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Balancing Feedback: Capital Ships

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Author
Rixiu
PonyTek
#761 - 2012-01-09 19:33:02 UTC
Carriers are fine.

Supers: Remove the damn RR-bonus already, they shouldn't be able to dish out 10 000 dps (theoretical ofc) and give the same amount of dps in repping power. Imagine battleships doing 1 000 dps and spidertanking 1 000 dps per BS.

Titans: Nerf tracking allready. Change the tracking formula and use the "signature resolution" that all guns have to determine the amount of max damage a ship can do to another ship.

Ex: A ship that has a 300m signature radius gets shot at by a ship with large guns that has a 1000m signature resolution, the max damage that the 300m ship can receive when hit perfectly is then 30% (or something) of the theoretical max damage the big ship can do
Jaigar
Native Freshfood
Minmatar Republic
#762 - 2012-01-09 19:59:05 UTC
Rixiu wrote:
Carriers are fine.

Supers: Remove the damn RR-bonus already, they shouldn't be able to dish out 10 000 dps (theoretical ofc) and give the same amount of dps in repping power. Imagine battleships doing 1 000 dps and spidertanking 1 000 dps per BS.

Titans: Nerf tracking allready. Change the tracking formula and use the "signature resolution" that all guns have to determine the amount of max damage a ship can do to another ship.

Ex: A ship that has a 300m signature radius gets shot at by a ship with large guns that has a 1000m signature resolution, the max damage that the 300m ship can receive when hit perfectly is then 30% (or something) of the theoretical max damage the big ship can do

Those are called missiles.
Xtover
Cold Moon Destruction.
#763 - 2012-01-09 20:37:50 UTC
Rixiu wrote:
Titans: Nerf tracking allready. Change the tracking formula and use the "signature resolution" that all guns have to determine the amount of max damage a ship can do to another ship.


This, most of all.

The new "tracking titan" fad is doing a pretty good job of killing the game.

Losing a fleet fight? Drop 50 titans that can hit frigates moving at speed.
Rixiu
PonyTek
#764 - 2012-01-09 21:03:26 UTC
Jaigar wrote:
Rixiu wrote:
Carriers are fine.

Supers: Remove the damn RR-bonus already, they shouldn't be able to dish out 10 000 dps (theoretical ofc) and give the same amount of dps in repping power. Imagine battleships doing 1 000 dps and spidertanking 1 000 dps per BS.

Titans: Nerf tracking allready. Change the tracking formula and use the "signature resolution" that all guns have to determine the amount of max damage a ship can do to another ship.

Ex: A ship that has a 300m signature radius gets shot at by a ship with large guns that has a 1000m signature resolution, the max damage that the 300m ship can receive when hit perfectly is then 30% (or something) of the theoretical max damage the big ship can do

Those are called missiles.


I guess you could make all titans use missiles, but that's a stupid idea tbh.
Baki Yuku
Doomheim
#765 - 2012-01-10 08:05:38 UTC
Xtover wrote:
Rixiu wrote:
Titans: Nerf tracking allready. Change the tracking formula and use the "signature resolution" that all guns have to determine the amount of max damage a ship can do to another ship.


This, most of all.

The new "tracking titan" fad is doing a pretty good job of killing the game.

Losing a fleet fight? Drop 50 titans that can hit frigates moving at speed.


So because youre to stupid to counter a few titans obviously they need a nerf... you do know that once you nerf them to ******** dread level tracking they wont do **** for damage even on capitals once they move?.. I'll say this 40b in minerals should damn well be able to kill something.. once tracking is gone titans will be useless cuz there wont be a single reason to field them in cap fights.. the only significant advantage they hold over other capitals and supers IS their tracking... cuz DD is already on a level where it is practically useless.
EmmerTemp
State War Academy
Caldari State
#766 - 2012-01-10 13:49:47 UTC
Baki Yuku wrote:

.. I'll say this 40b in minerals should damn well be able to kill something..


Yep... agreed... Titans should be able to shoot subcaps as they do now, but... they are at the moment tracking
interceptors and that should not be possible or atleast be very hard. They can shoot BS and maybe some large BC but no frigates.
Krell Kroenen
The Devil's Shadow
#767 - 2012-01-10 18:04:27 UTC
Just thought I would ask a question that's been on my mind. In your folks opinions have the Dreadnaught changes led to more usage of the ship class or not? Outside of worm holes that is.

