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Collision Damage

Author
Nag'o
Sebiestor Tribe
Minmatar Republic
#141 - 2013-12-23 12:00:50 UTC  |  Edited by: Nag'o
Andy Landen wrote:

Why should damage go only to collisions where damage is desired by the aggressor and be applied in such a way that the aggressor gets a substantial advantage?

A global collision damage introduces a lot of problems already mentioned in this thread. The two main ones being: accidental collisions at trading hubs and criminal flagging.
The aggressor should be in advantage because that's the way it works already. People bump other ships to get an advantage, that is putting their targets out of alignment. It's cool, but looks incredibly dumb because ships take no damage even though there is an incredible amount of kinectic energy being transfered.

EDIT: I'm not disconsidering that the attacker could take some damage too (nor that the damage is based on the ship specs). It's a speceship collision after all.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nag'o
Sebiestor Tribe
Minmatar Republic
#142 - 2013-12-23 12:07:51 UTC  |  Edited by: Nag'o
Andy Landen wrote:

If there is to be damage, it should be applied fairly and equally to all ships based on the masses and velocities involved in each collision .. or not at all.

I also think ships shouldn't collide the way they do without damaging each other. It's impractical to introduce global collision damage so they shouldn't be colliding. Maybe ships in collision trajectory should have their speed lowered automatically? Make it so only the smaller ships reduce their speed so people don't abuse this feature? Make it available only in highsec and in low/nullsec full collision damage is applied? There would still be the who aggressed who problem.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nikk Narrel
Moonlit Bonsai
#143 - 2013-12-23 15:00:57 UTC
Nag'o wrote:
Nikk Narrel wrote:

It can be a devastating alpha strike, but at a cost of being easily countered, if it is anticipated.

TLDR: a kamikaze ship. Your system description is neat. It still fails to encompass the gameplay balance aspects though.
The shield/armor tank difference could be easily adressed by a module that deals EM/Kin damage. No complicated fitting restrictions other than the CPU and PG costs. Simple and fun, able to be used in more elaborated tactics other than just the all or nothing. I think this could be a cruiser exclusive module to go along with the MJD fitting philosophy.

A kamikaze ship?

If you see only that, you have not understood the concept at all.
And an open ended blanket statement such as:
Nag'o wrote:
It still fails to encompass the gameplay balance aspects though.

This avoids recognizing the fact that no weakness, (unless improbable and arbitrary circumstances are forced regarding it), has yet to be suggested.

Specifically:
The ramming module will NEVER destroy the ship it is mounted on.
It may weaken it significantly, if the fitting is terribad, but it specifically will never destroy the ship it is mounted on.
It cannot, due to the math involved.

It also relies heavily on escorts, since it is in many ways a limited weapon with great vulnerabilities.
Anything with an alpha strike capability of this magnitude demands limits to be balanced. To be able to mount any weapon system in addition to this module would be insanely overpowered, as would allowing rigs to further enhance such a ship.

Your requested analysis of that 2x2 fight, the ramming ships effectively counter each other, and depending on fitting choices, they either are destroyed, or left as trivial players on the field.
The normally equipped ships would be the ones deciding the outcome, because the ramming ships are never dominating when they have been anticipated so completely.

Raw and often random collisions, by contrast, are more often than not disasters for both sides, with scavengers snatching up the wreckage as the only likely beneficiaries.
Nag'o
Sebiestor Tribe
Minmatar Republic
#144 - 2013-12-23 15:37:38 UTC  |  Edited by: Nag'o
Nikk Narrel wrote:

A kamikaze ship?

If you see only that, you have not understood the concept at all.
And an open ended blanket statement such as:
Nag'o wrote:
It still fails to encompass the gameplay balance aspects though.

This avoids recognizing the fact that no weakness, (unless improbable and arbitrary circumstances are forced regarding it), has yet to be suggested.

Specifically:
The ramming module will NEVER destroy the ship it is mounted on.
It may weaken it significantly, if the fitting is terribad, but it specifically will never destroy the ship it is mounted on.
It cannot, due to the math involved.

