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Titan changes - update

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Demon Azrakel
Garoun Investment Bank
Gallente Federation
#561 - 2012-04-04 01:39:08 UTC  |  Edited by: Demon Azrakel
CCP, if you want to fix titans, fix titans. There is another ship that uses XL weapons. Dreads blapping small targets is not a problem at this point in time (I have flown directly at a naglfar with a bhaalgorn and been just fine). If it becomes a problem, fix dreads then.

Your tracking change to titans, coupled with a scan res reduction to 10 (not 5, 5 is kinda retardedly low) and the max target reduction, will greatly reduce blappage (alternatively, go with scan res 5 and no max target reduction). And if a titan pilot wants to wait forever to blap a target and get a good portion of his fleet dedicated to painting and webbing said targed, his fleet has lost useful dps pilots to do so.

Also, we like how missiles and guns work differently (see: tracking formula is fine), it adds flavor to the game (feel free to fix XL missiles and normal torps BTW, they do need some love).

Carrier refitting will need to be done in a way such that what matters is you being redboxxed, not just locked by, say, friendly logi. I can only imagine the noise on comms of "For ****'s sake, unlock me you *long string of expletives deleted*".
Mechael
Tribal Liberation Distribution and Retail
#562 - 2012-04-04 02:14:30 UTC
Lord Zim wrote:
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.


This is exactly what I was thinking. Sig radius should be far more relevant to range than it is to tracking, and it should be relevant to both.

Whether or not you win the game matters not.  It's if you bought it.

Mechael
Tribal Liberation Distribution and Retail
#563 - 2012-04-04 02:30:01 UTC  |  Edited by: Mechael
Blurtmaster wrote:
If you do these changes:
What about the PVE End Game

the end game content

End Game Sleeper fight


EVE has no endgame. It's just the sandbox, from day one onward. The solution here is to make NPCs behave more like players. So no, dreads shouldn't be able to reliably hit cruiser sized rats. At any range.

If you want to do those tough C5/C6 sites, or level 5 missions, or incursions, you should have to bring a diverse fleet so that you can counter all of the different sizes the rats have brought. It's important to realize that if your battleship can't hit the frig rats, neither should the battleship rats be able to hit your frigates.

Whether or not you win the game matters not.  It's if you bought it.

Creat Posudol
German Oldies
#564 - 2012-04-04 02:45:51 UTC  |  Edited by: Creat Posudol
Lord Maldoror wrote:
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.

I very much disagree with many conclusions you've drawn, but wanted to comment on that particular paragraph. Even if we just assume that what is currently planned as a titan-only-fix (scaling damage based on unmodified sig) will be applied to all ship classes soon [tm], it doesn't let you answer the "will they hit me" question any better than it does now. Hit chance isn't being discussed (as much as I'd love to have the hit chance revamped and the sig-relations moved away from the damn tracking component where it doesn't belong). Damage is. They are just as likely to hit you as they are now, but if you are much smaller you know it's gonna be much less damage as well. That's all.

When/If the finally/hopefully do actually implement a revised hit-chance-formula for all ships (not just XLs as it is planned at the moment) I sincerely believe it will be based on actual sig radius. I also hope that damage scaling will be used for sig differences, not hit chance modification. It might also bring some new modules lowering the sig res of your guns as an example. Target painters will have a meaningful place on a turret based ship. You will hit stuff more easily (as smaller sig no longer reduces the hit chance) but will do less damage (sig radius taken into account).
Well, at least that would be my dream, fingers crossed I guess?

Edit to clarify: I do agree that the dynamics of EVE have to be kept, but I disagree that this change (the one proposed now or the hopefully coming change in the future) is a threat to that. "Small" should be a counter to "Big". It shouldn't generally be better be use big! Yes it is, but only to some degree (and not that much). I believe this will improve upon the dynamics, not reduce (let alone kill) them.

Darirol wrote:
-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.