EmmerTemp
State War Academy
Caldari State
#768 - 2012-01-10 18:31:05 UTC
yes... the 5min Triage buff was the best thing that ever happend to Dreads
Mioelnir
Brutor Tribe
Minmatar Republic
#769 - 2012-01-10 19:27:37 UTC
EmmerTemp wrote:
Baki Yuku wrote:

.. I'll say this 40b in minerals should damn well be able to kill something..


Yep... agreed... Titans should be able to shoot subcaps as they do now, but... they are at the moment tracking
interceptors and that should not be possible or atleast be very hard. They can shoot BS and maybe some large BC but no frigates.

Even Artillery Tempests shot Interceptors prior to Quantum Rise. Evading turret tracking is not missile/rocket science.
The formula is known, if you do not want to get hit, behave such that the turret cannot hit you.

As for the hit quality cap based on signature resolution - as has already been mentioned, this would make turrets missiles with tracking, and therefor always inferior to missiles without tracking. Let's just introduce the 'Damage Thing II' module that does $something and remove all weapons from the game.

And as for a previous comment that shield slaves are no longer needed since some magical fittings are now comparable - what were the compared fits and how many tanking slots were used?
Call me a nonbeliever, but I doubt that an Avatar with slaves and 8 slots for tank has comparable tank to a Leviathan with 7 Hardeners and 1 DC II (8 slots each!) just because already existing modules got renamed.

Using numbers from current pyfa, EHP is comparable when the Levi starts using an additional 8th hardener and 4 CN PDS in lows. So a 13 slot shield tank is balanced against an 8 slots armortank? Really?
I'm Down
Macabre Votum
Northern Coalition.
#770 - 2012-01-11 17:55:18 UTC  |  Edited by: I'm Down
The problem is not tracking of Titans at this point, it's the counter means to any ship that tries to abuse tracking that is creating the problem.

Webbing got nerfed a while back because 3 webs on any ship reduce it's speed to the point where it will fall within the tracking of almost any ship. But it never actually fixed the problem because when you allow stacking of webs based on a % reduction, it's always going to screw a ship's speed.

Think about this, a 3000 m/s ship with 1 web is going to be reduced to 1200 m/s. The 2nd web is going to reduce it further down to about 500 m/s. We can stop right there and already see a problem. 500 m/s falls within the range of most BS CR guns tracking at 10km optimal. For a titan, this same ship falls within the Titan's tracking limits at about 50km Optimal. There's only 2 types of ships able to reach this speed in the first place in a usual setting. Oversized AB ships, or MWD ships. This means the only ways to break a ships tracking after 2 webs is a means of increasing your sig by 500% or, by limiting your ship with an oversized AB.

There's 2 ways to fix this. Eliminate stacking of webs, which is a highly unlikely solution, but honestly one of the best potential fixes to ship class size warfare. Or, Eliminate the range multiplier on tracking.

The 2nd one almost nobody understands, but is a huge problem with tracking in this game. Currently under the game mechanics, Sig radius only starts to impact quality hits significantly if the tracking limit of a ship is at 50% or more capacity. This is why you can hit a 0m/s transversal ship for basically full damage no matter what sig radius it has. But how does tracking actually work. Well since it's based on Rad/Sec, the further away your are from an object, the slower your transversal becomes.

So if a Titan has ~ .0100 Rad/Sec Tracking, this means for every 10km of range, it can track 100 m/s of speed. So at 50km range, It can track at up to 500 m/s of speed at full effect. At 100km it can track at 1,000m/s. Keep in mind that any ship that's orbiting only actually maintains about 80% of it's transversal speed potential, so If a titan can track up to 1,000m/s then you better have a ship capable of going ~ 1250 m/s if you even hope to orbit it beyond it's tracking.

Because of the way a battle field unfolds, it's very hard to keep everybody inside of 50km of all targets, so if you have 5-6 titans on field, chances are, 3 of them will be at appropriate range to hit a target that is either webbed or w/o an speed modules on. This means that BC's and BS at 50km range, will be hit very easily unless they add speed because they are well under that 50% of tracking that I mentioned where sig really starts to impact guns. And because these types of ships already have a large sig, unless they're teir 3 BC's, the sig reduction impact is not nearly as much until you hit almost the 80% limit of tracking instead of the earlier mentioned 50% limit.