It also relies heavily on escorts, since it is in many ways a limited weapon with great vulnerabilities.
Anything with an alpha strike capability of this magnitude demands limits to be balanced. To be able to mount any weapon system in addition to this module would be insanely overpowered, as would allowing rigs to further enhance such a ship.

Your requested analysis of that 2x2 fight, the ramming ships effectively counter each other, and depending on fitting choices, they either are destroyed, or left as trivial players on the field.
The normally equipped ships would be the ones deciding the outcome, because the ramming ships are never dominating when they have been anticipated so completely.

Raw and often random collisions, by contrast, are more often than not disasters for both sides, with scavengers snatching up the wreckage as the only likely beneficiaries.

You're either completely ignoring what I've wrote or you're just RP'ing, wich I'm not really in the mood to do.
What is a kamikaze but a ship that is stripped of it's ability to fight in order to be able to just ram itself at the enemy? "Oh, but my ship does not die...". Big deal, it is not able to fight back so as soon as it rams the enemy it is condemned anyway. It takes 75% of the damage it deals and cannot shoot at the enemy. I wonder who would want to fly a ship like that.

And you still haven't adressed the shield/armor imbalance you introduced with the "completly ignore the shields" mechanic. You mentioned that webs easily conter it but still haven't said how a shield tanker fitted with webs is just as good as an armor tanker against this kamikaze ship.
At this point I believe you just want to RP a Sebiestor. Well, sorry but, although I'm using a Sebiestor avatar, I'm not RP'ing. I'm thinking about gameplay logic and systems and all this boring stuff too.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nikk Narrel
Moonlit Bonsai
#145 - 2013-12-23 16:12:33 UTC
Nag'o wrote:
You're either completely ignoring what I've wrote or you're just RP'ing, wich I'm not really in the mood to do.
What is a kamikaze but a ship that is stripped of it's ability to fight in order to be able to just ram itself at the enemy? "Oh, but my ship does not die...". Big deal, it is not able to fight back so as soon as it rams the enemy it is condemned anyway. It takes 75% of the damage it deals and cannot shoot at the enemy. I wonder who would want to fly a ship like that.

And you still haven't adressed the shield/armor imbalance you introduced with the "completly ignore the shields" mechanic. You mentioned that webs easily conter it but still haven't said how a shield tanker fitted with webs is just as good as an armor tanker against this kamikaze ship.
At this point I believe you just want to RP a Sebiestor. Well, sorry but, although I'm using a Sebiestor avatar, I'm not RP'ing. I'm thinking about gameplay logic and systems and all this boring stuff too.

This ship is NOT stripped of it's ability to fight.
The stabber from the second example could repeatedly ram, holding it's own in a fight equally as well as a normally equipped vessel.

Like any other ship in EVE, if you can anticipate it's offense, you can effectively neutralize it. If you can anticipate it's defense, you can stomp over it roughshod.

For comparison:
If I fitted a stabber with medium turrets, and loaded those up with EMP ammo, you could simply tank to resist EMP.
If I fitted the same stabber with an omni tank, you would probably be best off loading thermal, or possibly EM, as the shields and armor together are the least protected from those directions.

This stabber, (as a ramming ship), is centralized into being kinetic, and it's offense and defense together are so cross connected, that defending kinetic while loading up EM or thermal also works very well.

And just like how a point is countered by a stabilizer, or a bubble is weak against T3's nullifier, a simple and commonly used webifier can make this ship suddenly vulnerable and at risk.
Is it completely a lost cause?
No, clearly not, as a pilot still retains full shields otherwise. If they are concerned about defense, they can boost with omni, or possibly whatever hole their hull type is most exposed by.

All of a sudden, that shield tank has value all around, as ONLY a ramming ship can bypass it, and the ramming ship can be blocked by webs, which also fit into a mid slot.
Oddly enough, shield tanking ships tend to have plenty of mid slots, meaning they will be able to spare one more easily than say... an armor tanking ship which has about half as many available.
This gives shield tanking ships a fitting advantage, especially if concerned over a ramming ship as a possible threat.

