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Alpha Oriented Weapon Systems

Author
Gogela
Epic Ganking Time
CODE.
#21 - 2013-01-17 00:36:28 UTC  |  Edited by: Gogela
I don't think altering the weapons systems this way is a good idea. I mean, basically there's 2 variants of each weapon type that is focused on range at the expense of damage and vice versa. If you add alpha as a third consideration it's going to make balancing things a lot tougher. I think the idea has merit though... but I think it would be better to have high damage (alpha) ammo that gives a cycle penalty to your weapon modules when loaded. It would just be easier to make a reality in that way, I think. I definitely see some fun uses for something like that though! Pirate

Edit: Highest volley damage ammo at the expense of weapon module cycle time with net DPS lower than standard types of ammo

Signatures should be used responsibly...

Gorn Arming
Deep Core Mining Inc.
Caldari State
#22 - 2013-01-17 00:59:38 UTC
Eram Fidard wrote:
In fact, the same can hold true for any weapon system. Yet FC's never call to "ungroup weapons for less alpha, more dps".

I, too, am surprised at why nobody chooses to reduce their alpha in exchange for absolutely no increase in DPS at all. Flabbergasted.
Some Rando
University of Caille
Gallente Federation
#23 - 2013-01-17 01:07:42 UTC  |  Edited by: Some Rando
I get where you're coming from, alpha damage should be considered as part of the whole balancing package, that makes sense. But it should be considered as part of the whole package. I think artillery works because almost always you will be doing damage in falloff, whereas tachs, for instance, will be doing almost all their damage in optimal. This means that tachs will tend towards more "quality" hits (if I remember my mechanics right), even though they have less overall damage, whereas the arty needs more damage to compensate for the variance from falloff. Railguns should then fall in the middle, but the medium guns kind of suck.

I also think that long-range weapons should be more concerned with alpha than short-range weapons, mainly because in a swirling mêlée you need to have more chances to hit because those are at a premium, as opposed to long-range combat where the combatants aren't moving nearly as much (or if they are you can pick your battles easier). That brings up tracking...

Weapon balancing considerations are pretty damn complex!

I do like Gogela's idea of higher-alpha ammo, though, but it might end up being far more powerful than it should be.

CCP has no sense of humour.

Zimmy Zeta
Perkone
Caldari State
#24 - 2013-01-17 08:19:57 UTC  |  Edited by: Zimmy Zeta
Looking at this thread again, maybe my idea with overheating wasn't as bad and unrelated as I thought.
Instead of introducing yet another kind of ammo, different overheat effects for alpha- and dps- based weapons could balance it out.

Overheat effect for alpha weapons (light missiles, assault missiles, torps, arty, beam lasers, blasters): slower ROF with identical dps --> increased alpha.

Overheat effect for dps weapons (rockets, heavies, cruises, autocannons, pulses, rails): increased ROF --> increased dps with identical alpha.

Looks simple, balanced and reasonable to me...

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Tul Breetai
Impromptu Asset Requisition
#25 - 2013-01-17 08:30:21 UTC
Currently, choosing between mega beams and tachyons is the difference between going dps and going alpha. And don't do that to blasters, just don't.

There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency.

Tul Breetai
Impromptu Asset Requisition
#26 - 2013-01-17 08:30:27 UTC  |  Edited by: Tul Breetai
Double post

There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency.

Commander Spurty
#27 - 2013-01-17 12:48:34 UTC
Didn't have time to read everything my peers wrote, but for the record:

- slow rate of fire weapon systems are long range weapons generally (exception of torps)
- high rate of fire weapon systems are shorter ranged

You have some of these backwards in original post.

/constructive critique, carry on and do read what your peers write. Some very clever people to be found dodging between the trolls

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Estella Osoka
Cranky Bitches Who PMS
#28 - 2013-01-17 12:52:46 UTC
Artillery and torps get some high alpha, but they also have some major drawbacks. Torps can be outran in a fast enough ship, and artillery relies on good transversal. Artillery also has a long duration and a sucking chest wound for tracking speed. So while u are rocking out 15k alpha from that Maelstrom every 15-17 seconds, that Rokh is pumping out 3k damage every 2-3 seconds; doing the math the Rokh is putting out a total 18-21k dps every 14 seconds. What is even better is that the Rokh can do it from farther range than the Maelstrom. Alpha is nice, but unless u are fighting someone who knows how to adequately make use of it; it can be outgunned.
Kanta Kansene
Agentes in rebus
#29 - 2013-01-17 12:54:30 UTC
Why are you selecting rockets (short range high rof) as the small missile dps variant and light missiles as the lower dps high alpha variant, and then switching it the other way around for heavy/ham and cruise/torp?
Solstice Project
Sebiestor Tribe
Minmatar Republic
#30 - 2013-01-17 13:18:14 UTC
Whatever way you find to increase the initial alpha damage ...
... i'm all for it. Makes projecting damage in a suicide gank so much better then.
Mascha Tzash
Ministry of War
Amarr Empire
#31 - 2013-01-17 13:28:04 UTC  |  Edited by: Mascha Tzash
I don't like high inital damage projection. It reduces fights to a Warp-Jammer, a MWD/AB, a buffer and the rest is packed with damage mods and guns.

