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Titan changes - update

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Swearte Widfarend
Ever Vigilant Fountain Defenders
#521 - 2012-04-03 18:40:59 UTC  |  Edited by: Swearte Widfarend
meh. NVM.

No comment

Democracy is only as good as the despot managing the voting booth.

Raivi
State War Academy
Caldari State
#522 - 2012-04-03 19:09:29 UTC  |  Edited by: Raivi
My thoughts on the latest proposal:

-Firstly, it's going to do the job much better than any of the previous official proposals, and do it without seriously nerfing the titan's anti-cap abilities, which is good.

-Ths use of unmodified sig radius isn't ideal since it doesn't take into account choices relating to sig radius like MWD use, shield extenders and skirmish bonuses. But it's an effective change you can make in the limited time available to you, so it'll do for now.

-The commitment to look at other options down the road is also good, just make sure to keep open the possibility of rolling back some of the simple changes if you implement some of the more complicated ones. If every nerf on that "possible" list gets implemented at the same time you'll end up with titans that are too weak.

-The change to refitting while targetted is going to have a significant effect on current triage carrier doctrines. I would consider this to be undesirable collateral damage as triage carriers in my opinion are both fun and balanced at the moment. But it may be nessesary collateral damage, and if so then it's not the end of the world.

-Once you have nerfed in combat refitting could you look at removing the mechanic that prevents refitting with a lot of other carriers around you? There shouldn't be anymore balance considerations and that message is annoying as hell when you just want to refit your carriers at a safespot.

-It seems this change is also going to apply to dreads, which makes me sad and kills what could have been a fun emerging tactic. But if there's no easy way to avoid it then so be it.
Ganthrithor
School of Applied Knowledge
Caldari State
#523 - 2012-04-03 19:44:50 UTC
GeeShizzle MacCloud wrote:
just remove the titans ability to refit solo when targeted, not all ships with refitting services.

refit solo if in a titan and not targeted, if you are targeted u need a buddy and co-ordination.


If you don't understand current mechanics, please don't **** up a useful thread. Ships cannot solo-refit under current mechanics-- they require a nearby buddy ship with an SMA service active in order to refit. The problem is that in fleet scenarios a blob of supers can refit off each other, not that a solo Titan can refit off its own service at will.
CynoNet Two
GSF Logistics and Posting Reserves
Goonswarm Federation
#524 - 2012-04-03 19:55:39 UTC
Raivi wrote:

-Ths use of unmodified sig radius isn't ideal since it doesn't take into account choices relating to sig radius like MWD use, shield extenders and skirmish bonuses. But it's an effective change you can make in the limited time available to you, so it'll do for now.

He does say that it will only apply to XL guns (at least initially). This is fine as the whole signature hierarchy is broken anyway. The MWD sig bloom was only intended to make sub-caps easier to hit by other subcaps while moving at a higher velocity. It should never have made them effectively the 'same size' as a carrier. Ideally we should see the numbers for capital and structure sig radiuses more widely distributed to accomodate factors like this.

Raivi wrote:
The change to refitting while targetted is going to have a significant effect on current triage carrier doctrines. I would consider this to be undesirable collateral damage as triage carriers in my opinion are both fun and balanced at the moment. But it may be nessesary collateral damage, and if so then it's not the end of the world.

True, but on the other hand it's now a stealth buff for T2 triage.

Raivi wrote:
Once you have nerfed in combat refitting could you look at removing the mechanic that prevents refitting with a lot of other carriers around you? There shouldn't be anymore balance considerations and that message is annoying as hell when you just want to refit your carriers at a safespot.