Shield tanking ships can prevent ramming damage more effectively than armor tanking ships, while armor tanking ships can endure damage more effectively. Each side has it's own unique advantage.
Nag'o
Sebiestor Tribe
Minmatar Republic
#146 - 2013-12-23 16:33:50 UTC  |  Edited by: Nag'o
Nikk Narrel wrote:

All of a sudden, that shield tank has value all around, as ONLY a ramming ship can bypass it, and the ramming ship can be blocked by webs, which also fit into a mid slot.
Oddly enough, shield tanking ships tend to have plenty of mid slots, meaning they will be able to spare one more easily than say... an armor tanking ship which has about half as many available.
This gives shield tanking ships a fitting advantage, especially if concerned over a ramming ship as a possible threat.

Shield tanking ships can prevent ramming damage more effectively than armor tanking ships, while armor tanking ships can endure damage more effectively. Each side has it's own unique advantage.

So, having more mid slots means that they can fit more ECM than armor tankers? And that also makes them more able to resist this collision damage that goes straight through shields? You see, I know every shield tank ship out there has at least a couple of webs fitted because of their abundance of mid slots, but I still fail to understand your logic. Maybe you could link some EFT battle simulations?

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nikk Narrel
Moonlit Bonsai
#147 - 2013-12-23 17:04:43 UTC
Nag'o wrote:
Nikk Narrel wrote:

All of a sudden, that shield tank has value all around, as ONLY a ramming ship can bypass it, and the ramming ship can be blocked by webs, which also fit into a mid slot.
Oddly enough, shield tanking ships tend to have plenty of mid slots, meaning they will be able to spare one more easily than say... an armor tanking ship which has about half as many available.
This gives shield tanking ships a fitting advantage, especially if concerned over a ramming ship as a possible threat.

Shield tanking ships can prevent ramming damage more effectively than armor tanking ships, while armor tanking ships can endure damage more effectively. Each side has it's own unique advantage.

So, having more mid slots means that they can fit more ECM than armor tankers? And that also makes them more able to resist this collision damage that goes straight through shields? You see, I know every shield tank ship out there has at least a couple of webs fitted because of their abundance of mid slots, but I still fail to understand your logic. Maybe you could link some EFT battle simulations?

An EFT battle simulation which includes a hypothetical module?
I wish!

Blink

Of course, people only fit a countermeasure IF they expect it is going to be needed.
For instance:
If every ship fit stabs, then a tackle would need to be overwhelming, possibly only workable in some cases by hictors.

What is more likely, is that like a game of rock / paper / scissors, you will try to anticipate your opponent.
If you are wrong about needing a web:

1. And you did not fit one while encountering a ramming ship, then you need to avoid them in order to avoid damage. If you are faster, win! While if they remembered webs, being faster often may not be possible.

2. And you DID fit one, and never encountered a ramming ship, then you wasted a mid slot on something you could have used for something else.
Hey, look at the bright side, webs can be useful for many other areas at least.
Nag'o
Sebiestor Tribe
Minmatar Republic
#148 - 2013-12-23 17:14:55 UTC
Nikk Narrel wrote:

An EFT battle simulation which includes a hypothetical module?
I wish!

Blink

You don't need to fit the hypothetical module, just photoshop it over the fits.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nikk Narrel
Moonlit Bonsai
#149 - 2013-12-23 17:27:59 UTC
Nag'o wrote:
Nikk Narrel wrote:

An EFT battle simulation which includes a hypothetical module?
I wish!

Blink

You don't need to fit the hypothetical module, just photoshop it over the fits.


The bare hull in the original example, obviously, would be a given.
Here is the fitting for example two:

[Stabber, Stabber ramming1 copy 2]
Damage Control II
Armor Kinetic Hardener II
Energized Kinetic Membrane II
Kinetic Plating II

Stasis Webifier II
Stasis Webifier II
Warp Scrambler II
100MN Afterburner II

[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]

Plug that into EFT, set the default pilot to all level V for hypothetical maximums, and the details column should be the same as mine.