This isn't about evening things out, this would be about differentiating! Currently a big ship can hit a ship of any size for full damage (at least in some conditions), after that it would only be able to hit same-sized targets for full damage, not smaller ones. There would be more differentiation, not less.
Missiles will still be different, absolute speed matters for them. You can still get under the tracking of turrets, range/transversal matter here. Signature radius would only be taken into account at a logical part of the damage calculation, not at a component that has nothing to do with that.
Demon Azrakel
Garoun Investment Bank
Gallente Federation
#565 - 2012-04-04 02:53:43 UTC
Mechael wrote:
Blurtmaster wrote:
If you do these changes:
What about the PVE End Game

the end game content

End Game Sleeper fight


EVE has no endgame. It's just the sandbox, from day one onward. The solution here is to make NPCs behave more like players. So no, dreads shouldn't be able to reliably hit cruiser sized rats. At any range.

If you want to do those tough C5/C6 sites, or level 5 missions, or incursions, you should have to bring a diverse fleet so that you can counter all of the different sizes the rats have brought. It's important to realize that if your battleship can't hit the frig rats, neither should the battleship rats be able to hit your frigates.


Outside of a pulsar, you will miss most cruisers. You need a specialized fleet to make sure your dread can hit the battleships. You do not warp in a dread and proceed to **** ****, you get a gang booster (which will probably have to come on grid in the near future), a triage carrier, a loki, then assign tags, then, only then, you warp your dread in and shoot sleeper battleships. Now you are even more screwed if you rely on dreads, now that there are no drones (bonused drones if you are gallente) in that dreadnought of yours. You save time if you can switch out to BS to shoot cruisers and frigs. You are stuck on grid for 20 minutes with a huge isk investment and an actual decent sized fleet (6-8 accounts total, similar to most bs + triage fleets) in a position to be totally ******* raped by AHARM. You have put yourself out there and risked a large chunk of isk in a fleet composition that is not ideal for pvp.

Maxy Morbashay
#566 - 2012-04-04 03:05:45 UTC  |  Edited by: Maxy Morbashay
Creat Posudol wrote:
Lord Maldoror wrote:
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.

I very much disagree with many conclusions you've drawn, but wanted to comment on that particular paragraph. Even if we just assume that what is currently planned as a titan-only-fix (scaling damage based on unmodified sig) will be applied to all ship classes soon [tm], it doesn't let you answer the "will they hit me" question any better than it does now. Hit chance isn't being discussed (as much as I'd love to have the hit chance revamped and the sig-relations moved away from the damn tracking component where it doesn't belong). Damage is. They are just as likely to hit you as they are now, but if you are much smaller you know it's gonna be much less damage as well. That's all.


Depends how they implement it but then you can just say 'will they have a chance to kill me?" Either way he's just as right. On a frig damage would likely be zero for a big enough gun, so they don't hit.


Also, when it says ewar immunity on titans, do they mean to pointing or letting us be jammed by falcon as well?
Mechael
Tribal Liberation Distribution and Retail
#567 - 2012-04-04 03:10:03 UTC  |  Edited by: Mechael
Demon Azrakel wrote:
Outside of a pulsar, you will miss most cruisers. You need a specialized fleet to make sure your dread can hit the battleships. You do not warp in a dread and proceed to **** ****, you get a gang booster (which will probably have to come on grid in the near future), a triage carrier, a loki, then assign tags, then, only then, you warp your dread in and shoot sleeper battleships. Now you are even more screwed if you rely on dreads, now that there are no drones (bonused drones if you are gallente) in that dreadnought of yours. You save time if you can switch out to BS to shoot cruisers and frigs. You are stuck on grid for 20 minutes with a huge isk investment and an actual decent sized fleet (6-8 accounts total, similar to most bs + triage fleets) in a position to be totally ******* raped by AHARM. You have put yourself out there and risked a large chunk of isk in a fleet composition that is not ideal for pvp.


