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Is Cap Chaining Overly Harmful to Small Roams?

First post
Author
Quintessen
The Scope
Gallente Federation
#1 - 2015-04-02 18:34:28 UTC  |  Edited by: Quintessen
Given how effective cap chaining is to various activities, perhaps repair modules and ships should be re-balanced around not needing them and finally closing the physics-defying loophole that is free energy?

The fundamental problem is how two reppers with cap chaining are so much more effective than one. More than double I would say. So let's change it so that small roams won't need to dedicate more than a single slot to logi to get the same relative effectiveness.
FireFrenzy
Cynosural Samurai
#2 - 2015-04-02 18:36:20 UTC
No, it is not.

Whats with the hate on cap chains at the moment?
Quintessen
The Scope
Gallente Federation
#3 - 2015-04-02 18:38:36 UTC
FireFrenzy wrote:
No, it is not.

Whats with the hate on cap chains at the moment?


I'm suggesting making is that you can get the same effectiveness, but without the cap chaining. The problem is that cap chaining requires multiple logi. There's not a lot of other ships classes that get that much more effective with simply adding a second ship.
Tusker Crazinski
Native Freshfood
Minmatar Republic
#4 - 2015-04-02 18:59:06 UTC
Or rebuff nano ships and sig tanking in general so every fight isn't a tank and spank **** waving contest. Just a thought.
Elenahina
Federal Navy Academy
Gallente Federation
#5 - 2015-04-02 19:00:11 UTC  |  Edited by: Elenahina
All you have to do is up the cap use on the energy transfers. I'd have to crunch the numbers, but there's a break even point at which it stops being economical for the benefit.

If you raised them by about 20%, it would make them a lot easier to neut out, and it would give you a reasonable counter to the free energy.

Quintessen wrote:
FireFrenzy wrote:
No, it is not.

Whats with the hate on cap chains at the moment?


I'm suggesting making is that you can get the same effectiveness, but without the cap chaining. The problem is that cap chaining requires multiple logi. There's not a lot of other ships classes that get that much more effective with simply adding a second ship.


The assumption that they should be that effective may be flawed.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Quintessen
The Scope
Gallente Federation
#6 - 2015-04-02 19:30:16 UTC
Elenahina wrote:
All you have to do is up the cap use on the energy transfers. I'd have to crunch the numbers, but there's a break even point at which it stops being economical for the benefit.

If you raised them by about 20%, it would make them a lot easier to neut out, and it would give you a reasonable counter to the free energy.

Quintessen wrote:
FireFrenzy wrote:
No, it is not.

Whats with the hate on cap chains at the moment?


I'm suggesting making is that you can get the same effectiveness, but without the cap chaining. The problem is that cap chaining requires multiple logi. There's not a lot of other ships classes that get that much more effective with simply adding a second ship.


The assumption that they should be that effective may be flawed.


I'm trying to not take a position on whether or not logi should be as effective as they are. That's something I'm leaving to the balance team. I'm more focusing on the huge multiplier that comes with a second logi due to cap chaining.
Juan Mileghere
Mackies Raiders
Wild Geese.
#7 - 2015-04-02 19:38:08 UTC
Quintessen wrote:
Given how effective cap chaining is to various activities, perhaps repair modules and ships should be re-balanced around not needing them and finally closing the physics-defying loophole that is free energy?

The fundamental problem is how two reppers with cap chaining are so much more effective than one. More than double I would say. So let's change it so that small roams won't need to dedicate more than a single slot to logi to get the same relative effectiveness.

Bring ECM/Damps
Nasar Vyron
S0utherN Comfort
#8 - 2015-04-02 19:47:03 UTC
Tactic: Neuts/vamps and bomb equivalent
Counter: Cap tranfers
Counter's Counter: ECM, damps, alpha
CCC: counter ECM, damps, range, warp away


Everything is working as intended. Some aspects of this game may seem overpowered in a certain light, but that doesn't mean they're not balanced or don't have counters. It's up to the opposing force to bring those counters or fall prey to their tactics.

A small gang will never be able to field a counter to everything, if they could THAT would be unbalanced.
thatonepersone
Black Jack 0-1
#9 - 2015-04-02 19:48:20 UTC
Im not sure why people think nuets are the counter to cap chaining. If you are having problems with enemy logi, try bringing ewar. Pretty much anything except nuets and tracking disrupters would work.
Danika Princip
GoonWaffe
Goonswarm Federation
#10 - 2015-04-02 19:55:55 UTC
Quintessen wrote:
Given how effective cap chaining is to various activities, perhaps repair modules and ships should be re-balanced around not needing them and finally closing the physics-defying loophole that is free energy?

The fundamental problem is how two reppers with cap chaining are so much more effective than one. More than double I would say. So let's change it so that small roams won't need to dedicate more than a single slot to logi to get the same relative effectiveness.



