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Titan changes - update

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Author
pmchem
Brutor Tribe
Minmatar Republic
#841 - 2012-04-16 17:52:03 UTC
CCP Greyscale wrote:
MisterAl tt1 wrote:
Bubanni wrote:

Dreads were never supposed to be used for such things, that you been able to PVE with dreads for so long has just been an advantage for you... be happy about it, and deal with the future changes, if it's such a big problem, bring more target painters from golems or rapiers :)

Again, then why dreads coming to sites triggered escalations able to counter capitals? It seems like someone created w-space planned that. Just Greyscale doesn't know what those people planned for wormholes.

Chitsa already wrote that dreads are a significant part of PVP in worholes too.


Uh, that was me. Well, CCP Bettik and myself, anyway. The capital escalations were put in to make farming those sites with capital ships harder. We knew people would have capships and we didn't want that to make those sites a pushover, so we added some extra cap-triggered spawns to try and make them more of a struggle for people trying to run them with a couple of carriers.


haha welp, if the original idea was to not have caps farming anoms that kind of backfired. That is of course what every single wormhole poster is concerned about, despite protests about archon sig and whatever.

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

Ampoliros
Aperture Harmonics
#842 - 2012-04-16 17:54:13 UTC  |  Edited by: Ampoliros
Let me expand my counter proposal, greyscale:

Keep XL turrets much as they are. Add a damage reduction value, set at say...400m sig, that functions as you want it to; scaling damage reduction based on sig size/dmg reduction value, squared. The exact value isn't important, but should be set low enough that it won't really hurt dreads in their primary roles if things get max'd out. This will prevent them from blapping frigates and most cruisers without a lot of target painting...which is fine, tbh.

After that, add a role penalty to titans that increases that value by 5x, to 2000m. Titans now work as you want. Dreads now work as we want. Fair?
Retar Aveymone
GoonWaffe
Goonswarm Federation
#843 - 2012-04-16 17:54:37 UTC
CCP Greyscale wrote:

Are people actually running x-instinct/halo carriers? I see the theoretical problem, and it's something we may want to look into at some point, but I don't want to do a lot of running around for something that's largely theoretical.

He's actually saying he's not using x-instinct or halo or anything else theoretical. The basic point is that given EVE's mechanics you can't balance against a modified sig radius battleship AND not touch carriers: a carrier will get the benefit of the DPS reduction. I don't think you can manage to make this work using modified sig radius: I think you've got to go unmodified.
Chitsa Jason
Deep Core Mining Inc.
Caldari State
#844 - 2012-04-16 17:54:40 UTC  |  Edited by: Chitsa Jason
If you live in wolf rayet (which we do) and you take x-instinct pill and you are in halos. No Dread will kill your carrier.

As far as capital warfare in whs goes bringing more than one dread is usually a big problem as you cant bring multiple dreads back to wh. Meaning noone will use dreads for pvp vs other capital ships.

Also why nerf dreads? They are under used as it is.

Burn the land and boil the sea You can't take the sky from me

steave435
Perkone
Caldari State
#845 - 2012-04-16 17:54:50 UTC
Retar Aveymone wrote:
Ignoring Steave's incorrect notion that you don't use an mwd after dropping the bubble, and assuming the 4% number is correct, that's 2400 raw damage per volley: that seems high for a titan shooting at a dictor.

In addition, given that an abaddon, properly target painted, has a sig of ~1300 (while not MWDing, so it's doing everything right), I think titans still doing 50% damage around that area is a little high: two erebuses will kill it in six seconds.

I meant a Hictor would not use a MWD with bubble up, not a dictor, I misread the question a bit.
A dictor though...yeah, they'd still get blapped if hit, that's true, but even a cruiser can do that. Dictors already rely on getting in and out before they can get hit, or on getting under the tracking.

Mechael wrote:
steave435 wrote:
That works for a BS, but it gets too severe when it gets further down in sizes. Even a fully painted BC flying straight at a titan would be taking only ~6% damage, and a cruiser doing the same would take 1%. Without the squaring, it would be roughly 50% against a BS, 25% against a BC and 10% against a cruiser when you actually manage to hit and assuming you have perfect support. That may sound high, but restricting the titans target choices to only max painted ships with low transversal rather then any ship with low transversal on top of those raw damage reductions adds up to enough.


