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@CCP: Extrinsic Damage Amplifier Balancing

First post
Author
MalVortex
Kaladan Interstellar
#101 - 2012-05-07 04:53:51 UTC
Alice Katsuko wrote:
LaserzPewPew wrote:
CCP SoniClover wrote:
I updated the modules slightly, it should be out on Sisi no later than Monday.

I reduced the CPU slightly (to 30 and 35 for t1 and t2 respectively)

I increased the damage bonus to 12% and 15% for t1 and t2 respectively.

Unfortunately, due to how drones work in the backend, I can't affect their RoF. But we should be able to tweak the other numbers to make the module on par with the damage amplifiers for other weapon types.



If you're going to do it, do it all the way. Do not implement half a band-aid and call it fixed, the band-aid will simply fall off.

More importantly, if you are cautious of adding a 22.9% drone damage modifier, mix in another bonus. 10% drone speed for instance.

This will cause drones to be more reliable and, thus, increase their damage.

On the plus side, the EFT warriors wouldn't complain, because the raw DPS doesn't change. Herpaderp.


A drone speed bonus would make some sense, especially for drone boats which use heavy/sentry drones. Probably the biggest disadvantage of heavy drones is their travel time. Boosting their MWD speed would help drones in general, and heavy drones in particular apply damage to the target faster, boosting their real dps quite a bit, especially if drone speed boosts are not stacking penalized. That may make it harder for frigates to kite drones deployed by drone boats, however.


CCP isn't going to add a minor speed bump to the EDA. First, its worthless for sentry drones. Second, its worthless for most every other type of drone as well. Drone Navigation Comps are +25/+30% mods, and they are still too weak for most any ship to consider shoving them into their medslots. Tacking on some lame +10% speed mod doesn't make the EDA any more attractive than it would be with only the damage mod itself.

IF CCP attaches a secondary affect, its almost assuredly going to be +HP. This mirrors the ship hull bonus (+damage/+HP = one bonus), and is not repeated by any other present module, which makes it a more attractive space to expand into from a game-design point of view.

All that said, the EDA still needs a higher damage modifier for it to be an attractive module. A minor secondary effect on it - of any type - will not change this. You will first and foremost fit EDA's to your ship for damage, and any little extra gain is just gravy. If the mod's damage bump is too low, you sure as hell aren't going to fit it for a whole whopping 15% drone HP either.
LaserzPewPew
Hard Knocks Inc.
Hard Knocks Citizens
#102 - 2012-05-07 05:14:53 UTC
MalVortex wrote:
Alice Katsuko wrote:
LaserzPewPew wrote:
CCP SoniClover wrote:
I updated the modules slightly, it should be out on Sisi no later than Monday.

I reduced the CPU slightly (to 30 and 35 for t1 and t2 respectively)

I increased the damage bonus to 12% and 15% for t1 and t2 respectively.

Unfortunately, due to how drones work in the backend, I can't affect their RoF. But we should be able to tweak the other numbers to make the module on par with the damage amplifiers for other weapon types.



If you're going to do it, do it all the way. Do not implement half a band-aid and call it fixed, the band-aid will simply fall off.

More importantly, if you are cautious of adding a 22.9% drone damage modifier, mix in another bonus. 10% drone speed for instance.

This will cause drones to be more reliable and, thus, increase their damage.

On the plus side, the EFT warriors wouldn't complain, because the raw DPS doesn't change. Herpaderp.


A drone speed bonus would make some sense, especially for drone boats which use heavy/sentry drones. Probably the biggest disadvantage of heavy drones is their travel time. Boosting their MWD speed would help drones in general, and heavy drones in particular apply damage to the target faster, boosting their real dps quite a bit, especially if drone speed boosts are not stacking penalized. That may make it harder for frigates to kite drones deployed by drone boats, however.


CCP isn't going to add a minor speed bump to the EDA. First, its worthless for sentry drones. Second, its worthless for most every other type of drone as well. Drone Navigation Comps are +25/+30% mods, and they are still too weak for most any ship to consider shoving them into their medslots. Tacking on some lame +10% speed mod doesn't make the EDA any more attractive than it would be with only the damage mod itself.

IF CCP attaches a secondary affect, its almost assuredly going to be +HP. This mirrors the ship hull bonus (+damage/+HP = one bonus), and is not repeated by any other present module, which makes it a more attractive space to expand into from a game-design point of view.

All that said, the EDA still needs a higher damage modifier for it to be an attractive module. A minor secondary effect on it - of any type - will not change this. You will first and foremost fit EDA's to your ship for damage, and any little extra gain is just gravy. If the mod's damage bump is too low, you sure as hell aren't going to fit it for a whole whopping 15% drone HP either.