(I actually made a bare copy for reference, which is why this version is named copy 2)

Now, I can fly this as is, but I run out of cap sooner than the all V pilot.
Nag'o
Sebiestor Tribe
Minmatar Republic
#150 - 2013-12-23 17:42:13 UTC
Nikk Narrel wrote:
Nag'o wrote:
Nikk Narrel wrote:

An EFT battle simulation which includes a hypothetical module?
I wish!

Blink

You don't need to fit the hypothetical module, just photoshop it over the fits.


The bare hull in the original example, obviously, would be a given.
Here is the fitting for example two:

[Stabber, Stabber ramming1 copy 2]
Damage Control II
Armor Kinetic Hardener II
Energized Kinetic Membrane II
Kinetic Plating II

Stasis Webifier II
Stasis Webifier II
Warp Scrambler II
100MN Afterburner II

[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]

Plug that into EFT, set the default pilot to all level V for hypothetical maximums, and the details column should be the same as mine.

(I actually made a bare copy for reference, which is why this version is named copy 2)

Now, I can fly this as is, but I run out of cap sooner than the all V pilot.

You're forgetting the shield and armor tanked battleships.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nikk Narrel
Moonlit Bonsai
#151 - 2013-12-23 19:05:12 UTC
Nag'o wrote:
You're forgetting the shield and armor tanked battleships.

From that 2x2 thing you suggested two days earlier?

Unnecessary.

The ramming ships would end up neutralizing each other before any probable significant damage could be applied from the other two ships.
(The shields of a ramming ship may not be much, but would be enough to insulate them this long at least)
Each ramming ship delivers 100% of it's armor and hull as exist at time of impact.
Each ramming ship receives as blowback 75% of this figure.
Assuming a reasonable discrimination towards hulls most suited towards damage, as you suggested reasonably enough, the ramming ships would probably be flying the hull most optimal for their attack.

It took an excel doc, but the upshot ends up being that regardless of which hull is selected for the normal armor and shield BS's, both sides want to be flying this Hyperion as their ramming ship.

It inflicts over 23k of raw damage, yet between being hit by it's twin and it's own blowback, only actually takes 2,505 from each of it's mutual attacks, (That is round 1, each successive round is slightly less damage due to this loss)

[Hyperion, Ramming 1]
Damage Control II
Armor Kinetic Hardener II
Armor Kinetic Hardener II
Energized Kinetic Membrane II
Energized Kinetic Membrane II
Reinforced Bulkheads II
Overdrive Injector System II

Stasis Webifier II
Stasis Webifier II
Stasis Webifier II
Warp Scrambler II
100MN Microwarpdrive II

[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]

[empty rig slot]
[empty rig slot]
[empty rig slot]

It moves at 1,042 m/s for the period of just over a minute, while the MWD is active.
Being webbed, is of course, necessary here. After being triple webbed, the expected speed is only 66 m/s.
(After the MWD runs out of juice, less than 10 m/s)

Here is the kicker.

I set up a Scorpion against an Armageddon.

Now, the math becomes kind of fuzzy, but the upshot is both BS have kinetic defenses, etc.
The scorpion ONLY needs to match the Armageddon in number of webs, meaning it has 6 slots free for tanking and propulsion.
And while both have their armor set to mitigate against kinetic, the Scorpion has free slots to make it's shields whatever it likes. That's 4 slots to either expand or harden those shields with.

What it really comes down to, is how do battles normally result when fighting shields vs armor tanking?
The ramming ships? They are locked in their own little death spiral, being webbed to the point where the only thing they can expect to make contact with is each other. And it doesn't matter who makes contact, as previously explained, the ramming module on both fire when either makes the required solid contact.

There is no clear victor in this contest. The ramming ships, however are both lost assuming neither attempts a successful escape.
They really are vulnerable once countered by webbing.

