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Titan changes - update

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Ganthrithor
School of Applied Knowledge
Caldari State
#461 - 2012-03-31 01:31:03 UTC  |  Edited by: Ganthrithor
Gripen wrote:
Ganthrithor wrote:
I've come at it from the other side as well (I've flown a lot of Sabres and Dramiels in particular), and while there are some small ship classes that are really awful to fly against BS (hello, dictors!), for the most part its extremely easy to avoid damage if you fly properly. Flying a Dramiel is dead easy, and that doesn't even have a sig-reducing MWD bonus like inties do.

When talking about tracking there is one thing you can't ignore: any competent group of ships have webbers at their disposal. And -60% speed penalty from the single web is equivalent of 150% boost to tracking for entire gang.

With all the cheap faction webs, overheating, gang bonuses, ships with web range bonuses 60-80km web is a de facto standard for most roaming gangs or fleets and you just can't say "tracking is fine" because you run into enemy who fail to web you.


What does "I got webbed by six dudes in huggins and hellraped" have to do with "battleship tracking is broken?

I'm just curious.

I'd also like to point out that in my post I SPECIFICALLY said "CCP, when you go to fix titans, please don't do it in a way that nerfs subcap guns," so I'm not sure why you're linking killmails of BS dying to Titans.

Yeah, frigates are going to have a hard time if the hostile fleet has a bunch of Huginns and Lachesis. What are you gonna propose to fix that? Make frigates literally immune to 90% of all incoming damage so they "have a chance?" Frigates survive by being fast and agile. If the hostiles bring a bunch of ships that negate speed and agility, then bring something to the fight that isn't a frigate.
SPYDERWOLF
The Scope
Gallente Federation
#462 - 2012-03-31 01:36:55 UTC  |  Edited by: SPYDERWOLF
[
dude, the problem is not sig radius the way you've suggested.

The problem is that tracking gets better over range because of your formula. There is no penalty for a ship being further away and thus appearing smaller in reality.

So while I can always choose a smaller ship to counter sig, I cannot choose a smaller ship to counter tracking. There's only 2 ways to counter tracking, get closer, or get faster.


The issue is this. If I pull out my gun and try to hit a pumpkin from 2 feet away, I'm probably going to hit it because it's very large in my view. But if that same pumpkin is 100 yards away, it should appear a hell of a lot smaller. This does not happen in eve. The sig size always stays consistent. So there is no penalty for sig according to range, and tracking gets progressively better at range.

For a huge ship like a titan, this means that if you have 10+ on the field, their shear size (30km+ across each) is going to spread them and the enemy fleet out more... meaning more range and greater tracking. Sig matters a hell of a lot less in this case. And in addition, you can add webs to targets in addition to that range factor benefiting the titans and you get very high results.

The solution is to inflate weapon signiture over range for all ships. You should not decrease damage directly like falloff... that's a horrible solution. If you just inflate the signiture according to range for the weapons, this means that smaller targets get progressively harder to hit.

My solution in another thread a while back is to give every gun a base range for their signiture to apply at. So a 425 railgun might have a 50km signiture range where it's signiture is 400 like current. But for every % further from that 50km base, the signiture of the gun should increase.... IE at 100 km range, the sig of the gun is 800. This means it's harder for the gun to hit smaller ships as range increases. This would not hurt titan v capital, but would likely affect titan vs anything else and reduce the effects of that 60-100km zone of combat where webs can't reach, and titans still struggle to track.

In particular, it would hurt the close range high tracking titans because if their base sig range was low... (IE 15-20km for Giga Pulse as an example), at 60km range, they would have 3x the sig or 3000 sig compared to the BS they are trying to hit....

This makes sense because distant objects are supposed to be harder to hit. So please implement a mechanic that makes sense not just for titans, but for all ship class warfare. Because quite honestly, frigates should have a lot better survival rate vs bs according to their sig/speed advantage...and you just don't see it currently. I mean, smaller ships are already penalized enough for small defense and smaller offense and range.


***** As a side note, the above suggestion adds a huge new feature for gun balance where you can make proper mid range weapons, close range weapons, and long range weapon. This means that every solution to the artillery vs rail vs beam or the blaster vs auto vs pulse doesn't have to come down to direct damage and tracking... you actually have a mechanic to make each range and gun type specialize with it's signature in a certain zone.... So rails might have 3x further range than pulse for their signiture to remain normal, thus boosting their efficiency with mid range ammos and not forcing you to apply a **** patch where damage is boosted like the last one. Artilleries might have huge alpha, but a pretty small window for sig (30-40km), meaning more struggles hitting moving ships due to the sig inflation of the guns(which they need btw).[/quote]


this seems reasonable and helps the tracking problem with all turrets
Creat Posudol
German Oldies
#463 - 2012-03-31 02:56:49 UTC
There seem to be a few misconceptions here, or I'm just misunderstanding what you mean, I've replied to the statements that I think are just false (not to conclusions you've drawn further down):
SPYDERWOLF wrote:
dude, the problem is not sig radius the way you've suggested.

