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A way to counter webifiers

Author
Kiwinoob
Perkone
Caldari State
#1 - 2012-01-15 06:51:20 UTC
First off, I'm not a guru when it comes to EVE so if any of my statements or assumptions are wrong let me know.

It seems odd that webifiers are one of the only things in eve that dont have a counter. I'm a passionate frigate man and find it frustrating that anyone with a webifier instantly turns me into fish inside a barrel.

There seems to be an unused stat on ships called propulsion strength. Bigger on bigger ships. Why not give webifiers a strength ( Medium/Large = better web but higher CPU & Grid) and the effect correlates to the propulsion strength of the targetted ship. This will be more realistic, a frigate can still web a battleship but it wont be as effective. When a battleship webs a frigate (using a larger web module) it slows it down more than if another frigate was doing it.

This would also open the door for modules that increase propulsion strength to offset the effect of webbers so there was actually a counter to it without rendering the attackers webber completely useless. A ship with increased prop strength would still be slowed but not by as much.

Since I fly Caldari feel strongly these modules should be low slot :-)

Any ideas why this wouldn't work?

Devs are nothing more than machines that turn coffee into code. The quality of the code is inversly proportional to the quality of the coffee.

Nicolo da'Vicenza
Viziam
Amarr Empire
#2 - 2012-01-15 07:00:08 UTC
perhaps we need some sort of mid-slot module that increases speed
Swiftsoul Tian
Hardcore Smoochies
#3 - 2012-01-15 07:29:30 UTC
Would for sure make PvP more interesting! Every fit should be possible to counter somehow.

Some anti-webifier would be plain awesome!

Domukuan II
Caldari Provisions
Caldari State
#4 - 2012-01-15 08:08:25 UTC
Kiwinoob wrote:
First off, I'm not a guru when it comes to EVE so if any of my statements or assumptions are wrong let me know.


Challenge accepted.

Kiwinoob wrote:
It seems odd that webifiers are one of the only things in eve that dont have a counter. I'm a passionate frigate man and find it frustrating that anyone with a webifier instantly turns me into fish inside a barrel.


Afterburners and MWD both "counter" webs. Target painters on the other hand....

Kiwinoob wrote:
There seems to be an unused stat on ships called propulsion strength. Bigger on bigger ships. Why not give webifiers a strength ( Medium/Large = better web but higher CPU & Grid) and the effect correlates to the propulsion strength of the targetted ship. This will be more realistic, a frigate can still web a battleship but it wont be as effective. When a battleship webs a frigate (using a larger web module) it slows it down more than if another frigate was doing it.


You may also notice a "propulsion type" as well. It was originally intended that webs would work similar to ECM (chance based with racial variants). This idea was scrapped.

Kiwinoob wrote:
This would also open the door for modules that increase propulsion strength to offset the effect of webbers so there was actually a counter to it without rendering the attackers webber completely useless. A ship with increased prop strength would still be slowed but not by as much.


See prior post. You apparently intuitively projected the path the developers planned to take.

Kiwinoob wrote:
Since I fly Caldari feel strongly these modules should be low slot :-)


RP ALERT: The ship's sub-luminal propulsion is tied to a medium power circuit. Therefore the mod would be medium power slot.

I ran out of quote tags this post so.... (quote=OP)Any ideas why this wouldn't work?(/quote)

While a sound idea in theory, the devs have already scrapped it. ABs and MWDs seem to be the way to go.

Hope this helped. Sorry if I'm being grouchy... I tend that way after 2am.

Jamaican Herbsman
I Love You Mary Jane
#5 - 2012-01-15 08:13:09 UTC
Nicolo da'Vicenza wrote:
perhaps we need some sort of mid-slot module that increases speed


Yeah, you could like choose from 2 quite different modules. One that increases speed slightly and is quite cap friendly, then one which increases speed greatly, but also consumes cap greatly and have some penalty, maybe sig increase penalty?
Kiwinoob
Perkone
Caldari State
#6 - 2012-01-16 10:01:27 UTC
Quote:
Afterburners and MWD both "counter" webs


Yes and no. You can't fit extra afterburners if you want to stay mobile. There are other speed enhancing modules but definitely not to the same degree. This also has the advantage of providing a "counter" without creating a ship that flys around at 3,000m/s normally.