You're just plain weird, here, dude. XL turrets trying to hit a cruiser (two full sizes below) should be damn near impossible, unless the cruiser is being a total and complete moron (sitting still with MWD on while painted vs a tracking boosted titan.) The changes Greyscale is presenting are good things, even if the method is a little hacked and wonky. This shouldn't be a long-term (or even medium-term) fix, but it's good to get it on there as a band-aid for the short term.

EDIT: Only real long-term solutions are clearly defined and implemented roles for every ship in EVE, and damage formula adjustments.

I agree, and they won''t get hit unless they do that, and even if they do they'd take little damage even with the linear scaling.

Nova Fox wrote:
Im no 0.0 commander but wouldnt a situtation of having two titan fleets seperated by optimal ranges of each other negate any attempt to tackle titans in a mordern warzone with current rules or some of these suggested ideas?

It would help yes, but dictors can still get in and out before they can even be locked by caps, and it means your supercap fleet would be separated out of rep range of eachother so that anyone that does use dictors to keep you separated can drop on 1 part at a time. We killed 2 titans yesterday since they were 100k away from the supers that came in to save them, using only sub-caps.


Let's put this in perspective: With the tracking nerf titans will be getting, they'll have the same tracking as sieged dreads have had for ages, long before the supercap boost, and yet you never saw any sub-capital blapping dreads. In fact, sub-caps easily killed them, while the dreads could only shoot other caps. Now combine that extremely bad tracking with a huge damage penalty, even with the linear scaling system. The only anti-sub cap offensive ability that they'd still have that dreads don't would be their scan res, and I'd be fine with that getting nerfed to 10-12 or so (equivalent to a sieged dread). That would leave them with exactly the same sub-cap ability that current dreads do, but worse of due to the sig damage reduction, so unless you think dreads are currently OP against sub-caps, it isn't a problem.
Some ships really do need the MWD though, and that does change too much in the damage scaling (the sig bloom is and always has been just to compensate for the increased speed so that the MWD doesn't make them harder to hit), so I'd be fine with MWD sig bloom not being included in the sig damage calculation.

Quote:
The general case of dreads-out-of-siege honestly seems like a pretty marginal problem that doesn't warrant a lot of work to eliminate. If we could keep that "for free" we would, but we don't see the value in investing resources in ensuring that it happens.

Wouldn't it be very easy to simply give the dreads the 50% sig radius reduction role bonus that I mentioned? That would at least leave them with the same tracking, even if they get (much less severe) damage penalties when actually hitting.



Greyscale, I do understand that you're starting to feel a bit stressed since it's supposed to be released very soon, but I think it's time to honor what you promised at the end of last year: Take the time that's needed, and if it's not done by the time it's supposed to be released, delay it. You have the launcher now, enabling patching whenever, so you can add it in a bit later if you don't have enough time. Even if the changes were ready now today and moved to sisi, that wouldn't leave enough time to look for bugs.
Calsys
Monks of War
#846 - 2012-04-16 17:57:33 UTC
CCP Greyscale wrote:


Are people actually running x-instinct/halo carriers?


if you do what you want they WILL BE USE x-instinct/halo carriers with skirmish links.
Lol
Ampoliros
Aperture Harmonics
#847 - 2012-04-16 17:57:38 UTC
CCP Greyscale wrote:
Are people actually running x-instinct/halo carriers? I see the theoretical problem, and it's something we may want to look into at some point, but I don't want to do a lot of running around for something that's largely theoretical.


They aren't now, but they absolutely will be in the future if you do this.
Two step
Aperture Harmonics
#848 - 2012-04-16 17:57:55 UTC
CCP Greyscale wrote:

Are people actually running x-instinct/halo carriers? I see the theoretical problem, and it's something we may want to look into at some point, but I don't want to do a lot of running around for something that's largely theoretical.


Nobody is doing it now, but people might start doing it if it was a huge amount of damage reduction... :)

I'm not sure I buy the w-space PVE complaints. Sleeper BSes are 400m base sig, just like a apoc. If you open up EFT and throw 4 RF painters on a apoc (from a bonused ship), you can get it up to 1391 sig, which is half damage. 4 RF paints from a non-bonused ship still gets 1032m sig, which is 25% damage.

CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog

Creat Posudol
German Oldies
#849 - 2012-04-16 17:57:59 UTC
Retar Aveymone wrote:
CCP Greyscale wrote:

Are people actually running x-instinct/halo carriers? I see the theoretical problem, and it's something we may want to look into at some point, but I don't want to do a lot of running around for something that's largely theoretical.

He's actually saying he's not using x-instinct or halo or anything else theoretical. The basic point is that given EVE's mechanics you can't balance against a modified sig radius battleship AND not touch carriers: a carrier will get the benefit of the DPS reduction. I don't think you can manage to make this work using modified sig radius: I think you've got to go unmodified.


Why? Bumping the carrier/dread sig up a bit is out of the question? why? It wouldn't even take much either.
Hathrul
NED-Clan
Goonswarm Federation
#850 - 2012-04-16 17:58:07 UTC
im sorry but how did we get here?

so you wanted to nerf titans. i assume they were a problem somehow, i have no idea since i live in wormhole space and hardly care.

however, instead of nerfing titans, something that i dont have much of an opinion about since it doesnt affect me, you are now faced with the fact that you make 50% of the capital ships in one part of the game entirely useless. not just overpowered or underpowered, they just totally vanish.

where in normal space titans are now mainly to be used against other caps, in wormhole space it would no longer, or rarely be viable to field a dreadnaught. Since dreads cant hit subcabs anymore, there is no reason to field them on either side, which also means the other side doesnt have to field them anymore. if for some reason one side does field them they are basically just a big target that you can savely ignore untill the point where you decide to get a nice killmail (3b kills are nice in wormhole space....theyre not that common).

why cant you just do something about titans instead of nerfing dreads massively. didnt they just get made stronger last patch specifically because they were underused? and now you make them useless in the one part of space where they are still abundently fielded by thinking dreads are okay as collateral damage. please rethink this. this is a terrible idea
pmchem
Brutor Tribe
Minmatar Republic
#851 - 2012-04-16 18:00:42 UTC  |  Edited by: pmchem
Ampoliros wrote:
CCP Greyscale wrote:
Are people actually running x-instinct/halo carriers? I see the theoretical problem, and it's something we may want to look into at some point, but I don't want to do a lot of running around for something that's largely theoretical.


They aren't now, but they absolutely will be in the future if you do this.


If anyone actually did that, just target paint them and laugh at the halo implant carrier pilot pod killmail. This is probably the one case where "use TPs" is actually a good reply.

Anyone posting about dreads is just a wormhole anom farmer and should own up and admit it. They're intended as anti-cap/struct platforms and will continue to be fine on that front.

edit: Two Step dosing in some reality a few posts above, yay

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

Hathrul
NED-Clan
Goonswarm Federation
#852 - 2012-04-16 18:01:46 UTC
Two step wrote:
CCP Greyscale wrote:

Are people actually running x-instinct/halo carriers? I see the theoretical problem, and it's something we may want to look into at some point, but I don't want to do a lot of running around for something that's largely theoretical.


Nobody is doing it now, but people might start doing it if it was a huge amount of damage reduction... :)


confirming that our math indicates that we are buying a massive amount of x-instinct and will be used on every carrier after the patch :).

really greyscale...its eve. if there is a theoretical problem you can count on it that within a week half the eve community makes it a practical problem :p
steave435
Perkone
Caldari State
#853 - 2012-04-16 18:02:45 UTC  |  Edited by: steave435
CCP Greyscale wrote:
Are people actually running x-instinct/halo carriers? I see the theoretical problem, and it's something we may want to look into at some point, but I don't want to do a lot of running around for something that's largely theoretical.

Today...No, they don't, but it's something that people would start playing with if it would give them a benefit. I just checked my triage Archon fit (meaning it can't be target painted since it's EW immune), and even with no changes to it, a Loki bonus is all that's needed to get it down to 1893 sig, which would give it a ~10% damage reduction. Since you can carry boosters around and just use the one best suiting the situation, I'd definitely bring a strong x-instict along, and with that added I'd be down to 1609 sig, a 35% damage reduction with your system. Since halo aren't that expensive IIRC (may be wrong tbh), I'd then consider those (especially in low sec), which would take me to 1276 sig, providing a 59% damage reduction.
Maybe I could even get a Rag bonus instead of the Loki, and I'd be down to 1230 sig and a 62% damage reduction.

