These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

Titan changes - update

First post First post First post
Author
CynoNet Two
GSF Logistics and Posting Reserves
Goonswarm Federation
#361 - 2012-03-29 12:43:17 UTC
CCP Greyscale wrote:
Also, further clarification:

This EW-immunity stuff is something we're *exploring*. This discussion is part of that exploration.

The specific benefits I'm hoping it might yield at this time aren't really to do with warp scrambling, they're to do specifically with tracking disruption. You can get four -62% TDs on an Arbitrator, each of which cancels out four Shadow Serpentis tracking computers. Even if you assign 2x TDs to each titan, this ought to let you significantly mitigate a 30-titan blapfleet with 15 T1 cruiser hulls, which is pretty decent scaling IMO.

Sure, in EVE Online the RTS game we can do this. My micro is pretty good, I know all the keyboard shortcuts and can psi-storm marines like mad. Oh wait, Sony hasn't released that game yet.

In EVE Online the MMPORG game our 15 arbitrators didn't fare so well. See, by the time all the coordination was done they missed a couple titans, which blapped them with their remote sensor-boosted lock times and tracking-linked guns. This freed up some more titans to insta-pop one of the 13 rifters holding him down, letting the Titans escape before their support fleet could even put their shoes on and jump in.

**** this thread I'm going back to play starcraft.
Innominate
KarmaFleet
Goonswarm Federation
#362 - 2012-03-29 12:46:09 UTC  |  Edited by: Innominate
CCP Greyscale wrote:

The specific benefits I'm hoping it might yield at this time aren't really to do with warp scrambling, they're to do specifically with tracking disruption. You can get four -62% TDs on an Arbitrator, each of which cancels out four Shadow Serpentis tracking computers. Even if you assign 2x TDs to each titan, this ought to let you significantly mitigate a 30-titan blapfleet with 15 T1 cruiser hulls, which is pretty decent scaling IMO.


This is what people mean when they talk about EFT warriors. Yes the math works, but it's completely detached from the way the game works.

While ewar can be downright overpowered in fights involving single digit players, when you scale into the hundreds of players it becomes much less effective. Ewar in large scale battles is almost hilariously ineffective fleet vs fleet. It's simply impossible to coordinate 50 ewar ships against 50 targets on the nearly one to one mappping that would be needed for this to be meaningful.

In modern large scale fights, ECM is used against logistics, to reduce(but never eliminate) the amount of remote reps being received by your targets, as well as against other targets such as hostile webbing recons and FCs. Those groups all have something in common, they don't need to be permanently jammed to dramatically reduce the effectiveness of the rest of the fleet. Trying to use ewar ships to supress incoming damage slows it down a little but, but ends up being a net loss because the ewar dies faster than the ships they are trying to jam.

If you're looking at it from the perspective of using TDs to supress titans, you've hit a complete nonstarter. Ewar is just not that good in large scale fights.
CCP Greyscale
C C P
C C P Alliance
#363 - 2012-03-29 12:52:54 UTC
Innominate wrote:
CCP Greyscale wrote:

The specific benefits I'm hoping it might yield at this time aren't really to do with warp scrambling, they're to do specifically with tracking disruption. You can get four -62% TDs on an Arbitrator, each of which cancels out four Shadow Serpentis tracking computers. Even if you assign 2x TDs to each titan, this ought to let you significantly mitigate a 30-titan blapfleet with 15 T1 cruiser hulls, which is pretty decent scaling IMO.


This is what people mean when they talk about EFT warriors. Yes the math works, but it's completely detached from the way the game works.

While ewar can be downright overpowered in fights involving single digit players, when you scale into the hundreds of players it becomes much less effective. Ewar in large scale battles is almost hilariously ineffective fleet vs fleet. It's simply impossible to coordinate 50 ewar ships against 50 targets on the nearly one to one mappping that would be needed for this to be meaningful.

In modern large scale fights, ECM is used against logistics, to reduce(but never eliminate) the amount of remote reps being received by your targets, as well as against other targets such as hostile webbing recons and FCs. Those groups all have something in common, they don't need to be permanently jammed to dramatically reduce the effectiveness of the rest of the fleet. Trying to use ewar ships to supress incoming damage slows it down a little but, but ends up being a net loss because the ewar dies faster than the ships they are trying to jam.