Hell yes. That mechanic is so dumb. Bunch of corp mates AFK in a pos shield? No refitting for you, sir.
Ganthrithor
School of Applied Knowledge
Caldari State
#525 - 2012-04-03 20:45:55 UTC
CCP Greyscale wrote:
OK, so the approach we're currently considering is:

- Probably keep the lock count reduction on general principles
- Introduce an attribute that lets us scale turret damage based on raw unmodified sig radius, and set this to approximately capital-size on XL weapons
- Stop people from refitting their ships while they're being targeted
- Possibly revert the tracking adjustment, we're still considering this
- Put "revisit tracking formula" on our to-look-at list, and particularly consider revising how sig radius and sig res are treated (either make this comparison more prominent or pull it out and use the damage scaling on all turrets, possibly with some additional adjustments TBC)
- Put "revisit supercap EW immunity" on our to-look-at list

The damage scaling guarantees that we solve the problem we're trying to solve, which is why we're currently favoring that approach. It also stops people from ratting in titans so effectively, which is considered a significant plus. Finally, it's likely laying the groundwork for a more comprehensive tracking adjustment at some possible time in the future maybe TBC perhaps you see how I'm being non-committal here right.

Stopping mid-fight refitting is a "cute" solution that may or may not end up contributing to this in practice, but it's not behavior we want to support anyway so removing it now seems reasonable.

The tracking nerf on XL weapons may or may not still be needed, we'll see how that pans out.

The tracking formula is now very much on my radar; as above I make no predictions about when we might look at it but it does warrant another look I think.

Criticisms?


My biggest concern with this list of proposed changes is this: if you're going to delve into sorting out / changing the way guns apply damage to their targets, PLEASE make sure that whatever formulaic changes you make don't detrimentally disrupt current balance between subcap classes. My main concern here is actually with frigates-- while I don't think tacklers should be as easy to blap as, say, interdictors, I would be wary of interceptors and AFs becoming seriously overpowered by these generic damage-reduction formulas. Under current mechanics, it's already quite difficult to land quality hits on these ship classes using oversized turrets. IMHO they could use a small increase in survivability, just take care not to create a total rock-paper-scissors scenario where you need a Rapier and a contingent of destroyers just to deal with a couple of interceptors. Keep in mind the cost-effectiveness of frigates, as well as the fact that AFs, faction frigates, and DPS interceptors don't have a particularly tough time killing the light drones that are presumably intended to counter them.

Regarding turret damage scaling: consider having the gun damage scaling shenannigans consider actual rather than unmodified signature radius-- modules like target painters DO have stacking penalties. There is a limit to the degree to which sigs of hostile ships can be intentionally inflated. I also don't see why people SHOULDN'T be penalized for things like signature blooms resulting from MWD use. If you know you're going to need to dodge giant bullets, fitting and tactical concerns should exist. Armor HACs are a good example of the kind of strategies people should be encouraged to develop to counter specific hostile fleet comps. If a hostile fleet relies heavily on XL gun damage, let the other side adapt their fittings to counter the hostile fleet (by using AB fits / focusing on maintaining transversal / whatever) rather than nerfing the XL guns in absolute terms (making it impossible for XL guns to do high damage to, say, battleships, REGARDLESS of how they are fit or flown).

Regarding removing in-combat refitting: I'm still generally in favor of this on principle. I think it will significantly improve the balance between supercap blobs and subcap fleets by preventing supers from continuously changing configurations based on the types of targets that present themselves at the time. On the other hand, the stuff that groups like Rooks and Kings do is pretty awesome. On the other, other hand, I'm sure that groups like R&K will devise ways to work around this problem (by using off-grid refitting carriers, etc).

Re: reverting XL turret tracking changes: If you're going to use the scaling system, I don't see why nerfing tracking would be necessary, but I guess EFT warrioring and playtesting would be in order to see how new models perform in practice.

Re: reviewing supercap ewar immunity: Interested to see what you find!


CCP Greyscale wrote:
Specifically regarding #2, if we want cynos at starbases to be interdictable, it's not something I'd want you to need a supercap for, so I'm not totally worried about that particular scenario.