Considering that you seem confident that you can deliver this change in only the days remaining before the patch, why not go with linear scaling, and if it turns out it's still a problem (won't be), change it to exponential scaling. With the launcher, that should be easy now.


pmchem wrote:
Ampoliros wrote:
CCP Greyscale wrote:
Are people actually running x-instinct/halo carriers? I see the theoretical problem, and it's something we may want to look into at some point, but I don't want to do a lot of running around for something that's largely theoretical.


They aren't now, but they absolutely will be in the future if you do this.


If anyone actually did that, just target paint them and laugh at the halo implant carrier pilot pod killmail. This is probably the one case where "use TPs" is actually a good reply.

Yeah, that works until the dread siege or the carrier triage.
Two step
Aperture Harmonics
#854 - 2012-04-16 18:05:56 UTC
pmchem wrote:
Ampoliros wrote:
CCP Greyscale wrote:
Are people actually running x-instinct/halo carriers? I see the theoretical problem, and it's something we may want to look into at some point, but I don't want to do a lot of running around for something that's largely theoretical.


They aren't now, but they absolutely will be in the future if you do this.


If anyone actually did that, just target paint them and laugh at the halo implant carrier pilot pod killmail. This is probably the one case where "use TPs" is actually a good reply.

Anyone posting about dreads is just a wormhole anom farmer and should own up and admit it. They're intended as anti-cap/struct platforms and will continue to be fine on that front.

edit: Two Step dosing in some reality a few posts above, yay


You statement about painting would be true, if you could paint stuff in siege/triage. The issue is that a Halo'd up triage carrier is now really, really hard to kill with a dread, even with some cap pressure. A possible solution to this is to add a sig radius penalty to triage/siege, which seems like it would be a reasonable thing to do.

CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog

Hathrul
NED-Clan
Goonswarm Federation
#855 - 2012-04-16 18:08:23 UTC
pmchem wrote:
Ampoliros wrote:
CCP Greyscale wrote:
Are people actually running x-instinct/halo carriers? I see the theoretical problem, and it's something we may want to look into at some point, but I don't want to do a lot of running around for something that's largely theoretical.


They aren't now, but they absolutely will be in the future if you do this.


If anyone actually did that, just target paint them and laugh at the halo implant carrier pilot pod killmail. This is probably the one case where "use TPs" is actually a good reply.

Anyone posting about dreads is just a wormhole anom farmer and should own up and admit it. They're intended as anti-cap/struct platforms and will continue to be fine on that front.

edit: TwoStep doing in some reality a few posts above, yay


thanks for pointing out the entire problem.

loosing them as PvE ship is annoying, but we'll work around it. i estimate about 1 week before we adjust to the new pve rules and work with it just fine.

however, as a cap destruction platform the use for the dread is gone in wormhole space. especially with the problem when carriers are combined with halo sets and x-instinct. what you fail to realise is that a single capital is a massive force multiplier in a space where the movement of capitals is very very limited, and a big fleet consist of 20-30 people. could the combination of x-instinct and a halo set be balanced out by target painters? im sure it can. though im not sure if that is entirely or just to a point where the dread can just hit it barely. because of there is so many things you have to bring to support that dreadnaught, and all the limitations, its questionable if in those circumstances its still viable to use the little mass you have on each wormhole for a ship that can only attack IF the other side fields a carrier and you can get the tp's on it fast enough, damage down fast enough before the other fleets breaks you down. as it stands i would probebly say that dreads would no longer be active ships in fleets. just used to bash down a pos. and i think we all agreed that noone likes shooting structures. but congrats, you made a ship from a nice pvp ship to just that....a structure grinder
pmchem
Brutor Tribe
Minmatar Republic
#856 - 2012-04-16 18:09:32 UTC
Two step wrote:

You statement about painting would be true, if you could paint stuff in siege/triage. The issue is that a Halo'd up triage carrier is now really, really hard to kill with a dread, even with some cap pressure. A possible solution to this is to add a sig radius penalty to triage/siege, which seems like it would be a reasonable thing to do.


Yeah, but if he's in triage I figured neuting was the way to go anyway while forcing him to keep running reps via subcap DPS and have dreads shoot other caps on grid vOv. Then blap when he exits triage. This change could actually make cap warfare significantly more important, which is a good thing.