Bring a scimi/onerios instead?
Quintessen
The Scope
Gallente Federation
#11 - 2015-04-02 19:56:00 UTC
Nasar Vyron wrote:
Tactic: Neuts/vamps and bomb equivalent
Counter: Cap tranfers
Counter's Counter: ECM, damps, alpha
CCC: counter ECM, damps, range, warp away


Everything is working as intended. Some aspects of this game may seem overpowered in a certain light, but that doesn't mean they're not balanced or don't have counters. It's up to the opposing force to bring those counters or fall prey to their tactics.

A small gang will never be able to field a counter to everything, if they could THAT would be unbalanced.


The issue isn't cap chaining. The issue is that logi are balanced around cap chaining so much so that bringing a single logi is so much less effective than bringing two -- less than half as effective.
FireFrenzy
Cynosural Samurai
#12 - 2015-04-02 20:03:20 UTC  |  Edited by: FireFrenzy
Look i LOVE spidertanking docterines and those just flat our dont work if this is a thing... Also i like the fact that theres a difference between basilisks/guaridans and scimitars/oneirosses...

This would drastically remove actual diversity and complexity, and theres an easy counter neuts and jams

EDIT: and based ont he amount of upboats my post is getting i guess i have a popular opinion...
Tusker Crazinski
Native Freshfood
Minmatar Republic
#13 - 2015-04-02 22:34:04 UTC
Quintessen wrote:

The issue isn't cap chaining. The issue is that logi are balanced around cap chaining so much so that bringing a single logi is so much less effective than bringing two -- less than half as effective.


that will always be the case remote tanks are much better than local tanks and that is for a reason.

even if you remove cap transfer bonuses, dual logi will always be several times better than a locally tank logistics ship.
Nariya Kentaya
Ministry of War
Amarr Empire
#14 - 2015-04-02 22:57:42 UTC
Quintessen wrote:
Nasar Vyron wrote:
Tactic: Neuts/vamps and bomb equivalent
Counter: Cap tranfers
Counter's Counter: ECM, damps, alpha
CCC: counter ECM, damps, range, warp away


Everything is working as intended. Some aspects of this game may seem overpowered in a certain light, but that doesn't mean they're not balanced or don't have counters. It's up to the opposing force to bring those counters or fall prey to their tactics.

A small gang will never be able to field a counter to everything, if they could THAT would be unbalanced.


The issue isn't cap chaining. The issue is that logi are balanced around cap chaining so much so that bringing a single logi is so much less effective than bringing two -- less than half as effective.

actually, I DO agree with this, perhaps a slight nerf to cap transfers (which woudlnt be too bad, since i dont think much else but logi uses them) and maybe a slightly better bonus to the cap usage for logi?

since as it is, a logistics ship, which is a cuiser, is universally used with large reppers, mostly because anything smaller cant out-rep any kind of real DPS, but at the same time, this drops the cap lifespan of a logi with even a minimal tank down to but a handful of seconds without a cap chain.

so basically, either make it easier for logi cruisers to use large reppers without having to rely on bringing multi9ple logi just to use the modules (they still retain their weakness to damps, neuts, etc, but are less reliant on the issue where you either bring 2+ logi, or none at all)

OR

nerf their ability to field large reppers and bring in a T2 battleship for large remote rep logistics (i might actually prefer this one, but it would scale VERY badly in large fleet fights, as evidenced by how carriers already become a ridiculous logistics platform in large numbers)
Lienzo
Amanuensis
#15 - 2015-04-02 23:00:04 UTC
If there's a problem, it's probably with the unlimited nature of things. If capacitor transmitters used cap charges to operate, it wouldn't be as much of a big deal. At least then you know that they will eventually buckle under continuous pressure, and that judicious management of scarce resources might really start to matter in a knockdown dragout cage match.

In general, as you go heavier into hull masses, you see longer recharge times, but larger buffer reservoirs. With charges, your cargohold becomes an extension of that reservoir. One thing that can limit recharge recovery could be stacking penalties on capacitor recharge modules. Some have serious drawbacks, like flux coils, but it would seem reasonable to me that all of them should have drawbacks. CPRs and CRs should have some kind of logical penalty beyond their opportunity cost. Logistics ships shouldn't be fitting only CCC rigs, but should be mixing them with remote repair augmentor rigs, or perhaps safeguard rigs if CCP would make "shield operation" a pre-req for remote shield transporters.

Those kinds of rigs increase sig or decrease speed, increasing damage application against chain logi.
Quintessen
The Scope
Gallente Federation
#16 - 2015-04-03 02:57:17 UTC
Tusker Crazinski wrote:
Quintessen wrote:

The issue isn't cap chaining. The issue is that logi are balanced around cap chaining so much so that bringing a single logi is so much less effective than bringing two -- less than half as effective.


that will always be the case remote tanks are much better than local tanks and that is for a reason.

even if you remove cap transfer bonuses, dual logi will always be several times better than a locally tank logistics ship.