Really hoping this goes in the direction of "un-manned POS EWAR modules won't aggress ships" rather than "ships cynoing onto armed POSes will be safe from everything, including supercaps." Keep in mind that currently, the only ways to kill a capital that blind-jumps to a cyno beacon are suicide-dreads, supercaps, or a subcap fleet so large that it can spider tank the pos long enough to incap all the points.

Let weapons aggress automatically, by all means, but allowing more ships to engage caps that jump unscouted to beacons by allowing them to warp off when they're done (without having to incap 10 warp disruption batteries) sounds like a positive change to me. It rewards people for manning their space-castles and punishes oblivious, unscouted movements of caps.
Creat Posudol
German Oldies
#526 - 2012-04-03 20:45:58 UTC  |  Edited by: Creat Posudol
Mechael wrote:
Honestly, it wasn't until fairly recently that I came to understand that tracking and sig radius have a multiplicative effect on each other rather than being two separate things entirely. I liked it better when I believed they were separate; it made so much more sense.
The same goes for me. I've been playing since 2004 (sometimes more, sometimes less), it was only a few years ago (maybe 2009? 2008?) as I was looking into something entirely different that I realized that the signature difference was basically a modifier for tracking. I just happened to be looking at the turret formula and all of a sudden there was an "aaahhhh..."-effect. At the very least this needs to be so much clearer, but preferably just finally fix it and make it work like the wording of the attribute suggests.

This is the perfect opportunity. This isn't a separate issue from the Titan issues, the problems with titans are simply because of this. Implement this change now for titans only, then escalate the change to other ship classes after the proper balancing reviews are done and possible additional changes to some stats have been implemented and tested.

Yes, it will change the game rather severely, maybe fundamentally in some cases (no 1 shotting Inties with a BS), but it will be much better for it! Some changes need to happen, this is one of them!

CCP Greyscale wrote:
- Put "revisit tracking formula" on our to-look-at list, and particularly consider revising how sig radius and sig res are treated (either make this comparison more prominent or pull it out and use the damage scaling on all turrets, possibly with some additional adjustments TBC)
[...]
The tracking formula is now very much on my radar; as above I make no predictions about when we might look at it but it does warrant another look I think.
Oh yes PLEASE GOD THANK YOU! Lol
And I would also urge you to possibly do this while you're rebalancing all the ships anyway. If you indeed start with frigates (as many suspect and CCP may even have stated somewhere as a possibility) it would be the perfect place to implement the changes as that rolls out. Frigates are after all barely affected themselves (with the exception of shooting at slightly smaller frigs), but as soon as cruisers get their makeover this will start to come into play. It is the perfect time for this!
Altaen
SoE Roughriders
Electus Matari
#527 - 2012-04-03 21:07:56 UTC
gfldex wrote:
CCP Greyscale wrote:
- Stop people from refitting their ships while they're being targeted


No beer for you from Rooks'n'Kings at next fanfest for you. (read: they will hate you long time)


I could see this being alright for super-capitals...but I'd be sad to see the in-fight refitting option taken away from triage carriers.
Meissa Anunthiel
Redshift Industrial
Rooks and Kings
#528 - 2012-04-03 21:16:14 UTC
I'll post here too...

CCP Greyscale wrote:

- Stop people from refitting their ships while they're being targeted

Criticisms?


Yes, very much so.

This is an example of a nerf that is overreaching. You don't want titans to refit in combat, then prevent titans from refitting in combat. They don't do it all that much anyway.

My concern here is everyone else.

Refitting midcombat is a tactic used sparingly that has been in use for years. Foundati0n posted a video about it in 2009 and used it since at least 2007. It's not an easy thing to do, it's not a magic button "here I refit from one configuration to another", it's used infrequently in small/medium gang warfare that involves a small number of caps.

