps, extremely good tank, low speed, good tackle, decent versatility
Inquisitor (missile), Tristan (versatility)

exploration: (pretty much working as intended, but perhaps some more tank&dps, so cov-ops aren't always better
Magnate, Heron, Imicus, Probe

tackler: medium range, low dps, average tank, very high speed, very good tackle, basically a cheap fragile inty
Executioner (speed), Condor (cap scramblers), Slasher (web)

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Hrett
The Scope
Gallente Federation
#2 - 2012-05-22 14:22:29 UTC
Have you tested the new frigs in combat yet?

spaceship, Spaceship, SPACESHIP!

Tobiaz
Spacerats
#3 - 2012-05-22 14:28:45 UTC  |  Edited by: Tobiaz
Hrett wrote:
Have you tested the new frigs in combat yet?


They are awesome, but that isn't the point. Most of those 'new' frigs already were popular. This wasn't Tiercide, just a load of powercreep on the already popular Tr3 frigates.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Daniel Plain
Doomheim
#4 - 2012-05-22 14:59:15 UTC
the whole idea of tiericide is flawed imo. so what if there are ships that suck? if you don't like them don't fly them. there will always be the 'unique snowflake' players who will make them work and then there are the guys who intentionally choose them to bait.

eve is different than other MMOs, that's what makes it appealing. streamlining the ship hulls into an indiscriminate mush will inherently kill some of its beauty.

I should buy an Ishtar.

Boz Wel
KarmaFleet
Goonswarm Federation
#5 - 2012-05-22 15:40:05 UTC
Tobiaz wrote:
Hrett wrote:
Have you tested the new frigs in combat yet?


They are awesome, but that isn't the point. Most of those 'new' frigs already were popular. This wasn't Tiercide, just a load of powercreep on the already popular Tr3 frigates.


Isn't the idea to have all frigates be on roughly equal footing in the future? If so, who's to say that they won't revamp some of the other t1 frigates into sniper frigates in the next iteration? I somewhat doubt that they will make all 6 frigates for each race into short range brawlers.
Merin Ryskin
Peregrine Industries
#6 - 2012-05-22 15:45:23 UTC
Tobiaz wrote:
Hrett wrote:
Have you tested the new frigs in combat yet?


They are awesome, but that isn't the point. Most of those 'new' frigs already were popular. This wasn't Tiercide, just a load of powercreep on the already popular Tr3 frigates.


Already popular? Maybe if "already popular" means "occasionally it's worth flying a Rifter if you need dirt cheap tackle in a gang". The other tier-3 frigates were pretty much worthless unless you were a week-old newbie who didn't have Minmatar Frigate IV trained yet, but now there's a lot more reason to use something other than a Rifter.

PS: "frigate sniper" is a nonexistent role because frigate guns don't have enough range. The old Merlin was terrible in that "role", trading the range bonus for damage is an awesome upgrade.
Death Toll007
Perkone
Caldari State
#7 - 2012-05-22 15:54:10 UTC
OP: +1: You are right on target. Your concept and description is what Eve once was, each race with a drastically different playing style, not simply same stats with different graphics. If eve players wanted that we could all go back to Warcraft the original RTS.

CCP, please review, revist, and understand upgrading the already popular ships is not helping balance the game at all.

After Incarna I was very disappointed with CCP, then they corrected for it, and now it seems vanilla is the new FOTM.

Tweak the Tier 1 and 2 frigates that no one flies. (too late now with the patch around the corner, so please remember when you get to cruisers)

-DT
Lunkwill Khashour
Ministry of War
Amarr Empire
#8 - 2012-05-22 15:56:34 UTC
New incursus is ********. Merlin does blastergank better now. I'm not saying Incursus is bad (it isn't) but it is a new role without something new and ganky to replace it.

Also, grid on Amarr ships is ********. It's the laser grid use that should be lowered, not the ship grid increased. Punisher has same grid as a Cormorant now just to fit less than half the guns.
Merin Ryskin
Peregrine Industries
#9 - 2012-05-22 16:04:14 UTC  |  Edited by: Merin Ryskin
Death Toll007 wrote:
Your concept and description is what Eve once was, each race with a drastically different playing style, not simply same stats with different graphics. If eve players wanted that we could all go back to Warcraft the original RTS.


Hint for the clueless: each race does have a drastically different playing style, at least in theory*.

Also, you're looking at frigate balance, where there is the least room for different roles. For example, the role of larger Caldari gunboats simply doesn't work at the (T1) frigate level because frigate railguns don't have enough range. That means the choice is either swap range for damage, or have a "unique" ship that is only good for ship spinning.

*It's not the ship designer's fault that the players have chosen "bring more ships than the other side" as the universal strategy.

Quote:
CCP, please review, revist, and understand upgrading the already popular ships is not helping balance the game at all.


Well, it's a good thing the first step in tiericide was to fix ships that sucked, isn't it?