One of my big issues with the AB/MWD is that it doesn't help in PvE. There is no counter to NPC webs.


Quote:
You may also notice a "propulsion type" as well. It was originally intended that webs would work similar to ECM (chance based with racial variants). This idea was scrapped.


True but the proposal is not nearly as complicated. I agree using the propulsion type makes things over the top but using just the strength keeps things simple but still brings the realism in the form of size of module vs size of ship. Did the idea get scrapped because of having to match web type to propulsion type or because they didn'y want to reduce the effectiveness of frigates/cruisers webbing larger ships?



Devs are nothing more than machines that turn coffee into code. The quality of the code is inversly proportional to the quality of the coffee.

Kahega Amielden
Rifterlings
#7 - 2012-01-16 10:07:17 UTC
An AB will sort of counter one web. Past that, your options are not engage in web range (very hard for frigates) or try to outtank your opponent (LOL).

I don't think a new module is the answer, but I do think something should be done to webs. Perhaps a uniquely strong stacking penalty for webs, or not having the web effect stack at all? -60% is already pretty damn crippling without bringing it down to ~17% speed.

This might also encourage use of target painters, as right now the solution to something moving fast is MOAR WEBS.
Iris Bravemount
Golden Grinding Gears
#8 - 2012-01-16 10:56:04 UTC
While I know what problem you are pointing at, your solution would actually make things worse.

Smaller ships would be hindered in their tackling roles, while bigger ships could slow them down even more.

I have been thinking about this issue too though, and all I could come up with was the following:

Make the webber effect only consider unboosted speed.

So if you get webbed by a -60% speed mod while using a +125% prop mod, your final speed would be 165% of the base speed, instead of 135% as it currently is.

Well, this would be a plain nerf of webbers, but it's all I came up with.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Tippia
Sunshine and Lollipops
#9 - 2012-01-16 11:25:59 UTC
The reason webs have no counter is that they are already a counter to something else: prop mods in general.

As a result, those propmods are, if not actual counters, some kind of “opposed module”, and that's about all that is needed. The problem is that adding a counter to a counter just creates an infinite circle of pointlessness: once you have your counter-counter, you'll need a counter-counter-counter, and then you need a counter⁴, a counter⁵ etc.

In addition, since they are targeted modules, webs are already vulnerable to all things that break targeting (ECM, damps) as well as active modules (countered by neuts) on top of the naturally “opposed” modules. So webs definitely have counters. They don't particularly need more.

Finally, as a “passionate frig man”, I hope you realise that your idea would do pretty much the opposite of what you'd like — you'd be more of a barrel-fish than ever.
Nnamuachs
Kiith Paktu
Reeloaded.
#10 - 2012-01-16 13:37:10 UTC
Iris Bravemount wrote:
While I know what problem you are pointing at, your solution would actually make things worse.

Smaller ships would be hindered in their tackling roles, while bigger ships could slow them down even more.

I have been thinking about this issue too though, and all I could come up with was the following:

Make the webber effect only consider unboosted speed.

So if you get webbed by a -60% speed mod while using a +125% prop mod, your final speed would be 165% of the base speed, instead of 135% as it currently is.

Well, this would be a plain nerf of webbers, but it's all I came up with.


The outcome is actually the same..

Lets say the AB gives +125% to speed. Base speed of our target ship is 100m/s

for ease of math, 50% web applied after the AB takes effect: 100 x 2.25 = 225 ms, 225 x 0.5 = 112.5 m/s speed total.

Web applied before: 100 x 0.5 = 50 ms, 50 x 2.25 = 112.5 m/s speed total. There is no difference.
Iris Bravemount
Golden Grinding Gears
#11 - 2012-01-16 13:45:31 UTC
Nnamuachs wrote:

The outcome is actually the same..