It is a good thing because it gives people adaptability.
It makes decisions one makes in the battlefield matter, as opposed to making only the decisions made when undocking matter.
It removes part of the rock-paper-scissors scenarios where one can find themselves screwed up because of information they couldn't possibly have (what fleet you end up facing, which may or may not be the one you set out to fight against).
It makes player skill matter. Keeping track of what's going on in the fight, where you are, what you're up against and other situational awareness important.
It helps against blobs, if I can make important decisions on the field, I don't need to bring everything and the kitchen sink to prepare for every single possibility.
It makes people stay and fight where they would have fled because they don't have something to counter whatever they end up facing.
It's a fair tactics, in the sense that everyone has an equal ability to employ it.
It creates interesting fights because of evolving tactics in the fight, so there's an ebb and flow as opposed to whoever is winning in the beginning is winning in the end.

It may not be what CCP had in mind when refitting on carriers became a possibility, but isn't this a sandbox, emergent gameplay and all that?

Now, to get back to titans, if you want to prevent titans from doing that, I don't have too much of an objection, but then limit that nerf to titans and titans only.

Member of CSM 2, 3, 4, 5, 6 and 7

Darek Castigatus
Immortalis Inc.
Shadow Cartel
#529 - 2012-04-03 21:57:18 UTC
I have to agree with Meissa on the refitting issue, 99% of the ways small to mid sized alliances use their carriers have jack **** to do with titans but would still get hit by this nerf ostensibly only aimed at titans. Dont get me wrong I like the details but as Meissa said the refitting restictions should only apply to titans.

Pirates - The Invisible Fist of Darwin

you're welcome

Mike deVoid
University of Caille
Gallente Federation
#530 - 2012-04-03 22:05:53 UTC
CCP Greyscale wrote:
pmchem wrote:
Greyscale,

Please consider special-casing XL turrets and implementing a signature radius based solution. If you modify chancetohit (from http://wiki.eveonline.com/en/wiki/Turret_damage ) by adding a sigrad based falloff function, but restrict the implementation just to XL turrets, it could be done very quickly. In time for the April escalation release, if not earlier. Plus, special-casing XL would mean subcap v subcap gameplay is not affected and nobody would really care if XL turrets were "special" with respect to sigrad effects. I think if you locked yourself, Masterplan, and Soundwave in a room this could be done in a matter of hours.


I don't entirely understand what you're suggesting here - the hit chance is already scaled based on a comparison of the signature resolution and the target's signature radius. My math is rusty, please explain further.


I've started a proposal thread on FHC that does just this: http://failheap-challenge.com/showthread.php?6245-The-Great-Tracking-Nerf-v0-1
Bouh Revetoile
In Wreck we thrust
#531 - 2012-04-03 22:19:28 UTC
CCP Greyscale wrote:


I *think* I understand what you're saying here, but I'm not 100% sure :/


I'll try to make it simpler.

With missiles, we cap damages with a direct signature and velocity comparison, and that's why damages don't scale down with turret size (when turret size increase, damage to smaller target reduce a lot).
With turret, we cap damages with chances to hit and a multiplier (I forgot it last time ; I will go back to it later), and that's why damages scale down pretty well with turret size (when size of turret increase, damage to smaller target do not reduce too much).

That is because with missiles, being small is enough to reduce incoming damages, and speed reduce them further.
While with turret, your size only affect how easy you will manage to outtrack the turret, and it is actually your piloting only (by increasing your transversal velocity) which decrease the chances to hit and the damages.

Turret damage formula is made with two members : tracking member (where sig ratio is used with transversal velocity) and range member (where we check if target is in optimal range, and reduce chances to hit when it's not).

You can cap turret damage directly if you want without modifying the turret damage formula, but that would be a coarse way of doing it because it would go against the idea of the turret damage formula and it would make turret more like missiles but without the advantages of missiles.
So you have two ways of doing it : by modifying the turret damage formula, or by tweaking the damage modifier.

I already explained how to tweak the turret formula to affect hit chances, which will affect the raw dps of turrets : if you want signature to directly affect hit chances, you need to add a member next to the tracking and range members (X = A + B + C with A the tracking member, B the range member and C the new sig member) ; this will make hit chances, and hence dps, to be directly affected by signature regardless of any other factor.