I actually left a C5 hole because of these mechanics that you seem to like. To each his own, I suppose.

Carrier + Loki + Battleships/T3's with a dread warping in for the final escalations ... every goddamn time. Boring as all hell. There's no diversity out there, precisely because weapon size doesn't matter anywhere near as much as raw DPS does so long as you bring a webber ship or two. There is currently no room for well over half of the ships in the game in PvE (or PvP for that matter.) The lack of diversity due to current game mechanics is a tragedy and exactly what these changes are trying to fix (once you apply them to ships other than only titans, anyway. Only applying this to Titans really should not be an option in the long term.)

Whether or not you win the game matters not.  It's if you bought it.

vilya novacat
Caldari Provisions
Caldari State
#568 - 2012-04-04 03:18:45 UTC
Callic Veratar wrote:
I mentioned a while ago the idea of a fuelled module for Titans and Supercarriers that both enables EWAR immunity and disables jumping/warping, plus other potential benefits.

That being said, EW immunity seems to be off the table for now. The changes seem good, especially if it applies to all ships and not just caps. I always found it ridiculous that destroyers in missions are minor annoyances.

I keep thinking EWar immunity should include no remote effects at all (sensor booster, scrams, and remote reps) should be an all-or-nothing super-expensive supercap only rig.
I'm Down
Macabre Votum
Northern Coalition.
#569 - 2012-04-04 03:20:57 UTC
All these replies get at the point. The tracking formula is borked to hell, not the damage potential based on ship size. Fix the sig over distance issues and you fix the whole problem with the tracking formula. Doesn't make it impossible to hit a target, just really damn hard to at range.

Scaling damage makes 0 sense. Can you honestly tell me a battleship in the real world will aim it's guns at a suicide bombing speed boat and magically hit it for less damage simply because it's small. NO. It's gonna hurt like hell, it's just going to have a rough time hitting it, especially if it's moving at all.
Kerensky White
K-EDEN
Winger Aerospace
#570 - 2012-04-04 03:44:18 UTC
I'm Down wrote:

Scaling damage makes 0 sense. Can you honestly tell me a battleship in the real world will aim it's guns at a suicide bombing speed boat and magically hit it for less damage simply because it's small. NO. It's gonna hurt like hell, it's just going to have a rough time hitting it, especially if it's moving at all.


That's always been my take on it. A shell bigger than your ship should obliterate you if it hits. The problem should be hitting to begin with.
Demon Azrakel
Garoun Investment Bank
Gallente Federation
#571 - 2012-04-04 04:10:24 UTC  |  Edited by: Demon Azrakel
Kerensky White wrote:
I'm Down wrote:

Scaling damage makes 0 sense. Can you honestly tell me a battleship in the real world will aim it's guns at a suicide bombing speed boat and magically hit it for less damage simply because it's small. NO. It's gonna hurt like hell, it's just going to have a rough time hitting it, especially if it's moving at all.


That's always been my take on it. A shell bigger than your ship should obliterate you if it hits. The problem should be hitting to begin with.


So you should not sit still (said speed boat sitting there for hours throwing stones at, say, a real life destroyer). Still, I do not see the problems with dreads hitting webbed BS, or should bs not hit webbed cruisers (oh no, my poor cruiser can be hit by a vindicator, plz nerf the vindicator).

I think the problem is that there is no jump between dread sized weapons and Titan Sized weapons. Actually, I would love to see titans dishing out 20k dps if you ignore dds (25k inclusive) with no damage mods, but make them use XXL (quadruple gun signature and cut tracking to 1/8 current (1/4 proposed = 1/4 current dread tracking)) weapons (with their own skill to train). Therefore we get some kind of "one size lower webbed or sitting still" system (coincidentally, dreads kinda sit still for combat, and it may allow some slight tankage for moving carriers (feel free to web them) (on a related note, bump sig on SCs)). Besides, those XL weapons look cool on dreads, but titans, you hardly notice them.