The suggestion was to find an alternative bonus to improve drone reliability.

But for the sake of argument, a drone speed bonus would mean:
Drones take less damage
Drones spend less time traveling to a target
Drones can more easily chase a target (IE Berserkers MWD at ~1500 m/s). Most hacs can outrun this. Two EDA's would improve serkers speed to ~1800. Suddenly, only a handful of nanohacs are faster than serkers. Now your serkers are hitting a target that they would have never touched.

Such a change, I would consider to be a visible damage increase. As well as an optimal range bonus or, to a lesser extent, a drone bay m3 increase.
MalVortex
Kaladan Interstellar
#103 - 2012-05-07 05:56:32 UTC
LaserzPewPew wrote:

The suggestion was to find an alternative bonus to improve drone reliability.

But for the sake of argument, a drone speed bonus would mean:
Drones take less damage
Drones spend less time traveling to a target
Drones can more easily chase a target (IE Berserkers MWD at ~1500 m/s). Most hacs can outrun this. Two EDA's would improve serkers speed to ~1800. Suddenly, only a handful of nanohacs are faster than serkers. Now your serkers are hitting a target that they would have never touched.

Such a change, I would consider to be a visible damage increase. As well as an optimal range bonus or, to a lesser extent, a drone bay m3 increase.


None of this addresses the point that if the damage mod is too low, nobody will take it. If drone speed really offered all these amazing feats people would take the much stronger drone navigation computers. In reality, its an extremely niche module that isn't seen on a single standard PVP ship. Its at best a minor upgrade for a PVE ship with literally nothing else to spend the medslots on.

As such, no, it wouldn't help the module at all to tack a small amount of +MWD speed on. Nor would it improve sentry drones, which is kind of a glaring oversight for the universal drone damage mod.

I feel it is worth addressing this drone-speed = DPS argument in detail. Drone speed is NOT a damage upgrade. It is, at best, a Time-to-Target upgrade. Your drones, once there, do no more damage than they would normally. If it takes them 10s to reach the target, and they move 30% faster (2x EDA +15% speed after stacking penalties), then they arrive a whole wopping 3s sooner. Sure that's nice but that isn't more DPS nor is it useful in most engagements.

Trying to justify a +speed mod for drones because they could catch slow HACs is totally missing the point. If the ship launching the drones can't catch the HAC, its totally a moot point how many drones can. It will either warp off, or easily snipe the drones with their low transversal on approach. Either way, the added speed did nothing for you in the fight.

The Damage Mod is the only reason to take the EDA. If it adds other effects that's cool and all, but it will be chosen - or not - based [solely on its contribution to your actual drone damage output.



Manar Detri
#104 - 2012-05-07 08:08:50 UTC  |  Edited by: Manar Detri
MalVortex wrote:

None of this addresses the point that if the damage mod is too low, nobody will take it. If drone speed really offered all these amazing feats people would take the much stronger drone navigation computers. In reality, its an extremely niche module that isn't seen on a single standard PVP ship. Its at best a minor upgrade for a PVE ship with literally nothing else to spend the medslots on.

As such, no, it wouldn't help the module at all to tack a small amount of +MWD speed on. Nor would it improve sentry drones, which is kind of a glaring oversight for the universal drone damage mod.

I feel it is worth addressing this drone-speed = DPS argument in detail. Drone speed is NOT a damage upgrade. It is, at best, a Time-to-Target upgrade. Your drones, once there, do no more damage than they would normally. If it takes them 10s to reach the target, and they move 30% faster (2x EDA +15% speed after stacking penalties), then they arrive a whole wopping 3s sooner. Sure that's nice but that isn't more DPS nor is it useful in most engagements.

Trying to justify a +speed mod for drones because they could catch slow HACs is totally missing the point. If the ship launching the drones can't catch the HAC, its totally a moot point how many drones can. It will either warp off, or easily snipe the drones with their low transversal on approach. Either way, the added speed did nothing for you in the fight.

The Damage Mod is the only reason to take the EDA. If it adds other effects that's cool and all, but it will be chosen - or not - based [solely on its contribution to your actual drone damage output.





This is actually why I'd be most happy if ccp would just merge omni/nav/dura modules into one module, giving us the choice of dmg or drone speed&tracking&durability. I have yet to even once fit a nav module or a dura module on a drone ship. If i had unlimited amout of med sltos, i'd fit em, but without unlimited, omnis are always better.