If you're looking at it from the perspective of using TDs to supress titans, you've hit a complete nonstarter. Ewar is just not that good in large scale fights.


Fair enough. Is the ineffectiveness of EW in these situations something that there's a potential easy fix for? It's a decent on-paper solution to the problem, and it'd be nice if we could make it scale properly. If not, oh well, we look at something else.
CynoNet Two
GSF Logistics and Posting Reserves
Goonswarm Federation
#364 - 2012-03-29 12:59:39 UTC
CCP Greyscale wrote:

Fair enough. Is the ineffectiveness of EW in these situations something that there's a potential easy fix for? It's a decent on-paper solution to the problem, and it'd be nice if we could make it scale properly. If not, oh well, we look at something else.


It's not so much that EW is ineffective, it's the fact that we shouldn't need to rely solely on high-numbers of perfectly coordinated and fairly fragile EW to achieve anything. This falls back to the warp core strength debate... providing that value isn't too high it provides a fallback option for when EW fails. Having a warp core strength of below 10 opens up many more possibilities to kill groups of unsupported titans, simply because you can continue to hold them down within the windows when EW isn't available.
Morgenholt Blue
Swift Redemption.
#365 - 2012-03-29 13:07:03 UTC  |  Edited by: Morgenholt Blue
CCP Greyscale wrote:
Fair enough. Is the ineffectiveness of EW in these situations something that there's a potential easy fix for? It's a decent on-paper solution to the problem, and it'd be nice if we could make it scale properly. If not, oh well, we look at something else.


Show if a target has a type of ewar against it and how many on the overview and make the ships that do ewar not instapop to just about anything.

Perhaps down the road you could add more EW battleships for other races.
Innominate
KarmaFleet
Goonswarm Federation
#366 - 2012-03-29 13:09:54 UTC
CCP Greyscale wrote:

Fair enough. Is the ineffectiveness of EW in these situations something that there's a potential easy fix for? It's a decent on-paper solution to the problem, and it'd be nice if we could make it scale properly. If not, oh well, we look at something else.


In subcapital fights, the fact that ewar doesn't scale well in large fights is a GOOD thing. If it did, ewar would be ridiculous and nobody would fly anything else. Think of "solo" pvp with a falcon buddy, except scaled up to 250 man fleets.

Ignoring that though, the problem is one of coordination. How do you get 50 guys in ewar ships to, in just a few seconds, get onto 50 different targets? More importantly, how do you get 75 ewar ships to pick 50 targets, and for the 25 left to be able to determine which targets need to be picked up as the first 50 start dying. See Cynonet Two's post at the top of this page.

I'd imagine the UI changes needed to make this work would be far more difficult than a titan overhaul, plus getting more into letting an FC play the game for you, and this is all academic anyways because of what it would do to subcaps.
CCP Greyscale
C C P
C C P Alliance
#367 - 2012-03-29 13:16:42 UTC
Fair enough, shelving that idea for now, then. It's something we might revisit in some form when we get round to looking at EAFs, but that's out of scope here.

Changing subject and following up an earlier discussion, we were knocking around the possibility of damage-scaling based on unmodified sig radius, so you couldn't affect it with TPs etc.
pmchem
Brutor Tribe
Minmatar Republic
#368 - 2012-03-29 13:21:45 UTC
CCP Greyscale wrote:

Changing subject and following up an earlier discussion, we were knocking around the possibility of damage-scaling based on unmodified sig radius, so you couldn't affect it with TPs etc.


This would be easy to implement, and if done properly would fix the vast majority of the problem. The rest could be cleaned up later. I like.

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

Innominate
KarmaFleet
Goonswarm Federation
#369 - 2012-03-29 13:23:08 UTC  |  Edited by: Innominate
CCP Greyscale wrote:

Changing subject and following up an earlier discussion, we were knocking around the possibility of damage-scaling based on unmodified sig radius, so you couldn't affect it with TPs etc.


This leaves open some questions of the details but seems a reasonable solution.

Edit: If XL turrets are changed for their damage to scale like capital missiles do, there is no problem and don't even need to worry about target painters. If, as the earlier charts showed, an mwding battleship takes on the order of 2000-3000dps(pre-resists) while triple webbed and triple target painted, this is a very reasonable amount of damage that subcapital fleets can cope with, without being able to ignore it.