BTW: the math and the excel doc alone was interesting, calculating how things would progress.
Once it became clear that the ramming ships were not going to be significant, it became a simple match of armor vs shield tank, with the armor side holding a slight disadvantage.
(Both ships went for kinetic armor defense, while only the scorpion retained shields capable of resisting other directions, as a result of having more mids available)

This would be fun to participate in, in my opinion.
Nag'o
Sebiestor Tribe
Minmatar Republic
#152 - 2013-12-23 19:26:31 UTC  |  Edited by: Nag'o
Nikk Narrel wrote:
Nag'o wrote:
You're forgetting the shield and armor tanked battleships.

I set up a Scorpion against an Armageddon.

Now, the math becomes kind of fuzzy, but the upshot is both BS have kinetic defenses, etc.
The scorpion ONLY needs to match the Armageddon in number of webs, meaning it has 6 slots free for tanking and propulsion.
And while both have their armor set to mitigate against kinetic, the Scorpion has free slots to make it's shields whatever it likes. That's 4 slots to either expand or harden those shields with.

What it really comes down to, is how do battles normally result when fighting shields vs armor tanking?
The ramming ships? They are locked in their own little death spiral, being webbed to the point where the only thing they can expect to make contact with is each other. And it doesn't matter who makes contact, as previously explained, the ramming module on both fire when either makes the required solid contact.

There is no clear victor in this contest. The ramming ships, however are both lost assuming neither attempts a successful escape.
They really are vulnerable once countered by webbing.

BTW: the math and the excel doc alone was interesting, calculating how things would progress.
Once it became clear that the ramming ships were not going to be significant, it became a simple match of armor vs shield tank, with the armor side holding a slight disadvantage.
(Both ships went for kinetic armor defense, while only the scorpion retained shields capable of resisting other directions, as a result of having more mids available)

This would be fun to participate in, in my opinion.

As interesting as a thumb fight IMO.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nikk Narrel
Moonlit Bonsai
#153 - 2013-12-23 19:38:01 UTC  |  Edited by: Nikk Narrel
Nag'o wrote:
As interesting as a thumb fight.

Not for nothing, but when someone anticipates an attack perfectly, and both sides are able to neutralize each other to this degree, what would you expect to be any different?

Something like this needs to be predictable within certain details, or else it takes skill and planning out of the picture, and leaves only random events.

To be interesting, one side cannot know for certain what the other side is bringing to the table, or else you either get a stalemate or a coin toss. Much of conflict is the result of players making a best guess about what they will encounter, and planning to either defend against this, or exploit a weakness for their own advantage.

The results more often reflect how good they were at this planning, than many other possible details.
Nag'o
Sebiestor Tribe
Minmatar Republic
#154 - 2013-12-23 19:57:36 UTC
Nikk Narrel wrote:
Nag'o wrote:
As interesting as a thumb fight.

Not for nothing, but when someone anticipates an attack perfectly, and both sides are able to neutralize each other to this degree, what would you expect to be any different?

Something like this needs to be predictable within certain details, or else it takes skill and planning out of the picture, and leaves only random events.

To be interesting, one side cannot know for certain what the other side is bringing to the table, or else you either get a stalemate or a coin toss. Much of conflict is the result of players making a best guess about what they will encounter, and planning to either defend against this, or exploit a weakness for their own advantage.

The results more often reflect how good they were at this planning, than many other possible details.

And if it's not antecipated two cruisers can kill an fully fit shield tanked battleship with a single ramming from each (or just die horribly to an armor tanked one, while doing a ridiculous amount of damage IF they are able to hit it). How can you not see how broken this is?

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nikk Narrel
Moonlit Bonsai
#155 - 2013-12-23 20:42:32 UTC
Nag'o wrote:
Nikk Narrel wrote:
Nag'o wrote:
As interesting as a thumb fight.

Not for nothing, but when someone anticipates an attack perfectly, and both sides are able to neutralize each other to this degree, what would you expect to be any different?

Something like this needs to be predictable within certain details, or else it takes skill and planning out of the picture, and leaves only random events.