Lets say the AB gives +125% to speed. Base speed of our target ship is 100m/s

for ease of math, 50% web applied after the AB takes effect: 100 x 2.25 = 225 ms, 225 x 0.5 = 112.5 m/s speed total.

Web applied before: 100 x 0.5 = 50 ms, 50 x 2.25 = 112.5 m/s speed total. There is no difference.


You missunderstood :

+125% boost results in 225% of base speed

current system : 225% x 0.5 = 112.5%

my system : (225-50)% = 175%


Do the same for a MWD :

let's say it only boost for +500%, thus resulting in 600% base speed.

With the current system, a -50% webber would bring you down to 300% base speed, while the change I suggested would leave you at 550% base speed.

That's a massive difference. Even more so for faction ships' webbers with -90% webbers or multiple webbers.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

XXSketchxx
Sniggerdly
Pandemic Legion
#12 - 2012-01-16 13:52:17 UTC
Kiwinoob wrote:
This will be more realistic


We are playing an internet spaceship game hundreds of years in the future far away from our own galaxy.

Realism is not exactly a point we should be considering when balancing game features.
Nnamuachs
Kiith Paktu
Reeloaded.
#13 - 2012-01-16 14:00:46 UTC
Iris Bravemount wrote:


You missunderstood :

+125% boost results in 225% of base speed

current system : 225% x 0.5 = 112.5%

my system : (225-50)% = 175%


Do the same for a MWD :

let's say it only boost for +500%, thus resulting in 600% base speed.

With the current system, a -50% webber would bring you down to 300% base speed, while the change I suggested would leave you at 550% base speed.

That's a massive difference. Even more so for faction ships' webbers with -90% webbers or multiple webbers.


You would run into one of two problems with that scenario. Depending on how it was approached, with enough webbers you would theoretically force someone to move backwards (or not at all, neither of which is acceptable as an outcome) or even at infinite speed if you keep subtracting the same base reduction over and over again (as was an example of infinite tracking or infinite optimal in the relevant penalty wormholes).

Even though you take in the mathematical factors of percentage reductions, a hard number still has to be reduced from a total with your layout, which is what caused problems in the previously mentioned wormhole scenario.

Or on the other side of that, with stacking penalties, you wouldn't be able to slow down a MWD'er enough for it to be relevant or useful in the first place.
Iris Bravemount
Golden Grinding Gears
#14 - 2012-01-16 14:28:08 UTC
Nnamuachs wrote:

You would run into one of two problems with that scenario. Depending on how it was approached, with enough webbers you would theoretically force someone to move backwards (or not at all, neither of which is acceptable as an outcome) or even at infinite speed if you keep subtracting the same base reduction over and over again (as was an example of infinite tracking or infinite optimal in the relevant penalty wormholes).

Even though you take in the mathematical factors of percentage reductions, a hard number still has to be reduced from a total with your layout, which is what caused problems in the previously mentioned wormhole scenario.

Or on the other side of that, with stacking penalties, you wouldn't be able to slow down a MWD'er enough for it to be relevant or useful in the first place.


Agreed for the stacking problem, so scrap my idea.

Nevertheless the MWD signature and capacitor penalty already seem harsh enough, not to mention that if you are in web range, you are also in scram range most of the time.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Kiwinoob
Perkone
Caldari State
#15 - 2012-01-16 21:21:33 UTC  |  Edited by: Kiwinoob
Quote:
In addition, since they are targeted modules, webs are already vulnerable to all things that break targeting (ECM, damps) as well as active modules (countered by neuts)


Two very goid points.

My mind is officially made up and you are all correct. The idea is a bad one :-)

Now my opinion is simply that NPC webs are rediculous and Player webs are just a tad too strong (-60%). Neither are problems that are solved with a new module.

Thanks for all the feedback.

Devs are nothing more than machines that turn coffee into code. The quality of the code is inversly proportional to the quality of the coffee.