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Skill Redesign: Controlled Bursts.

Author
Tom Gerard
Glorious Nation of Kazakhstan
#1 - 2013-02-25 16:56:50 UTC
Currently it reduces the cap need for weapons that use cap... this is about 30% of all wepaon systems.

To fix this and achieve the same goal, have it increase damage by 25% but reduce rate of fire by 25%. This would reduce ammo consumption as well as cap consumption so all weapon systems would see a benefit.

Now with 100% less Troll.

ElQuirko
University of Caille
Gallente Federation
#2 - 2013-02-25 17:05:28 UTC
Tom Gerard wrote:
Currently it reduces the cap need for weapons that use cap... this is about 30% of all wepaon systems.

To fix this and achieve the same goal, have it increase damage by 25% but reduce rate of fire by 25%. This would reduce ammo consumption as well as cap consumption so all weapon systems would see a benefit.



Or you could stop whining? Minmatar don't need more DPS than surgical strike already gives.

Dodixie > Hek

Onomerous
KARNAGE
Ghostbirds
#3 - 2013-02-25 17:06:59 UTC
The two weapon systems which depend on this skill the most already have the highest DPS in the game. Some other change would be nice but not damage increase (yes, I fly mostly minmatar and I'm against this idea!!).
Abrazzar
Vardaugas Family
#4 - 2013-02-25 17:12:18 UTC
Or add another skill that benefits projectiles the most and energy weapons the least. Either reload time reduction or ammo capacity increase.

Then give them both a training time multiplier of 1 instead of the x2 of controlled bursts and everybody that has the skill already gets the other the same level.
James Amril-Kesh
Viziam
Amarr Empire
#5 - 2013-02-25 17:35:11 UTC
Tom Gerard wrote:
To fix this and achieve the same goal, have it increase damage by 25% but reduce rate of fire by 25%.

And then nobody would train it.

Reduced ROF is undesirable for many weapons, even with the added benefit of increased damage per volley.
It may come out to the same DPS but there are a few side effects.
An arty maelstrom for example might do a lot more damage per volley, but it will also have to wait longer between shots, and training the skill can't be undone.



Besides, it's not like Controlled Bursts is the only turret support skill that helps certain turrets more than others.

Controlled Bursts: helps lasers much more than hybrids, and doesn't help projectiles at all.
Trajectory Analysis: Helps projectiles and hybrids quite a bit, not so much lasers (poor falloff to begin with)
Sharpshooting: Helps all LR weapons pretty much equally, but for CR weapons it helps lasers more than hybrids or projectiles since both of those tend to have very poor optimals to begin with.
Motion Prediction: Not nearly as helpful on LR weapons as it is on CR weapons.

Enjoying the rain today? ;)

James Amril-Kesh
Viziam
Amarr Empire
#6 - 2013-02-25 17:39:33 UTC
ElQuirko wrote:
Tom Gerard wrote:
Currently it reduces the cap need for weapons that use cap... this is about 30% of all wepaon systems.

To fix this and achieve the same goal, have it increase damage by 25% but reduce rate of fire by 25%. This would reduce ammo consumption as well as cap consumption so all weapon systems would see a benefit.



Or you could stop whining? Minmatar don't need more DPS than surgical strike already gives.

Onomerous wrote:
The two weapon systems which depend on this skill the most already have the highest DPS in the game. Some other change would be nice but not damage increase (yes, I fly mostly minmatar and I'm against this idea!!).

Seems neither of you actually read his idea. This would not cause a DPS increase on any weapons system.

DPS is volley damage over ROF. This skill would increase both volley damage and ROF (ROF increase means weapons fire slower, paradoxically but that's how EVE works).
At level 5 of this skill it would be DPS = (Volley * 1.25) / (ROF * 1.25).
Cancels out to Volley/ROF and you get the same DPS as if you hadn't trained the skill.