The solution to this problem is simple... add a 3rd part to the calculation where range impacts the sig multiplier. It would be similar to a dilation in math where the farther you get from the center of the dilation, IE the guns shooting you, the more the sig would affect the calculation. The way I would personally do this is to give every gun in game a base range for it's Signature calculation. So for titan guns, this could be maybe 30km for their close range guns. If I dilate my range by a scale factor of 2 from this sig radius, then my range from the titan becomes 60, meaning the Sig of gun doubles. So at 60km, a close range Titan turret would have a Signature of 2,000 instead of the base 1,000. This would mean that ships wouldn't be penalized nearly as much for trying to fight outside of web range, or at the limits of web range.

For battleships, this means that adding an Afterburner instead or in addition to a MWD and fighting at ~ 50km would potentially break the titans tracking/sig calculation rather than allowing for the current Blapping.

30KM is just an example, obviously the number would have to be tweaked depending on what gun and what size it was. But the fix seems to fall within the current calculation scheme as a potentially easy fix to a huge problem w/o a total redesign of gun tracking or webs.


Basically, the effect is that the farther something is away from you, the harder it is to hit... rather than the current mechanic where, the farther it is from you, the easier it becomes to hit. Anyone who's ever been to a gun range would gladly tell you how ******* stupid that is. Signiture denotes size, and something at double the distance from you does not appear as the same size.

This is also a cool effect to help close range gun tracking issues such as the Blaster Mega because you can make it's base sig hold out to 50km meaning It will almost never have to worry about the Signiture issues. Meanwhile, you could nerf Pulses a bit since they already get the huge optimal advantage by making their Sig Range maybe 15km so that smaller ships gain an advantage by fighting at 30 or 50km. This means that Racial differences become much more noticeable and future balance isn't just a DPS / Range bullshit calculation like it always has been. In that example, Armor hacs might once again become a good counter to Abaddons, but a **** counter to Megathrons. This would possibly eliminate the 1 race fleet doctrines.

You could also boost rails very nicely with this sort of change by making their Signature hold much further than beams or Artilleries, allowing for much more quality hits.
Takeshi Yamato
Ministry of War
Amarr Empire
#771 - 2012-01-11 18:13:07 UTC
The above problem is pretty much half of the reason why AFs and interceptors got their sig bloom reduction bonus. And by the looks of it, EAFs will get it too.
Mioelnir
Brutor Tribe
Minmatar Republic
#772 - 2012-01-11 18:34:21 UTC
I'm Down wrote:
Because of the way a battle field unfolds, it's very hard to keep everybody inside of 50km of all targets, so if you have 5-6 titans on field, chances are, 3 of them will be at appropriate range to hit a target that is either webbed or w/o an speed modules on.

That is called crossfire and being caught in it is supposed to hurt.

Quote:
This is also a cool effect to help close range gun tracking issues such as the Blaster Mega because you can make it's base sig hold out to 50km meaning It will almost never have to worry about the Signiture issues. Meanwhile, you could nerf Pulses a bit since they already get the huge optimal advantage by making their Sig Range maybe 15km so that smaller ships gain an advantage by fighting at 30 or 50km.
What advantage? With your calculation, regardless of size, damage application degrades well within optimal. A pulse zealot would already shoot with close to battleship gunsignatures at the end of its scorch optimal range, severely hindering it to shoot its own size.

Signature-reduced (Halos/Ganglinks) frigates would be immune to practically everything as long as they move.

Quote:
You could also boost rails very nicely with this sort of change by making their Signature hold much further than beams or Artilleries, allowing for much more quality hits.
Meaning everyone flies rails again, since beams and artileries cannot compete anymore?
I'm Down
Macabre Votum
Northern Coalition.
#773 - 2012-01-11 18:45:06 UTC  |  Edited by: I'm Down
Mioelnir wrote:
I'm Down wrote:
Because of the way a battle field unfolds, it's very hard to keep everybody inside of 50km of all targets, so if you have 5-6 titans on field, chances are, 3 of them will be at appropriate range to hit a target that is either webbed or w/o an speed modules on.

That is called crossfire and being caught in it is supposed to hurt.