To be interesting, one side cannot know for certain what the other side is bringing to the table, or else you either get a stalemate or a coin toss. Much of conflict is the result of players making a best guess about what they will encounter, and planning to either defend against this, or exploit a weakness for their own advantage.

The results more often reflect how good they were at this planning, than many other possible details.

And if it's not antecipated two cruisers can kill an fully fit shield tanked battleship with a single ramming from each (or just die horribly to an armor tanked one, while doing a ridiculous amount of damage IF they are able to hit it). How can you not see how broken this is?


Nag'o, when you set up a point to challenge an argument, please try to avoid exaggerating details in order to force the result you want. That is called a straw man argument, and is something designed so you can demonstrate how a point fails.
But, when you need to stretch details in order to produce that failure, you did not really beat the argument, you just beat the exaggerated version of it.

Neither the Scorpion nor the Armageddon go down quickly, and this presumes you used mallers with foreknowledge to bring points and webs to lock them down with.
Why would you expect an armor omni tank result to be different than others?
And if the geddon pilot knew enough to kinetic tank, then the scorp pilot get's equal credit, and can go further by webbing both cruisers to a safe distance with which to annihilate both.
The geddon might have difficulty, if they guess wrong about how many webs they need, but can still achieve the same results.

Are you assuming the shield fit BS to not have considered this attack? If so, and assuming the cruisers have gone to the trouble of being prepared for this obvious gank, why would you expect the detail of being a shield BS to be any different than an armor tanking one?

Even if they are unprepared, there may be only a 25% difference between the armageddon's combined armor and structure, and the scorpions. Assuming these two cruisers were both mallers, and prepared for a BS gank, neither BS would survive.

The armageddon MIGHT take a few extra hits to kill, but that is all. They have similar amounts of hull structure, and once you blow through an omni tanked level of armor, it goes fast too.

And this is assuming both were putting on a DC2, which while sensible is not a universal detail for everyone.
Nag'o
Sebiestor Tribe
Minmatar Republic
#156 - 2013-12-23 21:02:44 UTC
Nikk Narrel wrote:

Nag'o, when you set up a point to challenge an argument, please try to avoid exaggerating details in order to force the result you want. That is called a straw man argument, and is something designed so you can demonstrate how a point fails.
But, when you need to stretch details in order to produce that failure, you did not really beat the argument, you just beat the exaggerated version of it.

Neither the Scorpion nor the Armageddon go down quickly, and this presumes you used mallers with foreknowledge to bring points and webs to lock them down with.
Why would you expect an armor omni tank result to be different than others?
And if the geddon pilot knew enough to kinetic tank, then the scorp pilot get's equal credit, and can go further by webbing both cruisers to a safe distance with which to annihilate both.
The geddon might have difficulty, if they guess wrong about how many webs they need, but can still achieve the same results.

Are you assuming the shield fit BS to not have considered this attack? If so, and assuming the cruisers have gone to the trouble of being prepared for this obvious gank, why would you expect the detail of being a shield BS to be any different than an armor tanking one?

Even if they are unprepared, there may be only a 25% difference between the armageddon's combined armor and structure, and the scorpions. Assuming these two cruisers were both mallers, and prepared for a BS gank, neither BS would survive.

The armageddon MIGHT take a few extra hits to kill, but that is all. They have similar amounts of hull structure, and once you blow through an omni tanked level of armor, it goes fast too.

And this is assuming both were putting on a DC2, which while sensible is not a universal detail for everyone.

It's not exaggeration, if this system of yours existed that would be a regular practice.
1 - Fleet tackles shield tanked battleship, calls in kamikazes.
2 - 2 kamikazes warp in, ram tacked battleship.
3 - Battleship is destroyed.
But wait, the battleship pilot foresaw this and fit 4 webs to hold the kamikazes... now what is the exaggeration?

And where did you get that an armor tanked battleship that has only 25% armor EHP difference from a shield tanked one? Did you forget to fit the Trimarks on EFT? Or are you talking specifically about the thumb fighting?

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nikk Narrel
Moonlit Bonsai
#157 - 2013-12-23 21:15:42 UTC
Nag'o wrote:
Nikk Narrel wrote:

Nag'o, when you set up a point to challenge an argument, please try to avoid exaggerating details in order to force the result you want. That is called a straw man argument, and is something designed so you can demonstrate how a point fails.
But, when you need to stretch details in order to produce that failure, you did not really beat the argument, you just beat the exaggerated version of it.

Neither the Scorpion nor the Armageddon go down quickly, and this presumes you used mallers with foreknowledge to bring points and webs to lock them down with.
Why would you expect an armor omni tank result to be different than others?
And if the geddon pilot knew enough to kinetic tank, then the scorp pilot get's equal credit, and can go further by webbing both cruisers to a safe distance with which to annihilate both.
The geddon might have difficulty, if they guess wrong about how many webs they need, but can still achieve the same results.

Are you assuming the shield fit BS to not have considered this attack? If so, and assuming the cruisers have gone to the trouble of being prepared for this obvious gank, why would you expect the detail of being a shield BS to be any different than an armor tanking one?

Even if they are unprepared, there may be only a 25% difference between the armageddon's combined armor and structure, and the scorpions. Assuming these two cruisers were both mallers, and prepared for a BS gank, neither BS would survive.

The armageddon MIGHT take a few extra hits to kill, but that is all. They have similar amounts of hull structure, and once you blow through an omni tanked level of armor, it goes fast too.

And this is assuming both were putting on a DC2, which while sensible is not a universal detail for everyone.

It's not exaggeration, if this system of yours existed that would be a regular practice.
1 - Fleet tackles shield tanked battleship, calls in kamikazes.
2 - 2 kamikazes warp in, ram tacked battleship.
3 - Battleship is destroyed.
But wait, the battleship pilot foresaw this and fit 4 webs to hold the kamikazes... now what is the exaggeration?

And where did you get that an armor tanked battleship that has only 25% armor EHP difference from a shield tanked one? Did you forget to fit the Trimarks on EFT? Or are you talking specifically about the thumb fighting?

Your two cruisers, by optimal fitting, would not be able to alpha the scorpion. It would take multiple hits, even assuming the scorp had been omni tanked instead of kinetic.

And assuming they had a fleet on hand, as you state, the use of the ramming module becomes a meaningless detail.
Webbed and pointed, you could almost kill the BS with snowball launchers, let alone any other weapon system.

This is not something new, ganking a BS under these conditions can happen already.
Calling a weapon system overpowered because it can do something already possible multiple other ways seems disingenuous, don't you think?
Nag'o
Sebiestor Tribe
Minmatar Republic
#158 - 2013-12-23 21:25:08 UTC  |  Edited by: Nag'o
Nikk Narrel wrote:
Nag'o wrote:

It's not exaggeration, if this system of yours existed that would be a regular practice.
1 - Fleet tackles shield tanked battleship, calls in kamikazes.
2 - 2 kamikazes warp in, ram tacked battleship.
3 - Battleship is destroyed.
But wait, the battleship pilot foresaw this and fit 4 webs to hold the kamikazes... now what is the exaggeration?

And where did you get that an armor tanked battleship that has only 25% armor EHP difference from a shield tanked one? Did you forget to fit the Trimarks on EFT? Or are you talking specifically about the thumb fighting?

Your two cruisers, by optimal fitting, would not be able to alpha the scorpion. It would take multiple hits, even assuming the scorp had been omni tanked instead of kinetic.

And assuming they had a fleet on hand, as you state, the use of the ramming module becomes a meaningless detail.
Webbed and pointed, you could almost kill the BS with snowball launchers, let alone any other weapon system.

This is not something new, ganking a BS under these conditions can happen already.
Calling a weapon system overpowered because it can do something already possible multiple other ways seems disingenuous, don't you think?