The problem is that tracking gets better over range because of your formula. There is no penalty for a ship being further away and thus appearing smaller in reality.
Yes there is. It's called optimal and falloff. If you're in falloff damage will reduce over range. If you have a huge optimal it means you use long-range weapons, if it's rather small you use short range weapons and get much more dps out of them. How can you constantly claim that there is no penalty for range? Tried hitting anything at 100 km with blasters? Try hitting the same thing at 5 km and you'll have dramatically different results.
The problem with this, is that it modifies tracking, not damage! That means that anything big can kill anything reasonably small (in comparison to the guns, not the ship) which is either: a) not moving; b) moving without enough transversal or c) just too far away to be able to achieve enough transversal despite the modified tracking value.

SPYDERWOLF wrote:
So while I can always choose a smaller ship to counter sig, I cannot choose a smaller ship to counter tracking. There's only 2 ways to counter tracking, get closer, or get faster.
Yes, that is EXACTLY what you can do with the current mechanics! The ratio of sig res of the gun vs sig size of the target is a modifier for tracking (if target is smaller). That is the whole core of the problem. If you can just about hit a BS orbiting you @10 km, 200m/s, you won't be able to hit a frigate doing the exact same thing. Or a cruiser (unless MWD is on). This of course only reduces tracking, not increases it (meaning shotting at small things reduces tracking if their sig is smaller than the guns res, bigger ships don't get more).
Explanation of turret damage: http://wiki.eveonline.com/en/wiki/Turret_damage (damn forum fails to properly link again, someone fix that BB code parser!)

SPYDERWOLF wrote:
The issue is this. If I pull out my gun and try to hit a pumpkin from 2 feet away, I'm probably going to hit it because it's very large in my view. But if that same pumpkin is 100 yards away, it should appear a hell of a lot smaller. This does not happen in eve. The sig size always stays consistent. So there is no penalty for sig according to range, and tracking gets progressively better at range.
If you have a sawed off shotgun (called blaster in EVE) or a handgun (autocannon), you can probably hit the pumpkin at a few feet away quite well. Let's say it magically moves around you, you'll still be able to hit it just fine. If it's at 100 yards, both weapons will fail, as will blasters/autocannons at 100 km (outside optimal+ 2x falloff).
There is some middle ground where you can hit the pumpkin to some degree (with the shotgun, the pistol example doesn't work to well as a equivalent example, but you might just hit it on the side so a small part is blown off). This is called being in falloff.
If you use a sniper rifle though (artillery/railgun) you'll still be able to hit it, until it's so far away you can't hold still enough to still hit. If you now put the pupkin at a few feet again, magically flying around you, you most likely won't be able to hit it, let alone well. Those things are rather long and bulky. This is the equivalent to having tracking issues in EVE.

Now on to the problem: if you use the shotgun to shoot at something more or less in range, let's say 20 feet (5-10 km in EVE) and you shoot a shotgun at a pumpkin moving around you, you'll probably do a lot of damage. If you have the same setup, but you try to hit a cherry, you can follow the cherry just as well. You won't do the same damage to it though, as only some slugs will hit it despite you having aimed just fine. The damage is modified, not the tracking. You don't suddenly become confused by the size of the cherry or something so you fail to turn fast enough. What you're aiming at in no way affects your ability to aim at it.

Disclaimer: I know that isn't a perfect example, and the shotgun is the only gun of those that can reasonably provide an analogy for "reduced damage", but I think it illustrates the concept quite well nevertheless.
Ganthrithor
School of Applied Knowledge
Caldari State
#464 - 2012-03-31 03:07:56 UTC
Creat: wouldn't your change (I guess you were just describing the problem, not advocating a change, but whatever) only add to guns' ability to do damage? IE wouldn't they perform the same at range (limited by optimal/falloff), but do more DPS to small targets up close (where currently they usually miss entirely)?
Creat Posudol
German Oldies
#465 - 2012-03-31 04:27:10 UTC  |  Edited by: Creat Posudol
Ganthrithor wrote:
Creat: wouldn't your change (I guess you were just describing the problem, not advocating a change, but whatever) only add to guns' ability to do damage? IE wouldn't they perform the same at range (limited by optimal/falloff), but do more DPS to small targets up close (where currently they usually miss entirely)?

First of all, thanks for the credit, but it's actually steave435's idea, post 424: https://forums.eveonline.com/default.aspx?g=posts&m=1044996#post1044996

And yes it would reduce damage against smaller targets. His idea (long term plan) is to move the ratio of "sig radius [target]" / "gun sig resuolution [attacker]" from the tracking part of the damage formula to the actual damage part. Basically it should do this:
* If the target's sig is the same or larger than the gun shooting at it, ignore it (multiply by 1)
* if it's smaller, multiply damage by that ratio (which is below 1, so it will be reduced)
* in all cases: tracking is no longer affected by sig differences of guns & targets (as it affects damage instead).