Then follow an explanation of the damage modifier of turret, because I didn't realized that you can directly modify the damage output of turret the way you like with no difference.


I didn't realized there was the other way until tonight. Damages on turret are affected by the quality of hit.
I will not consider wrecking hit to make it simpler. Infact, when you shoot with your turret, a random number between 0 and 1 is drawn, we call it X. The formula determine the higher value X can take to hit the target. Look at the evelopedia for more explanations. In brief, turret damage number is multiplied by X+0.5. So if your turret can hit the target, it will do at least 50% of its damage and at most 150% (provided it's not a wrecking hit).
So a quick and dirty fix to cap XL turret damages could be made here. Multiply this ratio with the damage modifier by the sig ratio and you're done.
Damage modifier look something like F = D * (X+0.5) (F = final damage number, D = damage of turret (after all its bonuses), X = the random number drawn to determine the hit).
Make it like
F' = D * (X+0.5) * (target sig radius / turret sig resolution)
Which can also be F' = F * (target sig radius / turret sig resolution)
and you have something missile like. But then, you will see a lot more Leviathan... maybe...


So you can actually modify damage of turrets directly with sig, but that would make them a lot more similar to missiles without their advantages (though 20m/s explosion velocity is still a very limiting factor for capital missiles and balance that a bit; but that's not true for lower classes of missiles).
I'm Down
Macabre Votum
Northern Coalition.
#532 - 2012-04-03 22:26:00 UTC  |  Edited by: I'm Down
CCP Greyscale wrote:
OK, so the approach we're currently considering is:

- Probably keep the lock count reduction on general principles
- Introduce an attribute that lets us scale turret damage based on raw unmodified sig radius, and set this to approximately capital-size on XL weapons
- Stop people from refitting their ships while they're being targeted
- Possibly revert the tracking adjustment, we're still considering this
- Put "revisit tracking formula" on our to-look-at list, and particularly consider revising how sig radius and sig res are treated (either make this comparison more prominent or pull it out and use the damage scaling on all turrets, possibly with some additional adjustments TBC)
- Put "revisit supercap EW immunity" on our to-look-at list

The damage scaling guarantees that we solve the problem we're trying to solve, which is why we're currently favoring that approach. It also stops people from ratting in titans so effectively, which is considered a significant plus. Finally, it's likely laying the groundwork for a more comprehensive tracking adjustment at some possible time in the future maybe TBC perhaps you see how I'm being non-committal here right.

Stopping mid-fight refitting is a "cute" solution that may or may not end up contributing to this in practice, but it's not behavior we want to support anyway so removing it now seems reasonable.

The tracking nerf on XL weapons may or may not still be needed, we'll see how that pans out.

The tracking formula is now very much on my radar; as above I make no predictions about when we might look at it but it does warrant another look I think.

Criticisms?



I do not like the damage scaling with unmodified sig. Titans should always be able to do full damage under perfect conditions. You just need the ability to make perfect conditions much much harder. Ultimately, a 3x webbed ship at 60km should be moving fast enough to avoid tracking if the sig penalty was in place properly rather than the horrible current mechanics.

Just fix the mechanic, leave the potential to get a hit if some stupid pilot has 0 transversal or speed. It just seems like you're implementing a horribly fixed mechanic that does not address the problem at all just to escape the huge titan damage. It's not addressing the problem of ability to hit and therefore should not be implemented as a system that can break future fixes and tie up CCP resources.

The whole point is that both sides should be rewarded for doing the correct things. The offensive side should be rewarded for bringing smaller ships to help with smaller targets. The defensive side should be rewarded for properly piloting ships and determining ideal ranges to reduce incoming damage.

The offensive side should not be penalized simply because the defensive side brought a small ship and sat it at 0 speed. That's the fault of the defender, not the offensive player.


