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Player Features and Ideas Discussion

 
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Rebalancing Alpha Strike

Author
Nalha Saldana
Aliastra
Gallente Federation
#1 - 2012-03-10 22:17:50 UTC  |  Edited by: Nalha Saldana
For those who doesnt know what alpha strike is its the damage you do if you shoot once with all your guns.
The value that determines alpha is the weapons damage mod because all ammo types have the same base amount of total damage.
More alpha usually means slower rate of fire so it balances out its dps.

The current top damage mod in different weapon groups:
Artillery 12,8
Beam laser 5,4
Blasters 4,41
Railguns 3,63
Pulse laser 3,6
Autocannons 3,234

This is from the large guns but the differences hold almost the sam through all weapon sizes.
I think that minmatar are a bit unbalanced in this and its why they are used by so many in 0.0 warfare.

One way to rebalance this would be to change the damage mods to:
Artillery 10
Blasters 8
Beam laser 5
Pulse laser 3,7
Railguns 3,4
Autocannons 3,2

This would bring a much needed boost to gallente weapons so they can use the strategy of warping in to 0 and blast the enemy away.
It would take minmatar a littlebit down to the earth while still being powerful.

I bet there are a bunch of different of opinions on how this would be changed and whats yours?
Remeber that this IS NOT ABOUT DPS, only alpha strike, ROF would be changed to keep the same DPS values.
Valea Silpha
Sebiestor Tribe
Minmatar Republic
#2 - 2012-03-11 01:06:44 UTC  |  Edited by: Valea Silpha
I don't know if there is a real need to rebalance alpha. Yes, artillery is preferred by quite a few people in fleet battles, but thats because of the metagame, not simply because alphastrikes rock.

Basically, alphastrike damage is the most effective way to counter logistics. And logistics are totally ubiquitous. So we need some way to break that.

I don't think that dropping the damage multiplier on arties would make any real difference to how they are used. Most big fleets can alpha most anything without having to use everyone in fleet anyway, and an increase in RoF would in fact help any fleet that could manage to 1 shot a bad guy with the new multi.

Also, arties have other factors that make them particularly attractive. No cap use is very very useful too.
Luba Cibre
Global Song Setup
#3 - 2012-03-11 01:46:33 UTC  |  Edited by: Luba Cibre
I've alpha'd abaddons with a drake fleet...you just need the numbers.
A downgrade from 12.8 to 10 will do nothing against Alphafleet and nothing in favor of gallente facerape boats.

"Nothing essential happens in the absence of noise." 

Nariya Kentaya
Ministry of War
Amarr Empire
#4 - 2012-03-11 03:05:15 UTC
a balster-boat warped to 0 can still put out DPS on par with most close-range hitters. if you can't get up close, then mix your fleet comps to have someone capable of being your warp-in. hoenstly, artillery is useless if your fighting anything that goes fast (hint, speed-tank your blasters or just use smaller ships), and trying to balance the alpha of "the blob" is pointless, because "OMG UNGODLY SHITTONS BLARGH-DPS" will insta-kill anything short of a capital regardless of what weapon system it is.
Nalha Saldana
Aliastra
Gallente Federation
#5 - 2012-03-11 10:34:20 UTC
Yes balsters have awesome dps, yes enough of anythign will alpha enemies but balancing this is about the not so insanely huge number of ships because as you say those will always be strong no matter what and blaster alpha would be really good for filling their role.
Il Feytid
State War Academy
Caldari State
#6 - 2012-03-11 11:09:06 UTC
How about you change the way we PvP completely.

Locking a target that is currently being/already locked will increase your lock time by 10%. This keeps stacking and has no limit. So if your trying to lock a target that already has 500 people trying to lock it, it will take a long time. Thus, picking a different target seems logical. With such a new mechanic there would of course need to be a new column on the overview that provided an indication of how fast or slow locking the target would be.

Sounds crazy, but crazy is what this game needs.
Asudem
Black Spear.
#7 - 2012-03-11 11:46:22 UTC  |  Edited by: Asudem
Marlona Sky wrote:
How about you change the way we PvP completely.

Locking a target that is currently being/already locked will increase your lock time by 10%. This keeps stacking and has no limit. So if your trying to lock a target that already has 500 people trying to lock it, it will take a long time. Thus, picking a different target seems logical. With such a new mechanic there would of course need to be a new column on the overview that provided an indication of how fast or slow locking the target would be.

Sounds crazy, but crazy is what this game needs.


Fleet battles would end up in chaos. Anyone will do anything, because you cannot coordinate the fleet and so fleet commander would become pointless. The whole fleet system would brake. It would be a crazy team deathmatch you know from games like Half-Life 2 DM for example.
Nalha Saldana
Aliastra
Gallente Federation
#8 - 2012-03-11 12:37:39 UTC
Not to mention how impossible it would be to use logi, your enemies lock before your logi does..
Tanya Powers
Doomheim
#9 - 2012-03-11 15:47:17 UTC  |  Edited by: Tanya Powers
Nalha Saldana wrote:
Yes balsters have awesome dps, yes enough of anythign will alpha enemies but balancing this is about the not so insanely huge number of ships because as you say those will always be strong no matter what and blaster alpha would be really good for filling their role.


You've never got one of your alpha fleets bubbled and 150Megathrons drop on top of you yet amirite? -if that ever happens I'm pretty sure you guys will stop using Maelstroms for abbadons.

Because FC's and Alliances/Corps wallet holders are intelligent as their feet. A guys says whatever, the other one says whatever too, the one that talks the most wins and everyone will use his setup Lol

-railsguns with faction antimater put bigger holes in therm hole than scorch/pulse abby's...I've heard saying drakes don't like termal dmg and even heard saying short range railgun T2 ammo can hit up to 100km with +25% tracking?
-frack, nor abbadons ! but seems fc's are incapable to make Megathrons warp in the middle of abby fleets or MWD drakes but they can warp at distance 150M Tiers 3 Battlecruiser fits ! awwwwww

Cool stuff
Danika Princip
GoonWaffe
Goonswarm Federation
#10 - 2012-03-11 18:51:16 UTC
Tanya Powers wrote:
Nalha Saldana wrote:
Yes balsters have awesome dps, yes enough of anythign will alpha enemies but balancing this is about the not so insanely huge number of ships because as you say those will always be strong no matter what and blaster alpha would be really good for filling their role.


You've never got one of your alpha fleets bubbled and 150Megathrons drop on top of you yet amirite? -if that ever happens I'm pretty sure you guys will stop using Maelstroms for abbadons.

Because FC's and Alliances/Corps wallet holders are intelligent as their feet. A guys says whatever, the other one says whatever too, the one that talks the most wins and everyone will use his setup Lol

-railsguns with faction antimater put bigger holes in therm hole than scorch/pulse abby's...I've heard saying drakes don't like termal dmg and even heard saying short range railgun T2 ammo can hit up to 100km with +25% tracking?
-frack, nor abbadons ! but seems fc's are incapable to make Megathrons warp in the middle of abby fleets or MWD drakes but they can warp at distance 150M Tiers 3 Battlecruiser fits ! awwwwww

Cool stuff



What does this even mean?
Simi Kusoni
HelloKittyFanclub
#11 - 2012-03-11 23:30:09 UTC
Danika Princip wrote:
What does this even mean?

I think it means Tanya just finished off the last of her acid tabs, and they kicked in while she was writing that post.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]