The effect of this would be that shooting at a small target with a large gun is hard-limited (which is what titans need), and no longer dependent on the unrelated issue of whether or not the target it moving. Of course tracking still exists, you can still get "under the guns". This also makes it intuitive when you can hit a target with transversal, as it would then be the same for all ships, smaller ships of course also in those situations getting less damage because they are smaller.
It would be harder to get completely under the guns though, but the damage that remains after tracking is considered is still modified by the sig ratios as described, hopefully resulting in close to the same over all situation for subcaps.

His (short term) plan would only modify the behavior of XL-Turrets by (basically) modifying the database values in such a way, that the changes only affect them (see his post for details). Therefore allowing this to be deployed as an instant fix. Even if that is somehow not possible, it would still be a great long-term solution to this and many other problems!

This of course has to be tested (at the very least number-crunched) for viability, could be that it throws subcap balances out of whack. Something like that can hopefully/likely be fixed by tweaking the associated values once it is in development/testing...
Kadesh Priestess
Descendance.
GoonSwarm.
#466 - 2012-03-31 07:14:49 UTC  |  Edited by: Kadesh Priestess
Ganthrithor wrote:
What does "I got webbed by six dudes in huggins and hellraped" have to do with "battleship tracking is broken?
It's not battleship tracking which is broken, it's ability of *any big gun or missile* to hit *any small ship* (and do it efficiently) which is broken. Be it capital titan turrets vs battleships or battleships vs frigates.

First major part of problem is already actively discussed - it's tracking mechanics. Ability of more or less scattered gang to hit almost any any target is notorous, and belongs here too imo (because it's turret-specific). You can't hit bs on your orbit? Hit the BS orbiting your neighbour, and neighbour will do the same.

Second major part is highlighted by gripen, it's 'navigation ewar' - webs, scramblers and target painters (and neuts to some extent). With its help titans hit 10mn ab t3s, even when they keep close to the max transversal, which is kind of weird. You will see subcaps raped by titans + ewar support (and frigates raped by battleships + ewar support too) if using ewar will make it possible to efficiently hit targets (much) smaller than you.

Overall, like there's no point in frigate gangs (besides fun) or using general combat frigates in regular gangs, because couple of rapiers + 3 zealots just evaporate frigates as they lock, titans with web support obsolete multiple combat subcap classes. AF boost shown that CCP thinks in wrong direction: they gave them mwd sig bonus, hoping that it will bring them to battlefield to some extent (and obviously it didn't work), while actually they need to revise interaction between ships of different sizes. If bigger ship size has efficient ways to combat smaller size w/o using smaller-sized vessels - this smaller class just won't appear on battlefield (unless it's specialist class which has unique role, like dictors/bombers/long-range webbers).

I really hope that when dealing with titans, CCP will take a look at inter-class interactions in general, because it isn't titan-specific issue.
Ganthrithor
School of Applied Knowledge
Caldari State
#467 - 2012-03-31 07:20:00 UTC
It's an interesting idea, the only thing I worry about is making guns into "missiles, but worse." Currently I prefer to use turret ships because I can set them up to be fast, then manually pilot to drop transversal on targets and nuke them. It would be kind of ****** to have gun behavior changed from "fly wrong, hit nothing; fly right, do tons of damage" to "fly wrong, hit nothing; fly right, do a little damage." If there's no (or vastly reduced) benefit to using a turret ship, why not just fly a Tengu (which is boring and easy to fly, but will do very consistent damage over large distances)?

Basically I wonder what a change like this would do to solo / small gang PvP. Currently if you fly properly you can either nuke tacklers (if your opponents fly badly) or at least keep them from tackling you by making them warp off (if they're good). If turrets are changed to do minimal damage to smaller targets under ideal conditions, won't it just be way, way too easy for the larger gang to win every fight as invulnerable interceptors descend on you?

...And yeah, I'm sure someone will say "well than bring a screening fleet of a few Huginns, a couple of destroyers, and an artycane," but the reality is that outside of fleet combat you don't always get to choose your fleet comp, and under current mechanics one of the only things a small group can do against a larger blob is kite and nuke tacklers.
Kadesh Priestess
Descendance.
GoonSwarm.
#468 - 2012-03-31 07:32:54 UTC
Ganthrithor wrote:
It's an interesting idea, the only thing I worry about is making guns into "missiles, but worse."
You can solve this problem multiple ways. Relying *just* on tracking formula is just one of them. Relying just on navigation ewar modification (so it won't work with 100% efficiency on smaller/bigger ship classes, like s/m/l web classes with distinct characteristics, including 'optimal signature radius' and ranges) is another way to go.