But seriously, how about following some kind of "1 size lower with webs" rule?

Thoughts?

EDIT: with the above stats, it may be advisable to go with the scan res of 5.
Mechael
Tribal Liberation Distribution and Retail
#572 - 2012-04-04 05:11:53 UTC  |  Edited by: Mechael
Demon Azrakel wrote:
But seriously, how about following some kind of "1 size lower with webs" rule?


Ability to hit 1 size lower with webs + painters + at around optimal range (not too close, not too far into falloff) is about how it should be. It should still struggle to hit, but hitting at that point should be possible. The problem that needs addressing, therefore, is that sig needs to affect range, not tracking.

EDIT: Or maybe sig should affect range and tracking.

EDIT 2: I'd also like to note that there should be no real size difference between capital ships and "supercapital" ships. I'd be very much in favor of making tier 1 carriers and dreadnaughts bigger than they currently are (about the same size, at least model-wise, as a machariel, which frankly is just too small.) A supercarrier is really just a tier 3 carrier. I'd say the size difference should be no more pronounced than it is between Cruisers and Battlecruisers (both medium sized, battlecruisers slightly larger to counterbalance more firepower, or Destroyers and Frigates (both small sized,) while the size difference between battleships and capital ships should be just as pronounced as every other size increase. But that'll probably have to wait until the balancing team works it way up to capital ships. Since they're starting with frigs, I won't be holding my breath.

Whether or not you win the game matters not.  It's if you bought it.

Mfume Apocal
Brutor Tribe
Minmatar Republic
#573 - 2012-04-04 05:17:21 UTC
Just posting to support the idea that a nerf to titans should be a nerf to titans.

Dreads are fine with current tracking mechanics and should be remain viable in some circumstances for their commitment to a fight via siege mechanic.
Vonce forthelulz
The Scope
Gallente Federation
#574 - 2012-04-04 05:49:59 UTC
CCP Greyscale wrote:

- Put "revisit supercap EW immunity" on our to-look-at list


IMO it makes sense that such a massive and powerful ship could not be held down by a single rifter with a warp scram. Also, changing titan mechanics for a perceived problem that only occurs with a handful of alliances and only in the largest of fleet battles should not make a single one defenseless to a small roaming gang with a falcon.
Ganthrithor
School of Applied Knowledge
Caldari State
#575 - 2012-04-04 06:16:36 UTC  |  Edited by: Ganthrithor
I beg to differ with some of the previous posters regarding the idea that "to hit a target one size smaller than your current ship, you should need an army of webbing/painting Huginns."

Please, please, please do not change guns so that ship balance becomes a rock/paper/scissors affair. Sure, for battleships to do damage to frigates, an army of support recons and some clever piloting should be necessary, but battleships should ALWAYS be able to effectively fight BCs unsupported, and BS should be able to inflict serious pain on poorly-flown cruisers as well (although well flown and or specifically-fit cruisers such as AHACs should be relatively safe). Making it arbitrarily-impossible to do decent damage to slightly smaller ships will ruin all forms of honourable space combat and I'd appreciate it if you didn't go down this road

@Greyscale: IMHO you guys should start out by removing supercaps' ability to refit whilst locked (should solve a lot of problems by itself, by making tracking titans vastly more risky to deploy) and possibly reducing XL guns' ability to hit smaller targets somewhat compared what's currently possible on TQ. Remove DDs entirely, making it more practical to field normal caps against them without necessarily suffering grievous losses. Simultaneously, increase the capacity of existing tacklers to hold supers (and other things!) on the field by fixing dictors (think base sig decrease coupled with a role bonus to reduce MWD sig bloom, and/or an EHP buff) and buffing HICs by making their bubble generator reduce rather than inflate their sig radii.

Boom. Titan problem solved.

Honestly, if people want to ride 10m EHP tracking-titans into glorious battle so that they can hit subcaps, let them. Then let them die as 50 dreads cyno in and 3-volley them while they're stuck on the field due to no longer being able to blap HICs and dics.
Wolodymyr
Breaking Ambitions
#576 - 2012-04-04 06:22:58 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)

This I can really agree with.

I know for now we need a quick fix to go on top of an antiquated formula to stop the rifter blapping titans.

But one day we'll need to redo the entire tracking / sig radius formula that will effect every ship.

One of the bigger complaints I have heard is that the signature radius doesn't "look" any smaller to the attacker when the target gets further away. You'l need to add a bit of trigonometry to the formula to accurately model the whole "things look small from far away" effect.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Mechael
Tribal Liberation Distribution and Retail
#577 - 2012-04-04 06:27:38 UTC  |  Edited by: Mechael
Ganthrithor wrote:
battleships should ALWAYS be able to effectively fight BCs unsupported, and BS should be able to inflict serious pain on poorly-flown cruisers as well (although well flown and or specifically-fit cruisers such as AHACs should be relatively safe).


I agree with this completely. BCs should be the most vulnerable to battleships by far. While a BC is still classified as a medium ship, it's as big as you can get and still be medium sized. Battleship guns should have only minor issues hitting battlecruisers, but it shouldn't be as easy as trying to hit another battleship. Same goes for medium weapons trying to hit Destroyers.

As for cruisers (one full size down, if you consider battlecruisers to be half a size down,) cruisers who are idling still inside of a battleships optimal range should be difficult to hit without support, but not too difficult. Once that cruiser starts getting any kind of transversal, or slipping into falloff, it should become very very difficult to hit with large weapons (hence the need for webs/painters or sebos, tracking boosters and the like.) Same goes for medium weapons trying to hit Frigates, or XL weapons trying to hit Battleships.

Small ships, though (2 whole sizes down from whatever weapon size you're using) ... even when sitting stock still at optimal range and while target painted they should be very hard to hit with large weapons. XL large weapons against small ships (3 whole sizes down?) May as well forget about it. The counterbalance here is that it'd take a swarm of small ships to break the tanks on those larger ships. At best, they could use a couple of EWar modules and make a few papercuts, generally being very annoying without being lethal (unless of course they brought some bigger brothers.)

That'd be the ideal. It's a sliding scale with a lot of variables, not some rock-paper-scissors hard-counter with no work arounds.

Small < Small and a Half (Destroyer) < Medium < Medium and a half (Battlecruiser) < Large < XL < Small again, where various modules like target painters, webs, tracking enhancers, etc can effectively move something up or down a notch on that cycle.

Whether or not you win the game matters not.  It's if you bought it.

Cyaron wars
Academia RED HOT Corporation
#578 - 2012-04-04 06:34:42 UTC
Damn Grayscale, when you guys will start using your head?
Dr 0wnage
Garoun Investment Bank
Gallente Federation
#579 - 2012-04-04 06:42:38 UTC  |  Edited by: Dr 0wnage
CCP Greyscale wrote:
OK, so the approach we're currently considering is

- Probably keep the lock count reduction on general principle
- Introduce an attribute that lets us scale turret damage based on raw unmodified sig radius, and set this to approximately capital-size on XL weapon
- Stop people from refitting their ships while they're being targete
- Possibly revert the tracking adjustment, we're still considering thi
- 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 lis

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 have to say i am VERY happy having arrived at this point in the thread. A few "criticisms" however.

1. "- Introduce an attribute that lets us scale turret damage based on raw unmodified sig radius, and set this to approximately capital-size on XL weapon" The suggestion by CynoNet Two is exactly the kind of thing we should be considering. I very much support this idea and would love to see it eventually applied to smaller ships as well.

2. "- Stop people from refitting their ships while they're being targeted" Right idea, wrong implementation. I think what were looking for here is not being able to refit while having an aggression timer. After all, your crew is still at battle stations and in no position to start retrofitting your ship right?