When webs and target painters AND a dumb pilot who doesn't turn off his mwd(but has time to) need to be combined for titans to blap battleships, the titans run into the same coordination issues as the ewar pilots we were talking about before.
Raivi
State War Academy
Caldari State
#370 - 2012-03-29 13:25:36 UTC
The removal of ewar immunity idea is very interesting. My immediate feeling was that it might be overly drastic, but the more I think about it the more I like it. Coordination of ewar in large fleets is always a challenge, but it's a challenge that others have solved in the past.

PL's original ahac fleets used distributed ewar (usually damps or ecm) on unbonused zealots to good effect. You can't get perfect distribution but you can get good coverage through sheer numbers of ewar mods in play. A small squad of arbitrators or sentinels in their own ingame channel or mumble sub-channel to coordinate would work really well, as would just sticking one TD on each drake in a 250 man drake fleet and telling people to pick a titan with a letter close to their name.

Ewar generally works really well against (relatively) smaller groups of large ships, which describes supercap heavy fleets well.

The end result may be that the titans guns become practically useless against a well prepared fleet, but since the fleet is sacrificing a midslot and working at coordination I think that is a fine result.

The more I think about the ewar idea the more I look forward to dealing with the change from both sides of the coin. Flying alongside titans using subcap fleets that are designed to face mass TDs seems interesting, and the challenge of coordinating TDs against masses of opposing titans also seems like a fun problem to solve. "This creates problems that are fun to solve" is about the highest praise I can give a balance change imo.
Kazanir
GoonWaffe
Goonswarm Federation
#371 - 2012-03-29 13:26:09 UTC  |  Edited by: Kazanir
CCP Greyscale wrote:
Fair enough. Is the ineffectiveness of EW in these situations something that there's a potential easy fix for? It's a decent on-paper solution to the problem, and it'd be nice if we could make it scale properly. If not, oh well, we look at something else.


Without discussing this with my esteemed colleagues at length, I think the only way you "easy fix" this is by making it much, much harder for titans to kill ewar and subcap ships, which is what you're trying to achieve in the first place. It becomes a circular argument. The steps are like this:

-- Titans are so good at killing subcaps
-- No subcap can do all that much to tackle them or (hypothetically ewar) them
-- So, allowing more tackle and more ewar most likely won't solve your problem
-- And it certainly will only lead to people bringing more titans so they can take advantage of...
-- [Back to top] titans being so good at killing subcaps

So basically, you can't make ewar really very useful against a ship that deals thousands of DPS to subcaps without first fixing...the "thousands of DPS to subcaps" part. Which is what the ewar thing is intended to fix.

Titans need nerfs and it all goes back to their DPS. Damage per second is the king stat of any MMO, and titans have it in spades, with no downsides.

The kind of game mechanics an MMO needs to make "more DPS" not the right choice are pretty heavy handed stuff. To illustrate this, I'm going to take an extended look at dreadnoughts, who have very high DPS but remain balanced. Observe what it takes to balance a dreadnought:

1. To deal high DPS, dreads need to give up massive amounts of locking speed, half of their tracking, and go down to 2-3 max targets.

2. In addition, dreads cannot move while sieged, nor can they leave. They tackle themselves and cannot (due to the above) most likely clear their own tackle before leaving siege. A dread is committed to either winning, winning while dying (attrition), or dying in a huge fire. There are few situations where a dread fleet loses a battle and then escapes intact.

3. Dreads have a limited number of EHP, between 2-3 million. This is a lot of HP, but relatively trivial for a subcap fleet of any size. In addition, their repping power is STRICTLY limited by their capacitor battery and they physical numbers on their local reps. They simply do not scale beyond a certain point. This means that a dread fleet facing signficant opposition is committed to some level of attrition -- some of them will always die if the fight is anything like equal.

You see how titans have none of those drawbacks. And really, no drawbacks at all other than cost -- which isn't a drawback since titans so rarely suffer attrition except in cases of massive strategic error.

In my opinion there are two ways to balance titans before you look at giving them an actual coherent role in the game.

A: Nerf their damage, especially against lower-class subcaps like dictors and cruisers but also signficantly against battleships. The originally proposed nerfs were a great step in the right direction because of the dreadnought-like combination of locking-speed/target caps and tracking nerfs. Electronic warfare vulnerability would also be a good addition to this method.