But personally, i think that relying on both (avoiding extreme changes in each area, needed otherwise) is better solution.
ilammy
Amarr Empire
#469 - 2012-03-31 08:53:03 UTC  |  Edited by: ilammy
Andy Landen wrote:
ilammy wrote:
they can be neuted in siege/triage, but can't be filled up with cap by transfers while they're in the middle of the cycle.
That illustrates one of so many things broken about caps and complicating the effort to balance them. I would change that so that siege/triage still allowed RR and ET.
It's not broken, it has been done for a reason: now there is awful unkillable capital spidertank. Just imagine if you could spidertank while in triage – removing 'RR immunity' will boost another sorta broken mechanic (and will make triage carrier blobs invincible to subcaps: 53k DPS spider tank per every carrier on the field, how would you like that?). Yeah, I would be kinda glad to see such thing of course (omg, my favourite ship will be OP!), but even I feel it would be even more overpowered than titans blapping everything.

Don't do it wrong, the problem is not the cap, the problem is the DD itself. There is not any single ship that can solo kill in one shot a properly fit ship that is one step lower on the 'tier ladder'. Except for the titans killing dreads/carriers. They even don't need any skill to do this like waiting for a time window when the transversal is low or anything like that, they just lock, press the button and observe a wreck in 10 seconds.

I'm not against DD hitting ships. And not for gimping titans to the sov-structure grinding machines (we already have dreads and supercarriers, right?). I just don't want to feel like a ****, dying to a single titan just because it has a fitted DD and locked me. Even dying to alphastrike from several titans would be much, much better – at least they have done some coordination to kill me.
Shin Dari
Covert Brigade
#470 - 2012-03-31 09:47:25 UTC  |  Edited by: Shin Dari
Ganthrithor wrote:
Shin Dari wrote:
Ganthrithor wrote:
Why would you want to emphasize doomsdays, oh god. DDs are such a god-awful mechanic in the first place.
I find that the DDs are becoming balanced.

And a Titan without a DD is like a Bike without a front wheel. One might was well remove all the titans and boost the dreadnaughts.

They already have ~50m ehp tanks, a jump bridge they can use to fling fleets around, the best gang bonuses in the game, and a rack of giant ******* cannons that allow them to do 6-10k DPS. Do you really need a gimmicky, skill-less "pres butan, explode someone's hard-earned capship" button as well?
As well? The DD plan removes those giant ******* cannons.

Also insta-popping happens to every class of ships, so I don't see any reason to make an exception for super-caps. I can understand that even cap pilot don't want to be insta-popped by a single Titan, so CCP can just have the alpha of the DD reduced and the rate of fire boosted to make up for that.

Also DD can't shoot BS and lower, perfect for the Titan role. The principle and balancing would be simple, but a trick would have to be found for implementation. While on the other side we have the tracking and sig debate, which seems to go nowhere. And balancing the tracking and sig would be a nightmare, that CCP likely won't be able to do before the coming expansion.
Bubanni
Corus Aerospace
#471 - 2012-03-31 10:07:32 UTC
CCP Greyscale wrote:
steave435 wrote:
CCP Greyscale wrote:
CynoNet Two wrote:
CCP Greyscale wrote:
I see what you're getting at, I think. Can this not be mitigated by just adjusting the falloff formula*, alongside potentially adjusting the general balance between optimal and falloff

*As in, the attribute "falloff" that currently exists on turrets etc, not sig-based damage reductions

How would this affect anything within optimal range? Blasters and Pulses would still be capable of alpha'ing anything within 70km with ease before their falloff even kicks in.


Hence the bit about potentially adjusting the current balance between optimal and falloff. We already have a mechanic to make you hit less at long range; if that's not working, I'd prefer to fix that mechanic rather than introduce another one alongside it. If we don't like that you can do 70k optimal on pulses, we have the technology to just reduce that number to a range that we do like, and kick the falloff up to compensate. If we don't like the way damage drops off as a result, we can adjust the falloff formula to do whatever we want it to do Smile

But doesn't that take you back to having to change an entire mechanic, which will then significantly affect the balance of all other ships as well? And if you're gonna start messing with that, then changing the falloff formula to fix a tracking problem rather then changing the tracking formula doesn't make sense.

In addition to that, if it's just the falloff formula being changed, then it's going to reduce damage at range by roughly the same amount against ALL types of ships, including capitals, not only sub-caps

If you do have time to re-work the formulas, what I'd like to see is separating tracking from the guns signature.
Run a script to divide the tracking of every gun by its current sig res, and then set the variable for the guns signature in the tracking formula to a constant 1. Since signature is simply a modifier, this will have absolutely no effect what so ever
For example, a BS sized gun with 400 sig shooting at a frigate with a sig of 40
Today, the BS has a tracking of 400x, but since the guns signature is 10 times higher then the friagtes, its tracking get reduced to 10% of its base value. 400x * 10% = 40x
With this change, its tracking would only be x base, but since the guns signature is considered to be 1, it gets multiplied by the target ships signature, in this case 40. x * 40 = 40x

So why make a change that has absolutely no effect?
Well, 2 reasons really
1. It makes it easier to understand and more intuitive. Currently, a newbie will assume that the gun with the highest tracking track the best, without realizing that the signature radius can change that completely
2. It frees up the signature stat to be used for something else.