Edit: This ofcourse doesn't change the fact that the drone damage module needs to have comparable dmg bonus to weapon damage modules to be considered viable.
Asham Jin
Federal Navy Academy
Gallente Federation
#105 - 2012-05-07 09:42:55 UTC  |  Edited by: Asham Jin
huh totally off topic but while ccp is looking at drones how about some upgrade on UI? a mini drone UI with launch, attack, scoop buttons, etc.

oh and more obvious indication on which drones are being attacked (e.g. HP bar has flashy red background)...WHILE you guys are at it Lol
Aerich e'Kieron
Peace.Keepers
Federation Front Line
#106 - 2012-05-07 09:53:57 UTC
Love the ideas in this thread.

+1 for making drones and droneboats a viable full-fledged weapon system.
GeeShizzle MacCloud
#107 - 2012-05-07 11:43:52 UTC
just spitballing here but as drones are a bit of an outclassed weapon system, i appreciate CCP and soniclover putting in the time to work on bringing them back to life.

having a subcap DCU is a bad idea, but what about a mod that increases bandwidth? or maybe add something of that form to the EDA? either as a %age increase or a single base amount increase.
Vaako Horizon
Caldari Provisions
Caldari State
#108 - 2012-05-07 12:48:29 UTC
Aerich e'Kieron wrote:
Love the ideas in this thread.

+1 for making drones and droneboats a viable full-fledged weapon system.


I am happy you agree with us but I am sad to say its not gonna happen... its CCP we are talking about...
Ogogov
Arpy Corporation
#109 - 2012-05-07 13:32:02 UTC
Once again, it is obvious that CCP have absolutely no idea of what they want the Gallente faction to be.

Please, take the entire faction back to the drawing board, work it out and come back with something that makes sense, because whilst I'm sure every droneboat pilot appreciates the effort, it is patently clear that poorly implemented and ineffective band-aid low-slot modules on cpu-poor armor tankers already gimped with arbitrary and artificial limitations are not going to cut it. The impression I get is that Gallente are really the garbage dump for ideas that don't pan out. They need to be redefined with a consistent, clear vision.
Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#110 - 2012-05-07 14:01:24 UTC  |  Edited by: Jame Jarl Retief
Aerich e'Kieron wrote:
Love the ideas in this thread.

+1 for making drones and droneboats a viable full-fledged weapon system.


Would be nice if they at least acknowledged the problem first. A simple post along the lines of "S***, yes, drone boats are a mess, we'll look into fixing it, maybe this year, maybe next year". That at least would be a step in the right direction.

I mean, let's face it. Almost nobody uses drone boats. Out of pirate faction battleships, Rattlesnake is the cheapest one at around 500 mil, while others like Mach and Vindi go for 1 bil, and Bhaal for 1.2 bil. Guess why? If you couldn't put such a ludicrous passive shield tank into it, nobody would use it at all. And that's just one example of drone boats being short-changed. And as CCP mentioned that they are aware of active tank vs passive tank issues, after that is reviewed who knows what would happen to the Rattler.

Look, I'm a "new" player, with my current main just reaching 10 million SP now,. Out of that, 5 million is in drone skills. And I am acutely aware that this was a HUGE mistake. I've crippled myself horrifically by going this route, compared to choosing turrets or missiles instead. I'm doing things slower and far less efficiently than non-drone character with similar SP. Had I gone the Caldari route up to the Tengu, I'd be doing things far faster with a lot less hassles now.

Drone fixes, and drone boat fixes, would be pretty good. Though I'm not holding my breath. And like the fellow above said, it would be nice if CCP sat down and decided what they want Gallente to be. If you want them to use drones as a main weapon system, then perhaps giving the Gallente lineup many more drone ships, or more drones to control, and maybe *gasp* a drone Marauder instead of a turret one, that would help. If you want Gallente to use hybrids with drones being as auxiliary system only, then step 1 would be to redo the tutorial for new players to avoid what happened to me. And step 2 would be to kill drone boats, because they will never be viable. Just make up your minds and do it, it can't be any worse than the way things are now.
Kaikka Carel
Ziea
#111 - 2012-05-07 15:53:44 UTC  |  Edited by: Kaikka Carel
People I don't understand it but does a 15% increase in drone DPS is more than an Electron Blaster Cannon II? Oh and since you remove that one turret you get less dps increase per magstab which questions the reason you put it in the first place.

And ffs which are those awesome droneboats with utility highs? Gila? Does anyone use it? Rattler? Isn't it a pure bearmobile? Ishtar? My guess you can't even fit a third(lol not even 4th) turret cuz of CPU now?

The two most common are better fitted with turrets even if close range blasters.
LaserzPewPew
Hard Knocks Inc.
Hard Knocks Citizens
#112 - 2012-05-07 16:27:47 UTC
MalVortex wrote:
LaserzPewPew wrote:

The suggestion was to find an alternative bonus to improve drone reliability.