Quote:
This is also a cool effect to help close range gun tracking issues such as the Blaster Mega because you can make it's base sig hold out to 50km meaning It will almost never have to worry about the Signiture issues. Meanwhile, you could nerf Pulses a bit since they already get the huge optimal advantage by making their Sig Range maybe 15km so that smaller ships gain an advantage by fighting at 30 or 50km.
What advantage? With your calculation, regardless of size, damage application degrades well within optimal. A pulse zealot would already shoot with close to battleship gunsignatures at the end of its scorch optimal range, severely hindering it to shoot its own size.

Signature-reduced (Halos/Ganglinks) frigates would be immune to practically everything as long as they move.

Quote:
You could also boost rails very nicely with this sort of change by making their Signature hold much further than beams or Artilleries, allowing for much more quality hits.
Meaning everyone flies rails again, since beams and artileries cannot compete anymore?



You obviously skimmed it considering I said it would require a lot of number tweaking depending on the gun and the race. You can always give smaller guns larger base sig ranges compared to their potential optimals. It sort of makes sense considering smaller guns are supposed to be more effective at hitting things.

Your pulse zealot example is just shear trolling retardedness since the base sig on a Pulse is 125 off the top of my head which means if it were given a 15km sig range, it would have to be shooting at ~ 45km before it had even near the sig penalty of a BS... and it would still have a massive amount more tracking. And again, if you had read the post or understood the tracking calculator in this game, you'd understand how important that much higher tracking is compared to sig radius.

If you'd quit thinking in shear extremes and understand that this can be balanced quite well with minor range tweaks, you'd realize the potential of the idea. Instead, you just assume that Rails would dominate the game w/o think for half a second how **** tracking and low DPS rails have in comparison to other guns. It would only make rails ideal in certain situations.
Mioelnir
Brutor Tribe
Minmatar Republic
#774 - 2012-01-11 19:40:27 UTC  |  Edited by: Mioelnir
I'm Down wrote:
Your pulse zealot example is just shear trolling retardedness since the base sig on a Pulse is 125 off the top of my head which means if it were given a 15km sig range, it would have to be shooting at ~ 45km before it had even near the sig penalty of a BS.
And a heavy pulse 2 zealot with scorch and a single tracking enhancer has around 40km optimal.

So, at around the end of its scorch optimal, it gets close to battleship weapon signature. You can call me names however you like, my statement was neither trolling nor ********, just fact.

[Edit]
And to make one thing clear - you do not break designs by testing their comfort zone. A good design is characterized by being a lot easier to apply correctly then incorrectly. And produce predictable, non-dramatic results in cases that were not specifically designed for.

If you can not be bothered to defend your theory against the problematic cases without insulting people, you yourself obviously do not think very highly of it.
I'm Down
Macabre Votum
Northern Coalition.
#775 - 2012-01-11 20:03:07 UTC  |  Edited by: I'm Down
Mioelnir wrote:
I'm Down wrote:
Your pulse zealot example is just shear trolling retardedness since the base sig on a Pulse is 125 off the top of my head which means if it were given a 15km sig range, it would have to be shooting at ~ 45km before it had even near the sig penalty of a BS.
And a heavy pulse 2 zealot with scorch and a single tracking enhancer has around 40km optimal.

So, at around the end of its scorch optimal, it gets close to battleship weapon signature. You can call me names however you like, my statement was neither trolling nor ********, just fact.

[Edit]
And to make one thing clear - you do not break designs by testing their comfort zone. A good design is characterized by being a lot easier to apply correctly then incorrectly. And produce predictable, non-dramatic results in cases that were not specifically designed for.

If you can not be bothered to defend your theory against the problematic cases without insulting people, you yourself obviously do not think very highly of it.


You've avoided the tracking difference both times, which if you had read the OP, you would realize matters way more than what you are saying.

All you are trying to defend is that an un-webbed frigate at 45km is going to be able to dodge scorch pulse. I do not see how this is an issue in terms of common sense balance considering that the frig will be doing virtually nothing at that range. A MWD or oversized AB cruiser will be hit or suffer greatly to avoid the tracking in any significant manner at that same range with my ridiculously early alpha number projections. So you're trying to flame a post on total nonsense is my point. Maybe you should try a different tone yourself before replying, b/c it appears all you want to do is negrep the idea rather than discuss it.