So, what could it be used for?
To give guns that need it a maximum damage potential against smaller ships. A new step would be added in the damage taken formula, comparing the sig res of the gun with the sig of the target. If the target is larger, do nothing, but if the target is smaller, reduce the damage taken by the ratio of the 2 signatures. For example
An Avatar is firing at a Tempest. The XL lasers that the Avatar is using has a sig res of 1000, and the Tempest has a signature of 340, so the sig ratio is 340/1000 = 0.34. Modify the damage the Tempest would normally have taken by that value
However, the Tempest firing at the Avatar would have a 400 sig gun firing at a almost 16 000 sig target, so since the target is larger then the gun, it does normal damage
Result: Even if the Avatar hits, it's doing 66% less damage to the Tempest then it would normally do, but firing at the appropriate sized target still does the same damage as it does now

But this would change the sub capital balance as well...
Not necessarily. Have the script that adjust the tracking to the new values also reduce the sig res of all non-XL turrets to 1
Since it is no longer considered in the tracking formula and there are no ships with a signature of less then 1, they will track exactly like they do now and there are no targets that they'd get a damage penalty against

Why is this good?
1. It's a balancing tool. Currently, it's very hard to balance tracking since it's almost impossible to get a tracking value that allows the big ship to hit the small ship sometimes, without also having that hit result in the smaller ship dying almost instantly. This mechanic makes it possible to have the tracking formula decide what types of ships you can hit at all, and you can be pretty generous with that since you also have a second formula to decide how much damage is taken when a hit actually occur.
2. It opens up for new ship roles. For example, you can have 1 BS with low tracking and low sig res. It will be able to hit BS and maybe BCs for full damage, but can't do anything to cruisers, and then you can have an another BS with high tracking and high sig res that can hit anything but will do very little damage to anything smaller then a BS. You'd then have to choose between a BS that can fight only BC and BS and a BS that can fight anything, but is less effective against any given target.


Note to self: re-read this on Monday.


Well personly I thought same should apply to subcaps... and I suggested this multiple times

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Andy Landen
Deep Core Mining Inc.
Caldari State
#472 - 2012-03-31 11:31:22 UTC  |  Edited by: Andy Landen
ilammy wrote:
It's not broken, it has been done for a reason: now there is awful unkillable capital spidertank. Just imagine if you could spidertank while in triage – removing 'RR immunity' will boost another sorta broken mechanic (and will make triage carrier blobs invincible to subcaps: 53k DPS spider tank per every carrier on the field, how would you like that?).


Again, extend the analogy back to subcaps and see that it works for subcaps and therefore will work for caps. A cruiser logistics ship can spider tank and the next lowest tier of frigates will have as hard a time trying to kill them as BS would have killing carriers, unless they are smart about it. How do you break a basi spider tank? alpha, ECM, neut, SD. So, how do you break a carrier spider tank? alpha, ECM, neut, SD. While neuts only go up to "heavy" (should be called "large"), cap neuts would scale the neut option to be viable against carriers. ECM doesn't scale either to BS-sized and cap-sized modules, and I think they should, but it seems that EVERY time a cap strength module is proposed, someone just says OP as if anything over BS is OP and just too big for them to get their minds around .. seriously, a BS is OP to a cruiser pilot until he learns to play smart, and a cruiser is OP to a frig pilot until he stops doing 0 transversal, stays off ls gates, and also flies smart.

Spider tank in triage still leaves the carriers immobile .. hey look, nice targets for dreads and unable to jump away/dock/etc, and with enough of the right ships, any ship can be alpha'd regardless of spider tank, even if the OP one-shot DD is changed to be limited only to structures.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Ganthrithor
School of Applied Knowledge
Caldari State
#473 - 2012-03-31 18:14:25 UTC
Shin Dari wrote:
Ganthrithor wrote:
Shin Dari wrote:
Ganthrithor wrote:
Why would you want to emphasize doomsdays, oh god. DDs are such a god-awful mechanic in the first place.
I find that the DDs are becoming balanced.

And a Titan without a DD is like a Bike without a front wheel. One might was well remove all the titans and boost the dreadnaughts.

They already have ~50m ehp tanks, a jump bridge they can use to fling fleets around, the best gang bonuses in the game, and a rack of giant ******* cannons that allow them to do 6-10k DPS. Do you really need a gimmicky, skill-less "pres butan, explode someone's hard-earned capship" button as well?
As well? The DD plan removes those giant ******* cannons.

Also insta-popping happens to every class of ships, so I don't see any reason to make an exception for super-caps. I can understand that even cap pilot don't want to be insta-popped by a single Titan, so CCP can just have the alpha of the DD reduced and the rate of fire boosted to make up for that.