But for the sake of argument, a drone speed bonus would mean:
Drones take less damage
Drones spend less time traveling to a target
Drones can more easily chase a target (IE Berserkers MWD at ~1500 m/s). Most hacs can outrun this. Two EDA's would improve serkers speed to ~1800. Suddenly, only a handful of nanohacs are faster than serkers. Now your serkers are hitting a target that they would have never touched.

Such a change, I would consider to be a visible damage increase. As well as an optimal range bonus or, to a lesser extent, a drone bay m3 increase.


None of this addresses the point that if the damage mod is too low, nobody will take it. If drone speed really offered all these amazing feats people would take the much stronger drone navigation computers. In reality, its an extremely niche module that isn't seen on a single standard PVP ship. Its at best a minor upgrade for a PVE ship with literally nothing else to spend the medslots on.

As such, no, it wouldn't help the module at all to tack a small amount of +MWD speed on. Nor would it improve sentry drones, which is kind of a glaring oversight for the universal drone damage mod.

I feel it is worth addressing this drone-speed = DPS argument in detail. Drone speed is NOT a damage upgrade. It is, at best, a Time-to-Target upgrade. Your drones, once there, do no more damage than they would normally. If it takes them 10s to reach the target, and they move 30% faster (2x EDA +15% speed after stacking penalties), then they arrive a whole wopping 3s sooner. Sure that's nice but that isn't more DPS nor is it useful in most engagements.

Trying to justify a +speed mod for drones because they could catch slow HACs is totally missing the point. If the ship launching the drones can't catch the HAC, its totally a moot point how many drones can. It will either warp off, or easily snipe the drones with their low transversal on approach. Either way, the added speed did nothing for you in the fight.

The Damage Mod is the only reason to take the EDA. If it adds other effects that's cool and all, but it will be chosen - or not - based [solely on its contribution to your actual drone damage output.






You make valid points =( However, at present, CCP believes that the drone damage module should not be equivalent with the other damage sources. Looking for alternative sources to bridge the gap is the intention.
Terza Torre
Pator Tech School
Minmatar Republic
#113 - 2012-05-07 16:33:52 UTC
CCP SoniClover wrote:
I updated the modules slightly, it should be out on Sisi no later than Monday.

I reduced the CPU slightly (to 30 and 35 for t1 and t2 respectively)

I increased the damage bonus to 12% and 15% for t1 and t2 respectively.

Unfortunately, due to how drones work in the backend, I can't affect their RoF. But we should be able to tweak the other numbers to make the module on par with the damage amplifiers for other weapon types.



PLEASE PLEASE, don't waste your work!
Do you want someone will use this mod?

Make it HIGH SLOT!

One less cannon and some decent DPS increase on our pets.

Trust us, dont' make it wwwwwrong.

My 2 cents, TT
Coolsmoke
State War Academy
Caldari State
#114 - 2012-05-07 17:48:49 UTC  |  Edited by: Coolsmoke
Jame Jarl Retief wrote:


Look, I'm a "new" player, with my current main just reaching 10 million SP now,. Out of that, 5 million is in drone skills.


You're not the first and certainly won't be the last to begin Eve thinking "oo drones.. they look cool" and then investing 2/3 months training them up. Especially if you start as a Gal char.

Drones have always been, and always should be, a subsidiary damage type barring a few specific, Gallente ship fits. Gallente are supposedly the subcap drone specialists. It makes sense that the likes of the Domi , Ishtar & Vexor should rely on drones for dps while they use utility highs for other useful stuff which ignores the pretty naff 5% hybrid bonuses.

It also makes sense that those same hulls should be the prime beneficiaries of a Drone Damage module.

But a while back, CCP spread that drone damage buff out to Ammar boats (Curse, Pilgrim, Arbi) and so diluted a strong racial strength.

Partly because of that spread, the world & his uncle all want 'in' on this new drone damage mod, to their own ends. But of course, they can't. It's a low slot mod; it doesn't buff the way turret/missile damage mods do; and its fitting reqs are hefty.

But mostly, it's because drones can now be stocked on 80% of the ships in game. So it's not really surprising how many players are complaining about its slot status, buff percent or cpu.