3. "- Put "revisit supercap EW immunity" on our to-look-at lis" I've suggested this before but now it seems to me this is not a good idea. Instead, have we considered not allowing "EW Immune" ships to be able to receive remote reps? This mechanic works very well with dreads and carrier in siege and triage, why not apply it to their bigger brothers?


And again, ill ask, why can't dreads fill the role that people have been putting titans into ie, blapping subcaps?

Currently, DREADS HAVE NO LEGITIMATE ROLE IN EVE. They used to be anti-capital / anti-structure platforms, but that role has since been filled by titans and supercarriers. By allowing them to effectively engage BC/BS sized ships in addition to removing super's ability to do the same, we end up with a beautiful circle of life. SUBS < CAPS < SUPERS < SUBS.

Let me remind everyone that the current "circle of life" is basically this: (CAPS < SUBS) < SUPERS

The current imbalance in capitals is largely the reason why were having the titan tracking problem in the first place. Truth of the matter is there's no counter to large fleets of battleships other then tracking titans. By moving dreads into this position we could counter battleship blobs with something that itself would have a counter to (supers). Rock, paper, scissors = WIN! Ideally, the fleet that brought the best combination of subs, caps, and supers would have the greatest advantage in a fight.

-Doc
Mechael
Tribal Liberation Distribution and Retail
#580 - 2012-04-04 06:56:11 UTC  |  Edited by: Mechael
Dr 0wnage wrote:
The current imbalance in capitals is largely the reason why were having the titan tracking problem in the first place. Truth of the matter is there's no counter to large fleets of battleships other then tracking titans. By moving dreads into this position we could counter battleship blobs with something that itself would have a counter to (supers). Rock, paper, scissors = WIN! Ideally, the fleet that brought the best combination of subs, caps, and supers would have the greatest advantage in a fight.

-Doc


Dreads (and caps in general) should relate to Battleships in much the same way that Battleships relate to cruisers. This probably means changing the way siege mode works. With the proposed changes to tracking/range/sig, it'd mean that dreads would have a lot of difficulty hitting Battleships without support, but it'd be doable. Tack on some solid web/painter/tracking/range support and all of a sudden dreadnaughts can start mopping up battleships like nobody's business. This should be, of course, counterable with modules like tracking disruptors, damps, etc. Dreadnaughts (or any capital) being able to hit battlecruisers, though, should be extremely difficult even with support. Without support it should be just /barely/ doable, and likely not a very good idea. Just like we don't really want Battleships that can easily track and destroy Destroyers. The size difference is roughly the same, there, and accuracy/damage formulas should reflect that. I actually recommend putting tracking/range bonuses on Dreadnaughts to help them fight off battleships.

Titans should be primarily only for use against other cap ships and structures, in addition to their force projection roles (Corp hangars, jump bridges, etc.) So, assuming they keep their turrets rather than having some sort of doomsday buff/tweak, they should not have any tracking/range bonuses at all (consider, even, a tracking penalty like the old Destroyers, or like dreads currently are when in siege mode.) An outright damage bonus or RoF bonus would very much still have a place on Titans, though, as would simply removing the turrets and buffing/tweaking doomsdays so that they're very effective against both other caps and structures alike.

As to that whole subs < caps < supers thing, it's worth noting that you bring this up when talking about a counter to battleships. I'd argue that battleships ought to also be easily countered by well flown and supported cruisers, in addition to also being countered by well flown and supported dreadnaughts.

It's pretty simple. If you want to counter a specific ship size, hop into any ship that's either half a size up, or one whole size down provided you bring enough pilots with you to break tanks. If you go a whole size larger than your opponent, expect to need EWar if you want to hit it accurately, and expect that they won't be able to break your tank unless they outnumber you. Of course, simply bringing more battleships would work, too, but if you employ a good counter you should be able to win even when outnumbered assuming your pilots know how to fly well.

Whether or not you win the game matters not.  It's if you bought it.