Also DD can't shoot BS and lower, perfect for the Titan role. The principle and balancing would be simple, but a trick would have to be found for implementation. While on the other side we have the tracking and sig debate, which seems to go nowhere. And balancing the tracking and sig would be a nightmare, that CCP likely won't be able to do before the coming expansion.


I don't like that using DDs is as simple as "be in lockrange, pres butan." Instapopping can occur in other areas, but usually there are ways to avoid it (like coming in outside their range [not possible with max-targeting range locks on titans] or keeping transversal up). There's also the issue of many of its intended targets not being capable of dodging a DD (sieged dreads, triaged carriers).
Justin Cody
War Firm
#474 - 2012-03-31 20:06:52 UTC
SPYDERWOLF wrote:
[
dude, the problem is not sig radius the way you've suggested.

The problem is that tracking gets better over range because of your formula. There is no penalty for a ship being further away and thus appearing smaller in reality.

So while I can always choose a smaller ship to counter sig, I cannot choose a smaller ship to counter tracking. There's only 2 ways to counter tracking, get closer, or get faster.


The issue is this. If I pull out my gun and try to hit a pumpkin from 2 feet away, I'm probably going to hit it because it's very large in my view. But if that same pumpkin is 100 yards away, it should appear a hell of a lot smaller. This does not happen in eve. The sig size always stays consistent. So there is no penalty for sig according to range, and tracking gets progressively better at range.

For a huge ship like a titan, this means that if you have 10+ on the field, their shear size (30km+ across each) is going to spread them and the enemy fleet out more... meaning more range and greater tracking. Sig matters a hell of a lot less in this case. And in addition, you can add webs to targets in addition to that range factor benefiting the titans and you get very high results.

The solution is to inflate weapon signiture over range for all ships. You should not decrease damage directly like falloff... that's a horrible solution. If you just inflate the signiture according to range for the weapons, this means that smaller targets get progressively harder to hit.

My solution in another thread a while back is to give every gun a base range for their signiture to apply at. So a 425 railgun might have a 50km signiture range where it's signiture is 400 like current. But for every % further from that 50km base, the signiture of the gun should increase.... IE at 100 km range, the sig of the gun is 800. This means it's harder for the gun to hit smaller ships as range increases. This would not hurt titan v capital, but would likely affect titan vs anything else and reduce the effects of that 60-100km zone of combat where webs can't reach, and titans still struggle to track.

In particular, it would hurt the close range high tracking titans because if their base sig range was low... (IE 15-20km for Giga Pulse as an example), at 60km range, they would have 3x the sig or 3000 sig compared to the BS they are trying to hit....

This makes sense because distant objects are supposed to be harder to hit. So please implement a mechanic that makes sense not just for titans, but for all ship class warfare. Because quite honestly, frigates should have a lot better survival rate vs bs according to their sig/speed advantage...and you just don't see it currently. I mean, smaller ships are already penalized enough for small defense and smaller offense and range.


***** As a side note, the above suggestion adds a huge new feature for gun balance where you can make proper mid range weapons, close range weapons, and long range weapon. This means that every solution to the artillery vs rail vs beam or the blaster vs auto vs pulse doesn't have to come down to direct damage and tracking... you actually have a mechanic to make each range and gun type specialize with it's signature in a certain zone.... So rails might have 3x further range than pulse for their signiture to remain normal, thus boosting their efficiency with mid range ammos and not forcing you to apply a **** patch where damage is boosted like the last one. Artilleries might have huge alpha, but a pretty small window for sig (30-40km), meaning more struggles hitting moving ships due to the sig inflation of the guns(which they need btw).



this seems reasonable and helps the tracking problem with all turrets[/quote]

You sir are full of win and I support this idea.
+10 internets
Allendra Sormana
Republic Military School
Minmatar Republic
#475 - 2012-03-31 21:51:21 UTC
Andy Landen wrote:
ilammy wrote:
It's not broken, it has been done for a reason: now there is awful unkillable capital spidertank. Just imagine if you could spidertank while in triage – removing 'RR immunity' will boost another sorta broken mechanic (and will make triage carrier blobs invincible to subcaps: 53k DPS spider tank per every carrier on the field, how would you like that?).


Again, extend the analogy back to subcaps and see that it works for subcaps and therefore will work for caps. A cruiser logistics ship can spider tank and the next lowest tier of frigates will have as hard a time trying to kill them as BS would have killing carriers, unless they are smart about it. How do you break a basi spider tank? alpha, ECM, neut, SD. So, how do you break a carrier spider tank? alpha, ECM, neut, SD. While neuts only go up to "heavy" (should be called "large"), cap neuts would scale the neut option to be viable against carriers. ECM doesn't scale either to BS-sized and cap-sized modules, and I think they should, but it seems that EVERY time a cap strength module is proposed, someone just says OP as if anything over BS is OP and just too big for them to get their minds around .. seriously, a BS is OP to a cruiser pilot until he learns to play smart, and a cruiser is OP to a frig pilot until he stops doing 0 transversal, stays off ls gates, and also flies smart.