This isn't about local versus remote. This is about two or more logi with cap chains and a single logi without. The single logi has a very brief window to repair before being capped out, while the cap chain version has a much larger window.
Frostys Virpio
State War Academy
Caldari State
#17 - 2015-04-03 04:34:09 UTC
Quintessen wrote:
Tusker Crazinski wrote:
Quintessen wrote:

The issue isn't cap chaining. The issue is that logi are balanced around cap chaining so much so that bringing a single logi is so much less effective than bringing two -- less than half as effective.


that will always be the case remote tanks are much better than local tanks and that is for a reason.

even if you remove cap transfer bonuses, dual logi will always be several times better than a locally tank logistics ship.


This isn't about local versus remote. This is about two or more logi with cap chains and a single logi without. The single logi has a very brief window to repair before being capped out, while the cap chain version has a much larger window.


Why do you have a single logi (who won't be able to rep himself if he ever get called primary) and also somehow though it would be a neat idea to not at least use the type that can rep without a cap feed?
Cade Windstalker
#18 - 2015-04-03 04:50:18 UTC
Quintessen wrote:
FireFrenzy wrote:
No, it is not.

Whats with the hate on cap chains at the moment?


I'm suggesting making is that you can get the same effectiveness, but without the cap chaining. The problem is that cap chaining requires multiple logi. There's not a lot of other ships classes that get that much more effective with simply adding a second ship.


Actually pretty much everything gets more effective with a numbers advantage in a straight up fight between nearly identical (except for numbers) groups because these advantages do tend to snowball. If you have one more DD than your opponent in a small-fleet engagement then you're going to take his DD off the field some percent faster, and as you hit break-points where the ship he's primary-ing is up but you've just killed one then this effect starts to snowball, until one side is wrecking through ships and the other is struggling to kill anything.

This is easily demonstrated with the simplest use-case, of a 2 on 1 fight. The two ships will likely kill off the singleton without losses, all other things being equal.

Also if you want the same effect with no cap-chain then bring one of the two Logi in the game that don't fit cap transfer at all.

It's also worth pointing out that Cap Chaining is a strength but also a serious weakness, since if you kill one of the two ships the other loses significant effectiveness, and the same goes for jamming or otherwise breaking the chain without even killing either ship.
Quintessen
The Scope
Gallente Federation
#19 - 2015-04-03 04:50:52 UTC
Frostys Virpio wrote:
Quintessen wrote:
Tusker Crazinski wrote:
Quintessen wrote:

The issue isn't cap chaining. The issue is that logi are balanced around cap chaining so much so that bringing a single logi is so much less effective than bringing two -- less than half as effective.


that will always be the case remote tanks are much better than local tanks and that is for a reason.

even if you remove cap transfer bonuses, dual logi will always be several times better than a locally tank logistics ship.


This isn't about local versus remote. This is about two or more logi with cap chains and a single logi without. The single logi has a very brief window to repair before being capped out, while the cap chain version has a much larger window.


Why do you have a single logi (who won't be able to rep himself if he ever get called primary) and also somehow though it would be a neat idea to not at least use the type that can rep without a cap feed?


That's a very good point, though that brings up another question. It always seemed weird to me that remote reps could never be turned on the logi itself meaning you, again, needed two or more of them to work. I really would like to see a single logi be viable in a greater array of situations.
Frostys Virpio
State War Academy
Caldari State
#20 - 2015-04-03 05:38:08 UTC
Quintessen wrote:
Frostys Virpio wrote:
Quintessen wrote:
Tusker Crazinski wrote:
Quintessen wrote:

The issue isn't cap chaining. The issue is that logi are balanced around cap chaining so much so that bringing a single logi is so much less effective than bringing two -- less than half as effective.


that will always be the case remote tanks are much better than local tanks and that is for a reason.

even if you remove cap transfer bonuses, dual logi will always be several times better than a locally tank logistics ship.


This isn't about local versus remote. This is about two or more logi with cap chains and a single logi without. The single logi has a very brief window to repair before being capped out, while the cap chain version has a much larger window.


Why do you have a single logi (who won't be able to rep himself if he ever get called primary) and also somehow though it would be a neat idea to not at least use the type that can rep without a cap feed?


That's a very good point, though that brings up another question. It always seemed weird to me that remote reps could never be turned on the logi itself meaning you, again, needed two or more of them to work. I really would like to see a single logi be viable in a greater array of situations.


The repping power of a logi is relatively balanced with the fact that it can't be fully effective solo. If you can't have more than one, change the doctrine of your fleet to either not rely on logi support of get more people to be in a logi boat.
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