B: Nerf titans' EHP severely and also create diminshing returns on remote reps in some way. A titan with 10M EHP instead of 40-60M is going to be a much different choice on being deployed or not, because 10M EHP would mean that it is still vulnerable *even if you have 50 other titans* in the fleet. This would mean that "should I bring a titan or some other ship" would actually be a choice again.
Raivi
State War Academy
Caldari State
#372 - 2012-03-29 13:30:28 UTC
CCP Greyscale wrote:

Changing subject and following up an earlier discussion, we were knocking around the possibility of damage-scaling based on unmodified sig radius, so you couldn't affect it with TPs etc.


The issue here is that sig radius already effects combat too weakly. If you don't give any incentives to reduce it then you lose a lot of the advantages of ABs, armor tanks, and minmatar gang bonuses.

The end result would be to remove the number of choices that are worth making in fleet combat.
gfldex
#373 - 2012-03-29 13:38:05 UTC
CCP Greyscale wrote:
Fair enough, shelving that idea for now, then.


Mate, listen. Fooling around with silly numbers wont fix titans. You need the following:

- sub system targeting
- multi char ships
- hyperspace
- in ship hangars
- non binary sensor systems
- timescaled sustained damage

Good luck to you. You gonna need it.

If you take all the sand out of the box, only the cat poo will remain.

pmchem
Brutor Tribe
Minmatar Republic
#374 - 2012-03-29 13:42:21 UTC  |  Edited by: pmchem
Raivi wrote:
CCP Greyscale wrote:

Changing subject and following up an earlier discussion, we were knocking around the possibility of damage-scaling based on unmodified sig radius, so you couldn't affect it with TPs etc.


The issue here is that sig radius already effects combat too weakly. If you don't give any incentives to reduce it then you lose a lot of the advantages of ABs, armor tanks, and minmatar gang bonuses.

The end result would be to remove the number of choices that are worth making in fleet combat.


The end result is having titans that can't significantly damage subcaps, while still being able to target them for usage of modules or broadcasts. I assume these changes would be XL turret specific, so all those sigrad effects you talk about would still be important for subcap v subcap and subcap v carrier/supercarrier gameplay. I don't see the problem. The idea is that titans would need support fleets to operate, so sigrad choices will still be important.

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

Lin Fatale
Garoun Investment Bank
Gallente Federation
#375 - 2012-03-29 13:44:16 UTC
how would the eve map look if supers would not exists?
would there be more fluctuation?

would it be possible that newer alliances do have a chance and dont have to be renters of pets of pets?
(i dont mean 5 man nub alliances from highsec)

CCP that should be your first task, analyze what would be best for the game
and then decide what to do with titans

and not doctoring around a problem you cant solve just to keep 1000 "endgame" players happy

Tyrion Struan
Sebiestor Tribe
Minmatar Republic
#376 - 2012-03-29 13:46:28 UTC
I’m not a developer of anything, but it seems to me that this is being done backwards. Changes to titans was originally suggested as “we are doing this for now, but we’re not done. This is a band aid, there will be more coming”. This now seem to have glided over to long term fixes. That, in my mind, flows from something else. What, exactly, is it you guys want Titans to be able to do Grayscale? I can’t get ingame right now, but don’t their description say something about laying siege to structures? Fine, if that is what you want start there, what ought to be the functions of a ship with those capabilities. What would such a vessel naturally do and don’t? Want some other role for them, again fine, but that might dictate another set of capabilities. (I’m basing this on that you seem to want to increase the importance of roles of ships, rather than any one ship being a Swiss army knife.)
Raivi
State War Academy
Caldari State
#377 - 2012-03-29 13:58:56 UTC  |  Edited by: Raivi
pmchem wrote:
Raivi wrote:
CCP Greyscale wrote:

Changing subject and following up an earlier discussion, we were knocking around the possibility of damage-scaling based on unmodified sig radius, so you couldn't affect it with TPs etc.


The issue here is that sig radius already effects combat too weakly. If you don't give any incentives to reduce it then you lose a lot of the advantages of ABs, armor tanks, and minmatar gang bonuses.

The end result would be to remove the number of choices that are worth making in fleet combat.