Spider tank in triage still leaves the carriers immobile .. hey look, nice targets for dreads and unable to jump away/dock/etc, and with enough of the right ships, any ship can be alpha'd regardless of spider tank, even if the OP one-shot DD is changed to be limited only to structures.


Sorry, but you don't seem to realize the extent of the bonuses resulting from Triage and the fundamental differences to subcap spidertanks. First of all, triage quadruples remote repair output (doubles output and halves duration), which can easily be sustained with incoming energy transfers (but NOT without). Lets assume you can spidertank with carriers. Depending on the resists of the target being shot, every participating carrier will provide effectively around 30k dps tank. With 5 carriers you already have a 120k dps tank (plus whatever the target-carrier might have fitted locally, if anything). Even with the limited range of Capital Energy Transfers (15 km or something), I'm sure you can find one or two in range in your 50 carrier blob. Yea sure, that isn't overpowered...

To put that into perspective, a carrier normally tanks what, maybe 5000 dps? 15k in triage? Allowing spidertanking triage carriers would effectively double that triage tank for every carrier participating (starting at 2, obviously).

No subcap ship has those kinds of bonuses to remote repair. Even logistics only get the amount of cap reduced, which is necessary for them to even work in the first place, since you fit oversized repairers (large remote repairer on medium hull). Also the range of the remote repair is luxurious with over 50 km compared to 8 km of large reps (which is why bumping is also quite effective at breaking spidertanks).
Pink Marshmellow
Caucasian Culture Club
#476 - 2012-04-01 01:56:05 UTC
While I agree Titans should be change, it shouldn't be change in a way that it negatively affects regular Capital Ships: Carriers and Dreads.

Nerfing XL guns will hurt Dreads even more than it will hurt Titans, blowing up structures as its only role is lame. Who wants to spend 1.5 billion on a ship just to smash a structure? Dreads already have trouble tracking Moving Capital Ships, nerfing the way that XL guns track will hurt Dreads even more.

Making a Titan a super doomsday platform will make it pointless to field capitals on the field, infact its pretty much suicide to do so.

If you want to nerf titans give Titan Hulls a built in penalty, rather than apply it to the weapon system that is already used by another ship class.

As I repeat, Smashing structure is not a role worth wasting 2 billion on. Dreads needs something other than smashing structures and doing stuff other supercapitals can do.
Creat Posudol
German Oldies
#477 - 2012-04-01 02:08:16 UTC  |  Edited by: Creat Posudol
Shooting at structures or other capitals will remain unchanged after (if) those changes are implemented, as those have a large enough signature.
This would actually make a dread track smaller stuff better, but the damage would then be reduced due to the small sig. They might very well come out better after this, doing at least some damage against BS/BC...
Andy Landen
Deep Core Mining Inc.
Caldari State
#478 - 2012-04-01 05:14:32 UTC  |  Edited by: Andy Landen
Allendra Sormana wrote:

Sorry, but you don't seem to realize the extent of the bonuses resulting from Triage and the fundamental differences to subcap spidertanks. First of all, triage quadruples remote repair output (doubles output and halves duration), which can easily be sustained with incoming energy transfers (but NOT without). Lets assume you can spidertank with carriers. Depending on the resists of the target being shot, every participating carrier will provide effectively around 30k dps tank. With 5 carriers you already have a 120k dps tank (plus whatever the target-carrier might have fitted locally, if anything). Even with the limited range of Capital Energy Transfers (15 km or something), I'm sure you can find one or two in range in your 50 carrier blob. Yea sure, that isn't overpowered...

To put that into perspective, a carrier normally tanks what, maybe 5000 dps? 15k in triage? Allowing spidertanking triage carriers would effectively double that triage tank for every carrier participating (starting at 2, obviously).

No subcap ship has those kinds of bonuses to remote repair. Even logistics only get the amount of cap reduced, which is necessary for them to even work in the first place, since you fit oversized repairers (large remote repairer on medium hull). Also the range of the remote repair is luxurious with over 50 km compared to 8 km of large reps (which is why bumping is also quite effective at breaking spidertanks).


Look, RR is irrelevant if you can get alpha. For a Nidhogger with 1.14 mil EHP against a fleet kin/therm dps Moros, alpha can be achieved with as few as 34 sieged Moros. So, I accept your "50 carrier blob" and raise you a 34 sieged Moros blob (don't even need a Titan DD) for alpha against a Nid (carrier). 1 carrier dies every 5.75 seconds, so long as alpha can be maintained, triage or not, so I say triage is fine, even if it were changed to allow RR/ET. The idea of RR/ET being blocked for triage is about as contrived and perplexing as no eWar against supers or single DD alpha of a carrier. [and then they pretend to fix the Titan problem by burying their heads in the optimal/falloff/tracking hole in the sand].