No nieches for ECM, Damp, Cap-Warfare, Webbing, etc.
Reducing the damage output of any sub-cap weapon system by 25-50% would improve PvP so much. There would be room for tactics.
GallowsCalibrator
Imperial Academy
Amarr Empire
#32 - 2013-01-17 15:29:14 UTC
Zimmy Zeta wrote:
Some Rando wrote:
Ranger 1 wrote:
At the very least Tachs and beams need to be able to do more alpha, as now they are generally inferior to just about everything.

This I agree with.

(Also, I may read this more in-depth and discuss later, I'm just shotgunning the EVE forums at work between writing lines of code)


I always dreamed about Tachyon Lazors that would charge up when overheated and could then release all of their awesomeness in a single, glorious, devastating blast.
But new, specific overheat mechanics for different weapons is not what this thread is about, so I'll just shut up to not derail it.


No reason why different weapon systems couldn't overheat differently, and it would actually add some much-needed variety to them. Having some weapons alter damage mod, and some ROF, is a nice little flavour change.
Ranger 1
Ranger Corp
Vae. Victis.
#33 - 2013-01-17 16:45:43 UTC
Gogela wrote:
I don't think altering the weapons systems this way is a good idea. I mean, basically there's 2 variants of each weapon type that is focused on range at the expense of damage and vice versa. If you add alpha as a third consideration it's going to make balancing things a lot tougher. I think the idea has merit though... but I think it would be better to have high damage (alpha) ammo that gives a cycle penalty to your weapon modules when loaded. It would just be easier to make a reality in that way, I think. I definitely see some fun uses for something like that though! Pirate

Edit: Highest volley damage ammo at the expense of weapon module cycle time with net DPS lower than standard types of ammo

I could get behind that idea as well.

Actually I considered it but to be honest I thought that many people would be less comfortable with the idea... and I'm not sure how technically difficult it would be to affect those variables through a simple ammunition change.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#34 - 2013-01-17 16:47:05 UTC
Zimmy Zeta wrote:
Looking at this thread again, maybe my idea with overheating wasn't as bad and unrelated as I thought.
Instead of introducing yet another kind of ammo, different overheat effects for alpha- and dps- based weapons could balance it out.

Overheat effect for alpha weapons (light missiles, assault missiles, torps, arty, beam lasers, blasters): slower ROF with identical dps --> increased alpha.

Overheat effect for dps weapons (rockets, heavies, cruises, autocannons, pulses, rails): increased ROF --> increased dps with identical alpha.

Looks simple, balanced and reasonable to me...

I think that idea actually has a lot of merit, although perhaps there is room for both concepts.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#35 - 2013-01-17 16:50:15 UTC
Tul Breetai wrote:
Currently, choosing between mega beams and tachyons is the difference between going dps and going alpha. And don't do that to blasters, just don't.

This is true only to a very small degree. When discussing alpha weapons in this thread I'm tending toward those that have a distinct design focus toward alpha strikes such as artillery. The somewhat higher alpha of Tach's (and Torps as well although they do come closer) aren't really balanced heavily enough in that direction.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#36 - 2013-01-17 16:53:47 UTC
Spurty wrote:
Didn't have time to read everything my peers wrote, but for the record:

- slow rate of fire weapon systems are long range weapons generally (exception of torps)
- high rate of fire weapon systems are shorter ranged

You have some of these backwards in original post.

/constructive critique, carry on and do read what your peers write. Some very clever people to be found dodging between the trolls

Thanks Spurty, but what I put on my "list" in the OP was a rough proposal of how it could be done as opposed to how they currently are.
I personally don't like the idea of all long range weapons being based on alpha and all shorter range weapons being based on ROF/DPS. The flipping of roles in some cases (for both turrets and missiles) is intentional in the proposal... and very much subject to debate.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#37 - 2013-01-17 16:56:57 UTC
Solstice Project wrote:
Whatever way you find to increase the initial alpha damage ...
... i'm all for it. Makes projecting damage in a suicide gank so much better then.

That would be a consideration as well that would have a strong influence on just how far you go with the alpha concept. Nothing against suicide gankers (and in fact this would give them a wider variety of tools to choose from), but care would have to be taken to not go to far simply for game balance sake.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#38 - 2013-01-17 16:59:10 UTC
Mascha Tzash wrote:
I don't like high inital damage projection. It reduces fights to a Warp-Jammer, a MWD/AB, a buffer and the rest is packed with damage mods and guns.

No nieches for ECM, Damp, Cap-Warfare, Webbing, etc.
Reducing the damage output of any sub-cap weapon system by 25-50% would improve PvP so much. There would be room for tactics.


Actually, the very slow rate of fire these weapons would have would open the door to some new tactics as well.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Chandaris
Immortalis Inc.
Shadow Cartel
#39 - 2013-01-17 18:24:31 UTC
Leave my blasters alone they are perfect as they are k thx.
Unsuccessful At Everything
The Troll Bridge
#40 - 2013-01-17 19:29:51 UTC
This is a stealth 'Fix mai drake plz' thread.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

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