The issues, as i've stated so many times is that range is offsetting the defender's skills too much because of the huge growth in tracking as range increases. So address the range by addressing the mechanic... not implementing some new jerry rigged mechanic that has no realistic values or place in this game.
Magnifikus Erzverwirrer
Sniggerdly
Pandemic Legion
#533 - 2012-04-03 22:32:55 UTC  |  Edited by: CCP Phantom
is the bridge bug also on your list?

...
Lord Zim
Gallente Federation
#534 - 2012-04-03 22:35:00 UTC
CCP Greyscale wrote:
- Put "revisit tracking formula" on our to-look-at list, and particularly consider revising how sig radius and sig res are treated (either make this comparison more prominent or pull it out and use the damage scaling on all turrets, possibly with some additional adjustments TBC)

I think you should look into making distance modify sig radius, since the further away you are from the other target, the smaller it is relatively, and the harder it should be to hit. I don't think falloff really simulates that properly as it is today.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Lord Maldoror
Fairlight Corp
Rooks and Kings
#535 - 2012-04-03 22:37:25 UTC
CCP Greyscale wrote:

Criticisms?



I feel the general drive here is wrong, in that it makes Eve into a lower skill game. Right now the tracking formula is rather esoteric but it works.

A move toward "turret damage based on raw unmodified sig radius" reduces operational versatility on the field and encourages simply X countered by Y countered by Z. If you're in one-sized ship and you get jumped by different sig ships, you should be able to use your assets, armed with painters and webs, to kill those who have ambushed you. And, in turn, if jumping you with larger ships, they should have the same options to employ those to hit you.

Whilst I'm sure that would still be possible after the proposed changes, "turret damage based on raw unmodified sig radius" is a step against it,. Unmodified is a bad word in an open-world sandbox game. There should always be opportunity to modify variables to respond to a situation.

Otherwise, we increasingly move to a rock, paper, scissors game with no fleet wanting to jump in first, lest the next fleet bring the perfect sig counter.

A game like Eve does not stand still. As the game grows, so does the collective knowledge of the people who play it. In 2007, people would jump into camps they would never dream about now - it was a lot easier to find a fight. This is not because people lack courage now. It's simply because people have come to learn what it means when they see falcons at range, or a given number of logistics or the speed of a 100mn AB Tengu, or the firepower of a super-capital or whatever else. People have learnt what counters what.

As a result, the mystery of a game, and the heart of the game, now lies in how people can adapt to given situations. The esoteric turret formula is a major part of that. If you see a bunch of battleships hitting a tower, you should never know - unless you ship scan them - whether they'll be able to hit your frigates or not.

While on the subject, let me also say I'm concerned that the tracking formula is not seen within CCP as a monument of Eve and a pillar of their mechanics.

I remember talking to Agent Xer0 and Lord Zap many times late at night after fleet, and listening to stories of m0o in the dawn of Eve back when I was still wasting my time on de_dust2. The introduction of tracking and sig had a monumental impact on the initial Wild West that they describe. You might even say that 'modern' Eve was born at that point.

And whereas much mystery has been dispelled in the collective growth of Eve knowledge, tracking and sig have remained esoteric to many people. Note, for example, the continual 're-discovery' of these mechanics. Every so often (e.g. AHACS, Afs, rifters, etc. ) a lower sig class of ship becomes vogue, catches on and is finally countered en masse by painters and webs. Gradually those counters themselves fall out of vogue and history repeats itself.

People should never have an answer to the question 'will they hit me?' before they take the fight. These last frontiers need to be enshrined and protected within the Eve code. The tracking formula and its relation to both speed and sig is one of Eve's finest technical accomplishments.

Ultimately, I don't feel the statement “scale turret damage based on raw unmodified sig radius” is congruent with the finest aspects of Eve's game design or a full analysis of its history.
Mara Rinn
Cosmic Goo Convertor
#536 - 2012-04-03 22:39:50 UTC  |  Edited by: Mara Rinn
CCP Greyscale wrote:
- Introduce an attribute that lets us scale turret damage based on raw unmodified sig radius, and set this to approximately capital-size on XL weapons


Doesn't turret sig res already do this? Why is XL sig res 1000 instead of 10000m? Doesn't applied damage formula use ratio of squares of sig res vs target sig rad? 10x sig res means 100x less damage to smaller targets.