The end result is having titans that can't significantly damage subcaps, while still being able to target them for usage of modules or broadcasts. I assume these changes would be XL turret specific, so all those sigrad effects you talk about would still be important for subcap v subcap and subcap v carrier/supercarrier gameplay. I don't see the problem. The idea is that titans would need support fleets to operate, so sigrad choices will still be important.


It's removing the sig radius choices from one of the only areas where they matter. Removing ewar immunity would allow newbies to completely lock down even numbered titan fleets while also making their job even easier if they take advantage of the sig radius lowering effects available in game.

To be clear, both solutions would be a step forward for the game and both are more effective than the originally proposed nerf. I would vastly prefer the base sigradius change to nothing being done at all, and it's also better than most of the suggested changes so far.

However I think the ewar immunity would be even easier to implement and would nerf titans just as much or more vs a thoughtful foe while also creating more interesting gameplay choices.
Kata Amentis
Sebiestor Tribe
Minmatar Republic
#378 - 2012-03-29 14:14:50 UTC
CCP Greyscale wrote:
Fair enough, shelving that idea for now, then. It's something we might revisit in some form when we get round to looking at EAFs, but that's out of scope here.

....


The issue is with coordination and awareness on the battlefield in large conflicts... I've not had the "pleasure" of the silly big fights, but coordinating EWar even on a moderate scale within subcap fights is something that's really hard to remain effective.

I don't think this is something to be revisited when looking at EAFs, as it's not linked to a role or hull, it's something to look into getting into that snazzy battle tactical overlay doohicky you had in one of the FF presentations. Or even the information awareness aspect that was discussed (the star trek bridge simulation example from ccp soundwave).

Curiosity killed the Kata... ... but being immortal he wasn't too worried about keeping a count.

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#379 - 2012-03-29 14:25:51 UTC  |  Edited by: Gypsio III
Regarding the application-of ewar problem.

First of all, I don't have the practical experience against Titan fleets to back up my theorycrafting, so as Goons have noted, my input may, er, not be useful here!

Yes, matching ewar with targets is tricky. But the quote above comparing 50 Arbitrators against 50 Titans misses two points, I feel. Firstly, it won't just be 50 Arbitrators, I think we can assume that the number of ewar mods would outnumber Titans in a realistic engagement, possibly by more than a factor of two or three. So there'd be plenty of "spare" TDs to allow for imperfect application.

Secondly, TDs are effective enough on unbonused hulls. A TD on each of the few score Drakes that are commonly seen in fleet means that it's plausible that the number of ewar mods would be several times the number of Titans present. In short, it's easy to bring even a badly-skilled ewar mod on an unbonused ship, it's difficult to bring a Titan.

If each ewar-equipped pilot applies his ewar to a hostile Titan whose name starts with a letter close to the initial letter of his own name, then a reasonable degree of spreading of ewar can be achieved even by unskilled players, considering that the number of ewar modules would likely outnumber the number of Titans by a factor of 2-3.

Another point is that it's good if it's hard to coordinate ewar. It shouldn't be "trivial" to neuter a Titan, and Eve mechanics should reward skilled, trained, coordinated fleets. People sometimes criticise the "call primary, F1, kaboom, rinse and repeat" element of some fleet engagements. Well, here's the opposite mechanism, where skill, communication and coordination would be required and rewarded.

As I said, I don't have the experience here, so all this may have been tried and found simply not to work. But was that with old lagfests? TiDi promised that all modules and effects should work in laggy fights, and its very nature offers more time to set up the required coordination.

Edit. It's clear that this round of balancing is about finding a quick and easy fix before Titans can be properly balanced. We shouldn't forgo an "okay" solution simply because it's not perfect or difficult. Ewar vulnerability may have problems or be difficult to apply in practice, but is it better than the current situation, or the other quick-fix ideas?
Reilly Duvolle
Hydra Squadron
#380 - 2012-03-29 14:55:48 UTC
Basically there are a lot of things you can do to Titans, but the question remains, what fix will be easy to implement, and achive the stated goals with no spillover in the short term, while you consider the future of capital warfare in the longer term (christmas release?)

So why dont you just consider removing the guns and missiles altogether, modify the DD to compensate for lost DPS? I havent seen you comment on this idea so far Greyscale, even if several has proposed it.