Balancing this mod wouldn't be half so contentious if it simply wasn't available to so many standard/odd/way-out-there ship fits which include drones. I'm quite sure there will be EFT warriors even looking at the Tengu's Rifling Launcher subsystem for an edge. Briefly Blink

If it were up to me which ofc it isn't, I'd limit this mod to Gallente subcaps droneboats - those that actually use drones as primary dps. On anything else it's just a shitfit. But on a Vex or Domi..well Shocked
St1ngerella
The Scope
Gallente Federation
#115 - 2012-05-07 18:55:41 UTC
I would love to see it made into a high slot module, that way people who are using drones as a primary damage source can make the tradeoff of turrets versus drone buffs.

As it stands now, about 75% of my dps comes from my T2 sentry or heavy drones while running complexes or missions, my turrets are only there to gain aggro to my domi. Because of my fit, I can only nicely fit 5 turrets, which have limited range. Dropping 2 turrets to increase my sentry damage would be an excellent trade off for drone boats, while making it disadvantageous for ships which use things other than drones as their primary damage source.

The only thing I can see which may be out of balance would marauders, since they get 8 turrets worth of damage from 4, and have spare high slots already which would negate the trade off.
bldyannoyed
Sebiestor Tribe
Minmatar Republic
#116 - 2012-05-07 20:51:52 UTC
Just to put this into some perspective.

3x T2 (turret) damage mods currently provide a 65% increase in dps output POST STACKING.

5 hull bonused Garde II's with a 65% dps boost would do 743 dps.
Ogre II's would do 770dps.
Hammers 384 dps.
Hobs 240.

So lets be honest here, even if the EDA's give the full bonus of a standard damage mod drones are still going to be the lowest dps "Main" weapon system. Ofc there are other pro's and cons and I don't think they should do any more dps than that but given that you're giving up 3 low slots 750 dps isn't exactly a gamebreaker. Add this to the fact there are probably only 3 ships that could realistically fit 3 (domi, Navy domi and rattler) it seems that anything less simply isnt going to be worth the effort.

GetSirrus
Imperial Academy
Amarr Empire
#117 - 2012-05-07 22:04:24 UTC
some suggestions, give it a try.

secondary effect of Advanced Drone Interfacting; reduces CPU fitting cost of Drone Upgrades 7.5% per level? (I have feeling 10% might be nicer).

after all both weapon upgrade skills reduce fitting costs, maybe this can be similar.

If CCP is unable to add Rate of Fire to the Extrinsic Damage Amplifier, add falloff for Sentries? The Drone Link Aug only increases Control Range, and the Omni is Optimal.
Azura Solus
Rules of Acquisition
#118 - 2012-05-07 22:30:03 UTC
Terza Torre wrote:
CCP SoniClover wrote:
I updated the modules slightly, it should be out on Sisi no later than Monday.

I reduced the CPU slightly (to 30 and 35 for t1 and t2 respectively)

I increased the damage bonus to 12% and 15% for t1 and t2 respectively.

Unfortunately, due to how drones work in the backend, I can't affect their RoF. But we should be able to tweak the other numbers to make the module on par with the damage amplifiers for other weapon types.



PLEASE PLEASE, don't waste your work!
Do you want someone will use this mod?

Make it HIGH SLOT!

One less cannon and some decent DPS increase on our pets.

Trust us, dont' make it wwwwwrong.

My 2 cents, TT



Agree FULLY High slot damage mod for the drones is the way to go. As i stated in the other post PvE drone boats very rarely use there high slots for turrets while every other slot (mid / Low) is locked down. And for PVP drone boats they either use neuts or reppers really.

Please CCP High slot drone mods is the most viable solution .
Omnathious Deninard
University of Caille
Gallente Federation
#119 - 2012-05-07 23:21:25 UTC
I do agree with the fact that it is better to use a weapon damage upgrade right now than the drone damage upgrade, making it a high slot i dont believe will be a solution, because it is and has always been tank vs gank. To balance this out with drone boats though all drone boat class ships should recieve a cpu/powergrid reduction for the drone control unit, and have the bandwith on each ship adjusted accordingly, also the drone bay increased by 2 - 3 times current.

If you don't follow the rules, neither will I.

Malice Redeemer
Kenshin.
Fraternity.
#120 - 2012-05-08 01:44:33 UTC
I think add two mods, one High slot Mod and a Low slot mod as well. Make them have diff stats, prob the low slot on have more damage or a 2nd effect, with more cpu req? Im just throwing out ideas.

Btw, all the "I only know how to use drones and I think the grass is greener over there storys" are cute guys, way to get really emotional over some weapon systems.

It so funny the gal's cry about this even though it gives them nothing but more options.

I also think its a hoot how you have cal's crying about how long there missiles take to get anywhere, ammar's crying about not being able to switch damage type, and mimmie crying about split weapons and high training reqs. No one seems to understand how to play to there strengths, and just want to beat there heads against there weaknesses