Now to address the concern for Triage briefly. Triage makes 2 cap RR modules act as 8 using the cap of 4 modules. Good luck generating much more cap than that on your own. Since every other carrier is fully powering their own RR, good luck finding anyone else with spare cap. How powerful are 8 cap RR modules? 9600 reps per sec. Moros puts out 5850 dps each and the Nyx does 10k dps. So, even a triaged carrier blob allowed to do RR is challenged by 2:1 from sieged Dread and 1:1 from SC.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

steave435
Perkone
Caldari State
#479 - 2012-04-01 09:07:01 UTC
Andy Landen wrote:
Allendra Sormana wrote:

Sorry, but you don't seem to realize the extent of the bonuses resulting from Triage and the fundamental differences to subcap spidertanks. First of all, triage quadruples remote repair output (doubles output and halves duration), which can easily be sustained with incoming energy transfers (but NOT without). Lets assume you can spidertank with carriers. Depending on the resists of the target being shot, every participating carrier will provide effectively around 30k dps tank. With 5 carriers you already have a 120k dps tank (plus whatever the target-carrier might have fitted locally, if anything). Even with the limited range of Capital Energy Transfers (15 km or something), I'm sure you can find one or two in range in your 50 carrier blob. Yea sure, that isn't overpowered...

To put that into perspective, a carrier normally tanks what, maybe 5000 dps? 15k in triage? Allowing spidertanking triage carriers would effectively double that triage tank for every carrier participating (starting at 2, obviously).

No subcap ship has those kinds of bonuses to remote repair. Even logistics only get the amount of cap reduced, which is necessary for them to even work in the first place, since you fit oversized repairers (large remote repairer on medium hull). Also the range of the remote repair is luxurious with over 50 km compared to 8 km of large reps (which is why bumping is also quite effective at breaking spidertanks).


Look, RR is irrelevant if you can get alpha. For a Nidhogger with 1.14 mil EHP against a fleet kin/therm dps Moros, alpha can be achieved with as few as 34 sieged Moros. So, I accept your "50 carrier blob" and raise you a 34 sieged Moros blob (don't even need a Titan DD) for alpha against a Nid (carrier). 1 carrier dies every 5.75 seconds, so long as alpha can be maintained, triage or not, so I say triage is fine, even if it were changed to allow RR/ET. The idea of RR/ET being blocked for triage is about as contrived and perplexing as no eWar against supers or single DD alpha of a carrier. [and then they pretend to fix the Titan problem by burying their heads in the optimal/falloff/tracking hole in the sand].

Now to address the concern for Triage briefly. Triage makes 2 cap RR modules act as 8 using the cap of 4 modules. Good luck generating much more cap than that on your own. Since every other carrier is fully powering their own RR, good luck finding anyone else with spare cap. How powerful are 8 cap RR modules? 9600 reps per sec. Moros puts out 5850 dps each and the Nyx does 10k dps. So, even a triaged carrier blob allowed to do RR is challenged by 2:1 from sieged Dread and 1:1 from SC.


You use CETs to create cap from nowhere. Even normally they give the target more cap then you use to activate it, and in triage it suddenly give twice as much cap while using the same amount/cycle, so 2 carriers bouncing 1 CET each between them would be equivalent to them both receiving 3 CETs without sending any.
Andy Landen
Deep Core Mining Inc.
Caldari State
#480 - 2012-04-01 17:18:41 UTC  |  Edited by: Andy Landen
steave435 wrote:

You use CETs to create cap from nowhere. Even normally they give the target more cap then you use to activate it, and in triage it suddenly give twice as much cap while using the same amount/cycle, so 2 carriers bouncing 1 CET each between them would be equivalent to them both receiving 3 CETs without sending any.


Good point. Without Triage, the chimera nets 65 GJ/s per CET (+200, -135). With triage, the same chimera nets 584 GJ/s (+800, -216). If a chimera cap bounced (with friendly effects allowed for triage/siege) like a basilisk, it would fit 2 CST, 1 CET, and 1 triage. The 2 CST would be fully powered by the CET bouncing, and put out the reps of 8 CST. If a basi fit 5/1 and the chimera operated like an 8/1, we must conclude that the two, on their respective tiers, were similar as is. The advantage would be offset by the immobility ... hold still for my dread guns, perfect. Without triage, but following the same basi cap bouncing strategy, the chimera can hardly power a single (1) CST (19 min 47s). This puts the chimera in an unstable 1/1 configuration which is pitiful compared to the basi's stable 5/1 configuration.

I support changes to siege/triage to allow carriers to cap bounce and spider tank which mirrors established subcap logi practices and mechanics. Carriers and Dreads would have their place on the battlefield, and players would see their viability. Fixing the single DD alpha will allow people to choose the T1 cap over the super, and I believe, will also resolve most of our super balancing issues.

CST - cap shield transporter
CET - cap energy transfer array

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein