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Afterburners Rebalanced

Author
Kahega Amielden
Rifterlings
#21 - 2014-01-14 15:20:42 UTC
Quote:
100mn on cruiser hulls generally only work with missile boats. Ive used a dual prop scyfi for brawling. Low sig, plus speed and no tracking from turrets means i can orbit you at 500m in a cruiser with a destroyer size sig radius. Afterburners are for speed and sig tanking. Good defense against missiles too.


So, your use case for the afterburner is:

-Oversized fits for cruisers
-Dual prop

Leafar Nightfall
Silent Owls
#22 - 2014-01-14 16:13:35 UTC
Kahega Amielden wrote:

Neither of those would affect the niche I talked about. The problem with the niche is that it only contains one of the five classes of subcapital ships in the game, and it only works in 1v1 scenarios.


But the idea was never to affect the niche directly. Was to expand the niche so that it wasn't a niche anymore.

The main thing in choosing between AB x MWD is the scram-range maneuverability as you said. When other things such as null mobility comes into play, MWD is hugely favored. My two cents were about expanding the "scam-range" concept to to the other things you mentioned (bubbles and engagement control).
Batelle
Federal Navy Academy
#23 - 2014-01-14 16:29:06 UTC  |  Edited by: Batelle
Kahega Amielden wrote:
Batelle wrote:
when you consider that afterburners used to not even have a niche at all, I would say they're doing just fine.


Are they?

Under what circumstance would you consider using a 10mn or 100mn AB in a PVP scenario?


100mn AB? Never on a battleship. Maybe some people in wormholes put it on their bhaalghorns to avoid getting blapped? I dunno.

10mn AB i could see using in some dual prop cruiser fits, or if the 10mn AB was part of some HAC gang/fleet doctrine that for some reason couldn't use 100mn.

10mn and 100mn AB see plenty of use in PVE however, so its not a case of the mods being worthless. Something only seeing niche use does not mean that its broken or underpowered. I have no problem with the current status quo of prop mods, but you somehow seem to have a problem with it.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Stitch Kaneland
The Tuskers
The Tuskers Co.
#24 - 2014-01-14 16:33:02 UTC
Kahega Amielden wrote:
Quote:
100mn on cruiser hulls generally only work with missile boats. Ive used a dual prop scyfi for brawling. Low sig, plus speed and no tracking from turrets means i can orbit you at 500m in a cruiser with a destroyer size sig radius. Afterburners are for speed and sig tanking. Good defense against missiles too.


So, your use case for the afterburner is:

-Oversized fits for cruisers
-Dual prop



Yes. But generally I fly in null where dual prop fits work wonders since everyone uses mwd only. A/b is for range control and missile counter. Its not "just" a prop mod. It has many other benefits. Consider it a tanking and defensive module more than a prop mod. Its useful and works fine when used in that manner. if you want max speed, go mwd.
Kahega Amielden
Rifterlings
#25 - 2014-01-14 16:53:07 UTC  |  Edited by: Kahega Amielden
Quote:
10mn and 100mn AB see plenty of use in PVE however, so its not a case of the mods being worthless. Something only seeing niche use does not mean that its broken or underpowered. I have no problem with the current status quo of prop mods, but you somehow seem to have a problem with it.


But the AB is supposed to fulfill a specific role which it is not now. It is supposed to allow ships to maneuver once they have committed to a fight, unlike a MWD which just shuts off..which can be used for escaping, managing transversal, etc.

However, that role doesn't get realized today, because the AB is such a bad option otherwise that the only viable way to put it on a cruiser is to oversize or dual-prop.

As a result, scram-range fights in anything other than a 1v1 frigate brawl are about sitting (effectively) still and hitting F1.

Quote:
Yes. But generally I fly in null where dual prop fits work wonders since everyone uses mwd only. A/b is for range control and missile counter. Its not "just" a prop mod. It has many other benefits. Consider it a tanking and defensive module more than a prop mod. Its useful and works fine when used in that manner. if you want max speed, go mwd.


Of course; the AB brings something to the table that the MWD does not, which is why I want it to keep that capability. However, I don't believe that you should be effectively forced to dual-prop in order to get that. There are fairly few ships that can get away with that, especially at the frigate/destroyer level (which I fly most often)
Karash Amerius
The Seven Shadows
Scotch And Tea.
#26 - 2014-01-14 17:20:14 UTC
It would be nice if a prop option was just that, an option. Right now its a requirement due to the way combat plays out.

Why not just lose the module all together and have the player choose MWD or AB when in the fitting screen? Could be a simple checkbox.

AB works well on stalker cloaky setups. Very well in fact. But most AB fits are niche to be sure.

Karash Amerius Operative, Sutoka

Bullet Therapist
Caldari Provisions
Caldari State
#27 - 2014-01-14 17:26:31 UTC
Right now I think that ABs are actually in mostly decent shape. They're always going to fall a little short of MWDs simply because speed is so important for PVP. The only thing I feel like ABs should get if they get buffed is a reduction in mass penalty, and maybe a few more hulls (read t2 hulls) designed to use them.

I know ABs seem weak compared to a MWD, but if you spring a few mil for a C-type here and there, I think you'd be amazed what you can pull off in one.
Kahega Amielden
Rifterlings
#28 - 2014-01-14 17:32:19 UTC
Quote:
I know ABs seem weak compared to a MWD, but if you spring a few mil for a C-type here and there, I think you'd be amazed what you can pull off in one.


In 1v1 frigate brawls (the only place I have ever seen a C-type AB), absolutely. And my proposed change would not really affect those much at all.

Do you fly cruisers with C-type ABs instead of MWDs? How about battleships? Do you fly AB frigate gangs?
Batelle
Federal Navy Academy
#29 - 2014-01-14 17:34:25 UTC
Kahega Amielden wrote:

But the AB is supposed to fulfill a specific role which it is not now. It is supposed to allow ships to maneuver once they have committed to a fight, unlike a MWD which just shuts off..which can be used for escaping, managing transversal, etc.

However, that role doesn't get realized today, because the AB is such a bad option otherwise that the only viable way to put it on a cruiser is to oversize or dual-prop.


Maneuvering is obviously not its only role as you've pointed out, because the ability of cruisers and battleships to project damage is such that its relatively unimportant to maneuver around inside scram range. The afterburner is a way to get around without murdering your capacitor or exploding your signature as well. Afterburners do this well, its just that in the current pvp landscape that isn't often valuable. If dread blapping and missile damage was a threat, we might very well see more afterburners on bigger ships, because they're good at doing something which would then be more important.

Its not a big deal that 100mn AB battlehships don't see a lot of use.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Kagura Nikon
Native Freshfood
Minmatar Republic
#30 - 2014-01-14 17:56:06 UTC
Batelle wrote:
Kahega Amielden wrote:
Batelle wrote:
when you consider that afterburners used to not even have a niche at all, I would say they're doing just fine.


Are they?

Under what circumstance would you consider using a 10mn or 100mn AB in a PVP scenario?


100mn AB? Never on a battleship. Maybe some people in wormholes put it on their bhaalghorns to avoid getting blapped? I dunno.

10mn AB i could see using in some dual prop cruiser fits, or if the 10mn AB was part of some HAC gang/fleet doctrine that for some reason couldn't use 100mn.

10mn and 100mn AB see plenty of use in PVE however, so its not a case of the mods being worthless. Something only seeing niche use does not mean that its broken or underpowered. I have no problem with the current status quo of prop mods, but you somehow seem to have a problem with it.



100MN AB are used A LOT on typhoons. They are fast enough wit them to ensure they are never hit by dreads or fighters and can reduce a lot of damage by large arties and large railguns depending on distance.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Bullet Therapist
Caldari Provisions
Caldari State
#31 - 2014-01-14 17:56:36 UTC
Kahega Amielden wrote:
Quote:
I know ABs seem weak compared to a MWD, but if you spring a few mil for a C-type here and there, I think you'd be amazed what you can pull off in one.


In 1v1 frigate brawls (the only place I have ever seen a C-type AB), absolutely. And my proposed change would not really affect those much at all.

Do you fly cruisers with C-type ABs instead of MWDs? How about battleships? Do you fly AB frigate gangs?


I do agree with you that to an extent ABs should be looked at, I just don't think that they should be overhauled so radically. Again, I think the only thing that they really need is to have their mass penalty lowered, thus giving AB users a little more speed, and more importantly the maneuverability to intercept MWD kiters that aren't paying attention.
Kahega Amielden
Rifterlings
#32 - 2014-01-14 18:52:44 UTC
Quote:
Maneuvering is obviously not its only role as you've pointed out, because the ability of cruisers and battleships to project damage is such that its relatively unimportant to maneuver around inside scram range. The afterburner is a way to get around without murdering your capacitor or exploding your signature as well. Afterburners do this well, its just that in the current pvp landscape that isn't often valuable. If dread blapping and missile damage was a threat, we might very well see more afterburners on bigger ships, because they're good at doing something which would then be more important.


Exploding your sig is only important insofar as sig tanking, which is something that you mostly need an AB to do, but we don't see often because of aforementioned issues with ABs.

Tracking mechanics should be a meaningful part of all or most fights. They should not be something that comes into play exclusively when you fit your ship to make it meaningful at the cost of on-grid mobility.

Quote:
I do agree with you that to an extent ABs should be looked at, I just don't think that they should be overhauled so radically. Again, I think the only thing that they really need is to have their mass penalty lowered, thus giving AB users a little more speed, and more importantly the maneuverability to intercept MWD kiters that aren't paying attention.


Your suggestion would make ABs better at catching kiters, but as I illuestrated in the Op, that is not the problem with them (at least, it is not the main problem with them).
Hatsumi Kobayashi
Perkone
Caldari State
#33 - 2014-01-14 19:15:21 UTC
Gypsio III wrote:
Kahega Amielden wrote:
Unfortunately, the answer is not as simple as buffing AB speed. That would do terrible things to tracking mechanics and probably make small ships too good while not doing much for larger ones.


I think it probably would work, actually. Right now, frigate and cruiser ABs are niche but usable, so they're fine basically. The problem only really comes with BS ABs, which are hilariously bad because they give so little speed boost and BS agility is so bad. So just up the speed and maybe cut the mass penalty on BS ABs a bit?


Cutting the mass penalty on BS ABs would further reward fitting them on cruiser hulls, you'd likely be better off upping the thrust value a little.

No sig.

Kahega Amielden
Rifterlings
#34 - 2014-01-14 19:20:59 UTC
Quote:
I think it probably would work, actually. Right now, frigate and cruiser ABs are niche but usable, so they're fine basically. The problem only really comes with BS ABs, which are hilariously bad because they give so little speed boost and BS agility is so bad. So just up the speed and maybe cut the mass penalty on BS ABs a bit?


They're usable in very specific circumstances which means that the majority of engagements in scram range result in combatants just staring at each other. Given that an AB is required for reasonable movement inside of scram range, I don't just want the AB to be balanced, I want it to be a fairly common module. The hope here is to shift the dynamic of brawling combat, not just make one module better.
FT Diomedes
The Graduates
#35 - 2014-01-14 20:44:04 UTC
Cassius Invictus wrote:
It think that it's a hugely important topic that steps outside AB and MWD. The movement mechnics in EVE are broken. Ships are relatively slow on thier own and very fast with MWD. So you move to catch the target but u sit still while fighting. This is stupid as hell spaceships that don't manouver in combat.... also sniping is quite stupid and range advantege is of little value since every ship can burn to 0 very fast. Add webs to it and EVE bocomes a game of static ships fighting.

So for me a long distance solution shoud be: increase all ships speed by 50%, remove MWD from the game, make AB like MWD (speed like AB but cap cost that only allows to burst it), nerf webs.

This would of course need a lot of adjusting since some distances in EVE ( PvE missions) can only be covered by MWD.


I support a proposal along these lines.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Harvey James
The Sengoku Legacy
#36 - 2014-01-14 21:25:06 UTC
perhaps increasing the speed bonus from overheating is a nice way too boost AB effectiveness .. along with a web strength nerf..

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Batelle
Federal Navy Academy
#37 - 2014-01-14 22:07:42 UTC
Kahega Amielden wrote:
Quote:
Maneuvering is obviously not its only role as you've pointed out, because the ability of cruisers and battleships to project damage is such that its relatively unimportant to maneuver around inside scram range. The afterburner is a way to get around without murdering your capacitor or exploding your signature as well. Afterburners do this well, its just that in the current pvp landscape that isn't often valuable. If dread blapping and missile damage was a threat, we might very well see more afterburners on bigger ships, because they're good at doing something which would then be more important.


Exploding your sig is only important insofar as sig tanking, which is something that you mostly need an AB to do, but we don't see often because of aforementioned issues with ABs.

Tracking mechanics should be a meaningful part of all or most fights. They should not be something that comes into play exclusively when you fit your ship to make it meaningful at the cost of on-grid mobility.



If you have a bunch of heavy hulls moving slowly or not at all, duking out with short range guns, then tracking might not be a factor in damage reduction, but then again in shouldn't be. Just because tracking mechanics confirm there isn't significant damage reduction in this situation does not make those tracking mechanics less meaningful. And even on BS hulls with good tracking, tracking will still affect applied dps once you get in very short range. It feels like you're trying to force some particular metagame by changing ABs, when there are a whole bunch of other factors at play.

One being that trying to get under someone else's guns also hurts your own tracking if they're the same size. One being that scram kiting doesn't work for BS hulls due to the relatively long range at which they project damage. One being that battleships rarely need to get under the guns of a dread in the way that a frigate gets under the guns of a larger ship*. Another being that 1v1 battleship duels are nearly unheard of.

* side note, did goons try AB battleships during the days of tracking titans? This would indicate ABs are working as intended, but other factors like bubbles, bombers, and loki/huggins might have made that ineffective, through no particular lack on the part of the AB itself.

Quote:
I do agree with you that to an extent ABs should be looked at, I just don't think that they should be overhauled so radically. Again, I think the only thing that they really need is to have their mass penalty lowered, thus giving AB users a little more speed, and more importantly the maneuverability to intercept MWD kiters that aren't paying attention.


I like this

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Sigras
Conglomo
#38 - 2014-01-15 00:40:50 UTC
Kagura Nikon wrote:
Sigras wrote:
I would kinda like to go the other way on this; instead of making them more similar, why not make them more different

What if the MWD gave you a further penalty to agility or twice the mass but extra force resulting in less agility but similar top speed.

Then the AB would actually give you an agility bonus instead of a mass penalty, maybe with increased cap cost so you couldnt just always have it on.

That way MWD users would be fast but not particularly quick, and AB users might be able to out maneuver MWD users but they would never be able to catch them in a straight line.

Thoughts?

Not possible. BEcause in eve the same agility that controls your turning is the one that rules your acceleration.

I understand that, actually it's part of the design. ABs should be far quicker "off the line" so by clever maneuvering an AB pilot could slingshot a MWD pilot and get a scramble on him.
Sigras
Conglomo
#39 - 2014-01-15 01:06:42 UTC
Kahega Amielden wrote:
Sigras wrote:
I would kinda like to go the other way on this; instead of making them more similar, why not make them more different

What if the MWD gave you a further penalty to agility or twice the mass but extra force resulting in less agility but similar top speed.

Then the AB would actually give you an agility bonus instead of a mass penalty, maybe with increased cap cost so you couldnt just always have it on.

That way MWD users would be fast but not particularly quick, and AB users might be able to out maneuver MWD users but they would never be able to catch them in a straight line.

Thoughts?


AB would still have all of the problems I listed in the OP. There is no substitute for going fast. No iteration of the afterburner will be viable unless it lets you go fast (even if it isn't quite as fast as with a MWD)

I disagree, picture this:

we're both in cruisers, you with an MWD and me with an AB.

you may be 3x faster than I am but with my proposed AB, my 0 - 1000 m/s is half what yours is,so I have WAY more acceleration than you do.

Now if I just charge at you, you're going to fly circles around me, but I can use clever tactics to make my agility work for me. I turn and head away from you as if im going to run away. You chase me, and after I reach top speed, you keep accelerating slowly catching up to me. I then pull my ship to a full stop, whirl around and head straight for you. Seeing that im getting too close you begin to slow down and try to turn around but it's too late, im already in scramble range and you're not going anywhere.

Or I can do the reverse if I want to get away.
Kahega Amielden
Rifterlings
#40 - 2014-01-15 01:29:22 UTC
Quote:
If you have a bunch of heavy hulls moving slowly or not at all, duking out with short range guns, then tracking might not be a factor in damage reduction, but then again in shouldn't be. Just because tracking mechanics confirm there isn't significant damage reduction in this situation does not make those tracking mechanics less meaningful. And even on BS hulls with good tracking, tracking will still affect applied dps once you get in very short range. It feels like you're trying to force some particular metagame by changing ABs, when there are a whole bunch of other factors at play.

One being that trying to get under someone else's guns also hurts your own tracking if they're the same size. One being that scram kiting doesn't work for BS hulls due to the relatively long range at which they project damage. One being that battleships rarely need to get under the guns of a dread in the way that a frigate gets under the guns of a larger ship*. Another being that 1v1 battleship duels are nearly unheard of.

* side note, did goons try AB battleships during the days of tracking titans? This would indicate ABs are working as intended, but other factors like bubbles, bombers, and loki/huggins might have made that ineffective, through no particular lack on the part of the AB itself.


You talk about "heavy hulls" as if this phenomenon only exists with plated battleships or something. It doesn't. It applies to every size of ship down to destroyers for virtually every engagement, and applies to frigates (the fastest hulls in the game) in almost any situation not involving two brawl-fit frigates going at it.

You're right - tracking probably shouldn't matter too much if two trimarked Abaddons are going at it...And after webs and such are factored in, tracking won't have too much of an effect anyway because the ships in question are so incredibly slow. However, the same problem exists when a Rifter orbits a cruiser and only goes 178 m/s after a single web.

The thing I'm getting at isn't even tracking-specific. If the change resulted in it being vastly easier to sig tank to the point that larger ship classes were less competitive, I'd be fine with a tracking boost. The problem I have is that, in the current metagame, speed ceases to really exist inside of scram range.

In the 1v1 frigate brawls I've been harping on all this time, pilots have the ability to maneuver to manipulate tracking, gain/close distance, and more. These frigate 1v1s involve far more movement and action than sitting on top of each other with guns on. The reason that such movements exist is because afterburners are used and allow people to do that even while webbed. This kind of thing is explicitly absent from the rest of the game.

Quote:

I disagree, picture this:

we're both in cruisers, you with an MWD and me with an AB.

you may be 3x faster than I am but with my proposed AB, my 0 - 1000 m/s is half what yours is,so I have WAY more acceleration than you do.

Now if I just charge at you, you're going to fly circles around me, but I can use clever tactics to make my agility work for me. I turn and head away from you as if im going to run away. You chase me, and after I reach top speed, you keep accelerating slowly catching up to me. I then pull my ship to a full stop, whirl around and head straight for you. Seeing that im getting too close you begin to slow down and try to turn around but it's too late, im already in scramble range and you're not going anywhere.

Or I can do the reverse if I want to get away.


you're missing my point. I'm well aware that agility helps with slingshotting (although I would argue that, with proper piloting, it's not quite as effective as you're making it out to be). The problems I have with ABs are not so much about their ability to catch kiting ships.
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