My appologies if I sound pissy when having to reply to a post like yours when you are either:

a) completely dodging significant details that were addressed in the op to enhance your arguement
b) didn't read the op for understanding before commenting
Mioelnir
Brutor Tribe
Minmatar Republic
#776 - 2012-01-11 20:30:30 UTC  |  Edited by: Mioelnir
Everything you write about tracking is a pure reproduction of the current game mechanics. What is there for me to avoid?

It's simply an introduction setting up your proposal of a new element in the chance to hit formula, that modifies weapon signature based on range. That has the potential to create circumstances similar to old nanophoons or domis where specific speed/signature combinations are invulnerable to entire classes of ship/weapon combinations since the range in which it can not be tracked switches directly into the range in where it is too diluted to be hit.

That is the fundamental problem in the practical implementation of your theory, which you leave completely unanswered except that it probably can be done by someone with a lot of per-gun tweaking.
I'm Down
Macabre Votum
Northern Coalition.
#777 - 2012-01-11 20:42:32 UTC
Mioelnir wrote:
Everything you write about tracking is a pure reproduction of the current game mechanics. What is there for me to avoid?

It's simply an introduction setting up your proposal of a new element in the chance to hit formula, that modifies weapon signature based on range. That has the potential to create circumstances similar to old nanophoons or domis where specific speed/signature combinations are invulnerable to entire classes of ship/weapon combinations since the range in which it can not be tracked switches directly into the range in where it is too diluted to be hit.

That is the fundamental problem in the practical implementation of your theory, which you leave completely unanswered except that it probably can be done by someone with a lot of per-gun tweaking.



You can't nano phoon your way out of this idea. There is simply no way for a nano phoon to take advantage of anything since with an MWD, it's sig is going to climb, with a web loki/huggin, it's speed is going to fall, with a Scram proteus or arazu, it's MWD is going to turn off, or with a range beyond 45, it won't project damage. Again, if you had read the post, it states specifically that you can implement racial differences to create proper balance as well.
Mioelnir
Brutor Tribe
Minmatar Republic
#778 - 2012-01-11 20:51:23 UTC
Similar to.
Not the same, but alike in behaviour. Similar.

A ship that itself can still apply damage, but due to its speed/signature ratio can practically not be hit at all by a broad range of ships it is engaging.
AspiB'elt
Les chevaliers de l'ordre
Goonswarm Federation
#779 - 2012-01-12 12:11:27 UTC  |  Edited by: AspiB'elt
Sorry "I'm Down"

Nerfing the web is really not a good idea and certainly not the solution.

But if you increase the weapon signature on the capital turret, it's certainly the best thing to do.

With 2000 of weapon signature that would be difficult to track HAS ans perhaps Battleship afterburner in short range.
If you can't track you can come with support with web.

PL have already make some test with titan and loki with web, in this case you have not problem to hit your target.

The problem now it's titan didn't need support, we are exactly in the same situation than before crucible with the mothership.


Change stacking web : You have a lot of problem against nano fleet (or tengu 100mn).
Tracking stacking : it's a problem for Amarr BS and certainly not a good idea.

Perhaps the best way in short term will be. That will be not possible to fit tracking module on titan or painter ETC.

or create some capital tracking module (with less bonus than T2) and use a lot of cap.
Miriiah
Republic Military School
Minmatar Republic
#780 - 2012-01-12 14:43:59 UTC
Chimera needs to be able to fit a triage fit with a local tank of 3 hardners/amps(combined) + shield booster + cap II's

4 beta reactor CPR

3 cap RR (t1) 1 Cap. cap transfer and a t2 triage module


Thanatos, uh? what to do with this thing ? allow it to field fighters(only fighters to prevent superfast lock on smaller vessels fast and abuse sentries etc, if it becomes a problem) while in Triage? atleast it gets use of it's damage bonus then.

Assuming 2 RR modules and a triage module you'd get 1500 dps with 2 links, 1375 with 3 RR mods and only 1 drone link. from it with perfect skills, this could make it worth fielding in smaller engagements, Archon would be able to rep as much/more and tank alot more + transfer cap

Tank tradeoff for some extra dps, keeps the ship unique from the others and sort of makes sense for the "drone race and all that yo!" stuff

Not saying it's the perfect solution to fixing the Thanny but as it stands now it's by FAR the worst triage carrier by a big margain.