CCP Greyscale wrote:
- Stop people from refitting their ships while they're being targeted


Stop all ships using their own fitting facility, introduce a short delay of say 10-20s between installing a module and the module being onlined. Don't stop people being creative in the field. You don't want to support it? Talk to CSM. Also, introduce combat refitting system and new (T2?) carriers that provide the service, accessible to caps and sub caps. I.e: combat tender.

CCP Greyscale wrote:
- Possibly revert the tracking adjustment, we're still considering this


Keep it, make siege module boost tracking by factor of two, reduce sig res by 80% or so. Wanna blap? use siege!

CCP Greyscale wrote:
- Put "revisit supercap EW immunity" on our to-look-at list


Remove EWAR immunity. Boost warp core stability. Thus enemy can stop you blapping by using tracking disruption. Boost EAS bonuses so they get better EWAR bonuses than recons or BOBS. Hero Keres fleet should be able to kill dumb Titan fleet.
DelightSucker
Science and Trade Institute
Caldari State
#537 - 2012-04-03 22:40:20 UTC
CCP Greyscale wrote:
OK, so the approach we're currently considering is:

- Probably keep the lock count reduction on general principles
- Introduce an attribute that lets us scale turret damage based on raw unmodified sig radius, and set this to approximately capital-size on XL weapons
- Stop people from refitting their ships while they're being targeted
- Possibly revert the tracking adjustment, we're still considering this
- Put "revisit tracking formula" on our to-look-at list, and particularly consider revising how sig radius and sig res are treated (either make this comparison more prominent or pull it out and use the damage scaling on all turrets, possibly with some additional adjustments TBC)
- Put "revisit supercap EW immunity" on our to-look-at list

The damage scaling guarantees that we solve the problem we're trying to solve, which is why we're currently favoring that approach. It also stops people from ratting in titans so effectively, which is considered a significant plus. Finally, it's likely laying the groundwork for a more comprehensive tracking adjustment at some possible time in the future maybe TBC perhaps you see how I'm being non-committal here right.

Stopping mid-fight refitting is a "cute" solution that may or may not end up contributing to this in practice, but it's not behavior we want to support anyway so removing it now seems reasonable.

The tracking nerf on XL weapons may or may not still be needed, we'll see how that pans out.

The tracking formula is now very much on my radar; as above I make no predictions about when we might look at it but it does warrant another look I think.

Criticisms?


this is now the third different changes since you announced the first one. and we havent even seen a change yet.

I rly think you need to gather a team sit back and do this right instead of this flipping back and forth every second week. atm it looks like no one have any idea of where they wanna go whit Titans in the long run.


steave435
Perkone
Caldari State
#538 - 2012-04-03 22:43:14 UTC
If you do end up changing the refitting in space mechanics, could you do a Little Thing while you're messing in it anyway and remove the need for the other ship to be configured for it? If you're in a fleet with the other guy, it's safe to assume you're willing to let him use your refitting service.
Darirol
Ministry of War
Amarr Empire
#539 - 2012-04-03 22:49:13 UTC
- no refit while locked

while this helps with titans refitting from dmg/tracking to full tank when **** gets real, all carrier/supercarrier relay on this ability
for carriers it was never a problem that they refit in fight as they wish. not sure if it isa good idea to change this.

-dmg scaling for turrets

that sounds like a very smart solution, but you should be carefull with this. because if you even out everything the game will be boring. if turrets work the same way as missiles do, when drone regions drop the same bounty as other regions and so on.
Zeekar
Doomheim
#540 - 2012-04-03 22:51:43 UTC  |  Edited by: Zeekar
#double post whoopsie