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

Ampoliros
Aperture Harmonics
#857 - 2012-04-16 18:10:57 UTC
pmchem wrote:
Ampoliros wrote:
CCP Greyscale wrote:
Are people actually running x-instinct/halo carriers? I see the theoretical problem, and it's something we may want to look into at some point, but I don't want to do a lot of running around for something that's largely theoretical.


They aren't now, but they absolutely will be in the future if you do this.


If anyone actually did that, just target paint them and laugh at the halo implant carrier pilot pod killmail. This is probably the one case where "use TPs" is actually a good reply.

Anyone posting about dreads is just a wormhole anom farmer and should own up and admit it. They're intended as anti-cap/struct platforms and will continue to be fine on that front.

edit: Two Step dosing in some reality a few posts above, yay


You can't use TPs against sieged/triage capitals, to the best of my knowledge.

and yes, twostep makes a valid argument about the PvE thing, which is why i don't care about it at all. 50% dmg reduction vs sleepers is not gonna kill us, even if that winds up being necessary. What i'm concerned about is killing enemy capitals and dreads becoming useless in that role with these changes.
Retar Aveymone
GoonWaffe
Goonswarm Federation
#858 - 2012-04-16 18:12:04 UTC
Two step wrote:

You statement about painting would be true, if you could paint stuff in siege/triage. The issue is that a Halo'd up triage carrier is now really, really hard to kill with a dread, even with some cap pressure. A possible solution to this is to add a sig radius penalty to triage/siege, which seems like it would be a reasonable thing to do.

Yeah but with all this crap trying to patch this system, it seems clear that just going with unmodified sig radius is the thing to do.
Hathrul
NED-Clan
Goonswarm Federation
#859 - 2012-04-16 18:16:15 UTC
pmchem wrote:
Two step wrote:

You statement about painting would be true, if you could paint stuff in siege/triage. The issue is that a Halo'd up triage carrier is now really, really hard to kill with a dread, even with some cap pressure. A possible solution to this is to add a sig radius penalty to triage/siege, which seems like it would be a reasonable thing to do.


Yeah, but if he's in triage I figured neuting was the way to go anyway while forcing him to keep running reps via subcap DPS and have dreads shoot other caps on grid vOv. Then blap when he exits triage. This change could actually make cap warfare significantly more important, which is a good thing.


in wh space most fights are won on cap warfare already, so nothing new there. in empire space there are enough caps to make a cap killer viable

Two step wrote:
You statement about painting would be true, if you could paint stuff in siege/triage. The issue is that a Halo'd up triage carrier is now really, really hard to kill with a dread, even with some cap pressure. A possible solution to this is to add a sig radius penalty to triage/siege, which seems like it would be a reasonable thing to do.


so the best idea is to first create a nerf for a ship that effects a ship that didnt need a nerf, in fact actually got boosted at the last patch. and when the nerf isnt working out as originally thought we change even more to make it work anyway, even though the original reason for the nerf had nothing to do with the ship that is getting hit by the nerfbat, but now gets some compensation to level out a problem that was kind of collateral to begin with

can i just mention this might not be the most efficient way of doing things.

want to nerf titan tracking? do so. but ive never heard anyone say dreadnaughts are overpowered.
Oxandrolone
Center for Advanced Studies
Gallente Federation
#860 - 2012-04-16 18:17:42 UTC
this would wreck dreads in wormholes. there is a mechanic where if you warp a dread to a site it spawns more sleeper battleships. currently you can then make use of the dread to kill them. this change will mean all dreads are used for in wh pve is to spawn a wave and they will warp out.

catching a dread farming sleepers in a wormhole makes for some interested pvp which will disapear if all dreads are used for is the spawn mechanic.

i live in a C5 wolf-reyat and am sitting in an archon right now. current sig size is 1722m and thats without boosters or implants. its unlikely an archon will ever have a halo set but most archon pilots already have the skills to use strong boosters. this change would mean dreads cant even hit an archon properly in a wolf reyat.

is it not possible to edit titans themselves so they have a damage reduction to smaller ships or to make this change not affect siege modules. if it doesnt effect dreads in siege mode this will only nerf titans (as intented) and not break wormhole pvp.