Enjoying the rain today? ;)

ElQuirko
University of Caille
Gallente Federation
#7 - 2013-02-25 17:44:04 UTC  |  Edited by: ElQuirko
James Amril-Kesh wrote:
Seems neither of you actually read his idea. This would not cause a DPS increase on any weapons system.

DPS is volley damage over ROF. This skill would increase both volley damage and ROF (ROF increase means weapons fire slower, paradoxically but that's how EVE works).
At level 5 of this skill it would be DPS = (Volley * 1.25) / (ROF * 1.25).
Cancels out to Volley/ROF and you get the same DPS as if you hadn't trained the skill.


My bad.

Dodixie > Hek

Onomerous
KARNAGE
Ghostbirds
#8 - 2013-02-25 17:46:34 UTC
James Amril-Kesh wrote:
ElQuirko wrote:
Tom Gerard wrote:
Currently it reduces the cap need for weapons that use cap... this is about 30% of all wepaon systems.

To fix this and achieve the same goal, have it increase damage by 25% but reduce rate of fire by 25%. This would reduce ammo consumption as well as cap consumption so all weapon systems would see a benefit.



Or you could stop whining? Minmatar don't need more DPS than surgical strike already gives.

Onomerous wrote:
The two weapon systems which depend on this skill the most already have the highest DPS in the game. Some other change would be nice but not damage increase (yes, I fly mostly minmatar and I'm against this idea!!).

Seems neither of you actually read his idea. This would not cause a DPS increase on any weapons system.

DPS is volley damage over ROF. This skill would increase both volley damage and ROF (ROF increase means weapons fire slower, paradoxically but that's how EVE works).
At level 5 of this skill it would be DPS = (Volley * 1.25) / (ROF * 1.25).
Cancels out to Volley/ROF and you get the same DPS as if you hadn't trained the skill.


I knew it would happen. James is correct for once. I read but didn't do the math. apologies extended.
James Amril-Kesh
Viziam
Amarr Empire
#9 - 2013-02-25 17:49:13 UTC  |  Edited by: James Amril-Kesh
You would be right insofar as it would increase volley damage across the board however, which would make artillery even more powerful than it already is. But at the cost of taking longer to go between targets. For a fully skilled Maelstrom this would add up to about 4.5 more seconds between each shot with 1400mm arties.

Also, there's no need to apologize.

Enjoying the rain today? ;)

Unsuccessful At Everything
The Troll Bridge
#10 - 2013-02-25 19:23:28 UTC
Another quality Tom Gerard thread. Id expect nothing less.

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

IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#11 - 2013-02-25 19:30:55 UTC
25% ROF does not cancel with 25% damage in terms of DPS.

You would actually loose damage.
Xercodo
Cruor Angelicus
#12 - 2013-02-25 19:35:31 UTC
Holy **** Tom actually has a good idea here.

While IHaveCandyGetInTheVan69 has a point about it not perfectly canceling out the concept still stands. Just change the numbers and you now have a skill that effects all 3 turret types in a way the original skill intended!

So now the question is, what would this sort of change result in?

Higher alpha on arty? A small crash in the ammo market?.....Hmmm

The Drake is a Lie

James Amril-Kesh
Viziam
Amarr Empire
#13 - 2013-02-25 19:36:13 UTC  |  Edited by: James Amril-Kesh
IHaveCandyGetInTheVan69 wrote:
25% ROF does not cancel with 25% damage in terms of DPS.

You would actually loose damage.

Wrong. Read above.

You're thinking of a separate situation where a -25% ROF does more than +25 damage.

This is +25% ROF, not minus.

In other words, what you're thinking of is how (D + 25%)/R is not the same as D/(R - 25%)
More specifically, it's (D * 1.25) / R and D/(R * 0.75). Not the same result.


The situation here is (D * 1.25) / (R * 1.25). 1.25 cancels itself out. You get D/R. Same damage.