A webbed battleship is far from dead unless it's fitted as a sniper because battleships don't rely on speed for defending theirselves from smaller ships. You say 2 kamikaze cruisers can't kill a battleship... but then, let's it's not two, but three, and it doesn't take one, but two rams from each, does that make it less overpowered? A module that can completly bypass a ship's main defense system and all you have to do for that is to collide with it. What other module can do something like that?

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nikk Narrel
Moonlit Bonsai
#159 - 2013-12-23 22:00:02 UTC
Nag'o wrote:
Nikk Narrel wrote:
Nag'o wrote:

It's not exaggeration, if this system of yours existed that would be a regular practice.
1 - Fleet tackles shield tanked battleship, calls in kamikazes.
2 - 2 kamikazes warp in, ram tacked battleship.
3 - Battleship is destroyed.
But wait, the battleship pilot foresaw this and fit 4 webs to hold the kamikazes... now what is the exaggeration?

And where did you get that an armor tanked battleship that has only 25% armor EHP difference from a shield tanked one? Did you forget to fit the Trimarks on EFT? Or are you talking specifically about the thumb fighting?

Your two cruisers, by optimal fitting, would not be able to alpha the scorpion. It would take multiple hits, even assuming the scorp had been omni tanked instead of kinetic.

And assuming they had a fleet on hand, as you state, the use of the ramming module becomes a meaningless detail.
Webbed and pointed, you could almost kill the BS with snowball launchers, let alone any other weapon system.

This is not something new, ganking a BS under these conditions can happen already.
Calling a weapon system overpowered because it can do something already possible multiple other ways seems disingenuous, don't you think?

A webbed battleship is far from dead unless it's fitted as a sniper because battleships don't rely on speed for defending theirselves from smaller ships. You say 2 kamikaze cruisers can't kill a battleship... but then, let's it's not two, but three, and it doesn't take one, but two rams from each, does that make it less overpowered? A module that can completly bypass a ship's main defense system and all you have to do for that is to collide with it. What other module can do that?

You object to the speed of the damage taking place, apparently.

You already have a 'fleet' locking it down, and we are assuming it was not prepared enough to defend against this threat.

I am pointing out that an armor tanking BS is equally dead, not just a shield tanking one.
I am pointing out that this result is not exclusive to this ramming module. A BS locked down well enough to prevent escape can be taken down many different ways. Your original description already uses three pilots, at minimum. Four, if we add in another cruiser.

I can think of many ways that three pilots can take down a battleship, quite effectively.
I cannot think of many weapon systems this vulnerable to being countered, and beaten, by a pilot forewarned to expect it.

If you expect and try hard enough to see something, you probably will. But that won't give you an objective result, simply the one you expected.

I will grant you, under the right circumstances this can be effective. That does not make it overpowered, or even unique.
Add to this the fitting sacrifices required, and the vulnerabilities that result, and many would describe it as being underpowered.

I would ask that you be more open minded, and keep in mind the limits of this weapon system along with the strengths.
Silent Rambo
Orion Positronics
#160 - 2013-12-23 22:26:00 UTC  |  Edited by: Silent Rambo
I like the idea of having shields bump you away, but if your shields are 0 and the person your bumping into shields are 0, you should be able to ram them.

This is actually a pretty nice solution to the un-docking problem, which is by far the biggest issue. Both parties would pretty much need to be engaged in a fight if both their shields were down and they were next to each other in the first place. Damage would be based upon the mass and transversal velocity of both parties. Internal bump mechanics would basically look the same, except ships would get a lot closer. The same amount of damage should be applied to both parties as well, which would make battleships steel roll smaller ships while surviving, but most likely doing a decent bit of damage. I would envision a simple rule of thumb would be a MWD frigate colliding with a cruiser would cut the cruiser armor in half, a MWD cruiser would cut the armor of a battleship in half, and so on, depending on mass of course.

I wouldn't add any modules to make this tactic something that would be widely used, id envision it more of a "I have nothing to lose" kind of tactic, or something you might see used against capitals that don't have sub cap support.

You really think someone would do that? Just log into EvE and tell lies?