There's a very good reason why frigates were divided into two categories: Rifters, and ships you reprocess for minerals to build Rifters. At least now there's a reason to fly something other than a Rifter, beyond "I'm a newbie who hasn't trained Minmatar Frigate IV yet".
Tobiaz
Spacerats
#10 - 2012-05-22 16:15:25 UTC
Merin Ryskin wrote:


Already popular? Maybe if "already popular" means "occasionally it's worth flying a Rifter if you need dirt cheap tackle in a gang". The other tier-3 frigates were pretty much worthless unless you were a week-old newbie who didn't have Minmatar Frigate IV trained yet, but now there's a lot more reason to use something other than a Rifter.

PS: "frigate sniper" is a nonexistent role because frigate guns don't have enough range. The old Merlin was terrible in that "role", trading the range bonus for damage is an awesome upgrade.


You do realized that 'not enough range' is incredibly easy to fix right? Just double the range bonus.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Merin Ryskin
Peregrine Industries
#11 - 2012-05-22 16:33:33 UTC  |  Edited by: Merin Ryskin
Tobiaz wrote:
You do realized that 'not enough range' is incredibly easy to fix right? Just double the range bonus.


And what do you sacrifice? The tank bonus that was one of the most appealing things about the Merlin? Or do you just give a "free" double range bonus in addition to tank? If you do, do you also boost the Harpy's dual range bonuses to 20% each?

And even then you're still stuck with a ship with a role that barely exists. There just isn't any need for a frigate "sniper" with 20km range, pathetic damage and minimal tank. The Harpy only works because it has an extra gun slot and damage bonus, T2 resists, and the tank bonus on top of that. And even then, despite all those advantages, the sniper Harpy is still not all that popular. Trying to copy the Harpy design concept with the Merlin just creates another "reprocess to build Rifters" waste of database space.
CCP Ytterbium
C C P
C C P Alliance
#12 - 2012-05-22 16:48:31 UTC  |  Edited by: CCP Ytterbium
Hey,

You bring up good points, most of them have already been answered in the F&I forum feedback on the frigates here(should tackle issues number 1, 2, 3, 5 and 6 - bombardment role as been removed as per player feedback).

Regarding 4, that also is something we are talking about and considering; nothing is set in stone at the moment, but one point we were discussing was to have better roles for weapons instead of just going for the biggest one all the time. Let's face it, the only reason that limits weapon usage right now is fittings, as you mentioned, and maybe it is time to give more interesting choices to our player base.

So, for instance, within a same weapon class (say, blasters), we could further improve the short range variations of the weapon (electrons) to be better at taking down ships one size below than longer range versions (neutrons), which would be balanced by the fact that the longer range variation themselves would do more damage but hit less often undersized targets.

So, as you said, the goal would be to allow choosing which kind of targets your ship wants to engage: as a cruiser, do I want to be able to fight my own class size effectively (fit medium neutrons), or trade that ability to be able to hit frigates a bit more often (electrons) but at the risk of being at a disadvantage against other cruisers?

Of course, this still is a high-pitch idea and there are no guarantees it will come in at any point at all. Also, we would need to make sure such change would not make it easy or even easier for larger classes to hit smaller ones (webs, neuts / noses and drones already are good deterrents), as each ship classes is supposed to have a purpose, we definitely do not want to abide by the "bigger is better" philosophy.
DeltaPhalanx
Hordes Of Belial
#13 - 2012-05-22 17:47:36 UTC
CCP Ytterbium wrote:
So, for instance, within a same weapon class (say, blasters), we could further improve the short range variations of the weapon (electrons) to be better at taking down ships one size below than longer range versions (neutrons), which would be balanced by the fact that the longer range variation themselves would do more damage but hit less often undersized targets.

So, as you said, the goal would be to allow choosing which kind of targets your ship wants to engage: as a cruiser, do I want to be able to fight my own class size effectively (fit medium neutrons), or trade that ability to be able to hit frigates a bit more often (electrons) but at the risk of being at a disadvantage against other cruisers?


Ytterbium, I just wanted to comment on this possibility of guns for different roles; you'd also have to be careful not to interfere with, or eliminate the roles of ships that are already specialised for hitting small targets, namely Destroyers. I know not many people have any real love for dessies (outside of suicide ganking reasons), but I would hate to see them effectively outclassed by Cruisers fitting medium dual-X type guns.

I realise at some point down the line that you'll have all new pilots have to fly their racial Destroyer, but who will stick with Destroyers when a Cruiser's smallest guns will fit the same role, tracking and eliminating frigates from the field?
Hrett
The Scope
Gallente Federation
#14 - 2012-05-22 18:17:06 UTC
CCP Ytterbium wrote:
Hey,

You bring up good points, most of them have already been answered in the F&I forum feedback on the frigates here(should tackle issues number 1, 2, 3, 5 and 6 - bombardment role as been removed as per player feedback).

Regarding 4, that also is something we are talking about and considering; nothing is set in stone at the moment, but one point we were discussing was to have better roles for weapons instead of just going for the biggest one all the time. Let's face it, the only reason that limits weapon usage right now is fittings, as you mentioned, and maybe it is time to give more interesting choices to our player base.

So, for instance, within a same weapon class (say, blasters), we could further improve the short range variations of the weapon (electrons) to be better at taking down ships one size below than longer range versions (neutrons), which would be balanced by the fact that the longer range variation themselves would do more damage but hit less often undersized targets.

So, as you said, the goal would be to allow choosing which kind of targets your ship wants to engage: as a cruiser, do I want to be able to fight my own class size effectively (fit medium neutrons), or trade that ability to be able to hit frigates a bit more often (electrons) but at the risk of being at a disadvantage against other cruisers?

Of course, this still is a high-pitch idea and there are no guarantees it will come in at any point at all. Also, we would need to make sure such change would not make it easy or even easier for larger classes to hit smaller ones (webs, neuts / noses and drones already are good deterrents), as each ship classes is supposed to have a purpose, we definitely do not want to abide by the "bigger is better" philosophy.


Its so nice to get feedback like this. Thanks.

spaceship, Spaceship, SPACESHIP!

Intigo
Imperial Academy
Amarr Empire
#15 - 2012-05-22 18:27:36 UTC
Hey, look - Merin is calling other people clueless in this thread.

That's hilarious.

hydra provail

Jerick Ludhowe
Internet Tuff Guys
#16 - 2012-05-22 21:40:52 UTC
Only changing a small number of the frigates at once is a super fail idea... What we have gotten with this fail patch is power creep on the already most viable frigates in each race further widening the gap between them and the other tiers of frigates... This is not tiericide... It's the exact opposite... Sure the motive is more or less correct but with ccp's exorbitant time frames on balance changes it's going to be a while till they unbreak the further brokenness they have inevitably created. I'm going to say it will be 2-3 years till tiericide is even remotely close to completion.

You want to do a tiericide? Do it all at once per ship class Roll, or if minor levels of fail are intended at least bring the ships that actually suck more or less in line with the ones that don't instead of the other way around.... Ugh
Jayrendo Karr
Caldari Provisions
Caldari State
#17 - 2012-05-22 21:59:18 UTC
Rails have insane PG requirements atm please reduce it some.
Linna Excel
Center for Advanced Studies
Gallente Federation
#18 - 2012-05-22 22:10:04 UTC
CCP Ytterbium wrote:
So, for instance, within a same weapon class (say, blasters), we could further improve the short range variations of the weapon (electrons) to be better at taking down ships one size below than longer range versions (neutrons), which would be balanced by the fact that the longer range variation themselves would do more damage but hit less often undersized targets.

So, as you said, the goal would be to allow choosing which kind of targets your ship wants to engage: as a cruiser, do I want to be able to fight my own class size effectively (fit medium neutrons), or trade that ability to be able to hit frigates a bit more often (electrons) but at the risk of being at a disadvantage against other cruisers?


A some cruisers use undersized weapons... at least for PvE. For PvP you go dual web or carry drones if you want to take on something smaller than you. Quite honestly I don't see most people being willing to go with a weaker weapon if they could fit the more powerful one or they are playing a sniper, which is weaker but gives them range. I still think there needs to be a medium range weapon in each line (something between blasters and rails for example).
Mfume Apocal
Brutor Tribe
Minmatar Republic
#19 - 2012-05-22 22:29:56 UTC  |  Edited by: Mfume Apocal
CCP Ytterbium wrote:
So, for instance, within a same weapon class (say, blasters), we could further improve the short range variations of the weapon (electrons) to be better at taking down ships one size below than longer range versions (neutrons), which would be balanced by the fact that the longer range variation themselves would do more damage but hit less often undersized targets.

So, as you said, the goal would be to allow choosing which kind of targets your ship wants to engage: as a cruiser, do I want to be able to fight my own class size effectively (fit medium neutrons), or trade that ability to be able to hit frigates a bit more often (electrons) but at the risk of being at a disadvantage against other cruisers?

Of course, this still is a high-pitch idea and there are no guarantees it will come in at any point at all. Also, we would need to make sure such change would not make it easy or even easier for larger classes to hit smaller ones (webs, neuts / noses and drones already are good deterrents), as each ship classes is supposed to have a purpose, we definitely do not want to abide by the "bigger is better" philosophy.


It'd need to be a fairly substantial difference to be worthwhile since one can mitigate tracking deficiencies with range or intelligent piloting, but onceyou're in space you can't raise your DPS higher than it's theoretical max any way except overheating. And it wouldn't be worth it on ships/fits with the ability to fit double webs.

You could bias "higher" tiers towards alpha and range while giving "lower" tiers RoF and tracking and somewhat equalizing their stats. That'd be pretty cool and shakeup a few setups that have been stale since Dominion.
Lin-Young Borovskova
Doomheim
#20 - 2012-05-22 23:03:10 UTC
Jayrendo Karr wrote:
Rails have insane PG requirements atm please reduce it some.



To properly use/fit those you HAVE to get top skills, non the less.

AWU at least 4 plus some base and secondary fitting skills to bring all your core certificates at least improved. Elite is better of course.

Engineering
Electronics
Mechanic
Navigation

And of course drones welp.

brb

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