Enjoying the rain today? ;)

Whitehound
#14 - 2013-02-25 19:40:52 UTC  |  Edited by: Whitehound
You are not new here, Tom.

Why do you not use Features and Ideas Discussion and do something about your terrible reputation (of being a troll) by posting into the right section?

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#15 - 2013-02-25 19:53:41 UTC
James Amril-Kesh wrote:
IHaveCandyGetInTheVan69 wrote:
25% ROF does not cancel with 25% damage in terms of DPS.

You would actually loose damage.

Wrong. Read above.

You're thinking of a separate situation where a -25% ROF does more than +25 damage.

This is +25% ROF, not minus.

In other words, what you're thinking of is how (D + 25%)/R is not the same as D/(R - 25%)
More specifically, it's (D * 1.25) / R and D/(R * 0.75). Not the same result.


The situation here is (D * 1.25) / (R * 1.25). 1.25 cancels itself out. You get D/R. Same damage.


This is why eve should say "weapon cycle time", not "rate of fire", which is the reciprocal of cycle time.

You see, increasing the cycle time 25% means that your rate of fire is 80% of what it previously was
1/1.25 = 0.8 *100% = 80% -> a 20% penalty to rate of fire. Of course, when specifying percentages, one must specify what 100% is
Drake Doe
88Th Tax Haven
#16 - 2013-02-25 21:35:08 UTC
Yay lets screw over the amarr, gallente, and caldari sniper boat pilots!

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

sabre906
The Scope
Gallente Federation
#17 - 2013-02-26 03:09:54 UTC
Add cap consumption for projectiles. Fixed.Big smile
Paikis
Vapour Holdings
#18 - 2013-02-26 03:26:18 UTC
sabre906 wrote:
Add cap consumption for projectiles. Fixed.Big smile


I support this idea. It's going to be hilarious when they get to the re balancing of Capitals and realise that the main method combating Dreadnoughts (turn their guns off) doesn't work at all on the Naglfar.

We'll go from Minmatar being really good sub cap and crap cap, to the opposite.
Zan Shiro
Doomheim
#19 - 2013-02-26 03:41:26 UTC  |  Edited by: Zan Shiro
Paikis wrote:
sabre906 wrote:
Add cap consumption for projectiles. Fixed.Big smile


I support this idea. It's going to be hilarious when they get to the re balancing of Capitals and realise that the main method combating Dreadnoughts (turn their guns off) doesn't work at all on the Naglfar.

We'll go from Minmatar being really good sub cap and crap cap, to the opposite.




you 2 are eviil....admit it, you want want to fill more cups with the tears of cane pilots. Not a bad thing....it be quite entertaining tbh lol.



I will give op a 10/10 for this one. Its not a sp/cloak/ now tank wars bait thread. All I ask for is originality. A bait thread about a minmatar pilot not having to train a skill to get all those other gun skills learned sooner and it being a problem for them has met that. He is like a machine gun, he puts out alot of missed rounds, but some do hit a target at some point lol.
Katran Luftschreck
Royal Ammatar Engineering Corps
#20 - 2013-02-26 09:30:28 UTC
A way that it could be interesting would be to slightly randomize the amount of ammunition and/or capacitor a weapon uses per shot, and then apply this skill universally to both.

Example:
Gatling Pulse Laser I, 1.82 capacitor per shot becomes 1.5 to 2.0 per shot.
125mm Autocannon I, capacity 0.50m3, 1 charge per cycle becomes capacity 1.50m3, 1-3 charges per cycle.

Now each level of Controlled Bursts reduces either capacitor or ammo use (as applicable) by 10% per level, rounding down for projectiles (so 1.1 charges becomes just one 1 charge).

Of course, this would be a major gameplay change in itself and as all changes do it would produce an insane amount of wailing & gnashing of teeth so... maybe just better to just drop the whole idea.

http://youtu.be/t0q2F8NsYQ0

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