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Titan changes - update

First post First post First post
Author
Andski
Science and Trade Institute
Caldari State
#1161 - 2012-05-08 10:22:04 UTC
Baki Yuku wrote:
dumb ppl shouldnt be talking dumb ****


Perhaps you should take your own advice then?

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Andy Landen
Deep Core Mining Inc.
Caldari State
#1162 - 2012-05-08 11:42:10 UTC  |  Edited by: Andy Landen
Here is an idea: Let the DD use charges that costs 800 mil ISK each. A DD should be expensive and not used lightly. If you can afford a Titan, you can afford the DD charge.

Added: We should probably also change the name from Doomsday Device to Super Smartbomb simply because naming a weapon something like "I WIN Device" seems a little wrong for Eve culture. I mean, what is the counter to an I WIN device? Eve is all about counters.. or at least, until the DD came along.

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

I'm Down
Macabre Votum
Northern Coalition.
#1163 - 2012-05-09 02:04:32 UTC  |  Edited by: I'm Down
I guess PL's killboard is proof Greyscale was right.

Oh wait, no, the ****** was totally wrong.

GG mate, now dreads are OP vs smaller ships, and titans still blap. I give it a month before people reach comfort zone levels with the change and Capitals online gets worse than ever.

Learn your ******* tracking mechanics before doing **** changes next time deuchbag... or did some PHP tell you it was working?
steave435
Perkone
Caldari State
#1164 - 2012-05-09 12:43:52 UTC  |  Edited by: steave435
I'm Down wrote:
I guess PL's killboard is proof Greyscale was right.

Oh wait, no, the ****** was totally wrong.

GG mate, now dreads are OP vs smaller ships, and titans still blap. I give it a month before people reach comfort zone levels with the change and Capitals online gets worse than ever.

Learn your ******* tracking mechanics before doing **** changes next time deuchbag... or did some PHP tell you it was working?


Most of the ships killed in that fight was killed by the sub caps, not the dreads, and they were probably not doing anything to avoid the them, like trying to consider transversal, and definitely didn't have any of the obvious counters, such as any type of ship with an AB instead of MWD or simply outranging the pulse/blaster fitted dreads. Ahacs produced similar results until people learned how to deal with them, and so did Hellcats VS the Drakes that were brought in to counter the ahacs.
I'm Down
Macabre Votum
Northern Coalition.
#1165 - 2012-05-10 05:36:55 UTC
steave435 wrote:
I'm Down wrote:
I guess PL's killboard is proof Greyscale was right.

Oh wait, no, the ****** was totally wrong.

GG mate, now dreads are OP vs smaller ships, and titans still blap. I give it a month before people reach comfort zone levels with the change and Capitals online gets worse than ever.

Learn your ******* tracking mechanics before doing **** changes next time deuchbag... or did some PHP tell you it was working?


Most of the ships killed in that fight was killed by the sub caps, not the dreads, and they were probably not doing anything to avoid the them, like trying to consider transversal, and definitely didn't have any of the obvious counters, such as any type of ship with an AB instead of MWD or simply outranging the pulse/blaster fitted dreads. Ahacs produced similar results until people learned how to deal with them, and so did Hellcats VS the Drakes that were brought in to counter the ahacs.


steve, you are truely a ******* moron. Quit making excuses and recognize that the 100% ideal solution to gameplay isn't reality you dumb ******* ****.

Game designers don't design gameplay based on flawless performance.... so quit pretending that the solution to 1 life in mario is not dieing rather than a ******* magic mushroom for the average player.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#1166 - 2012-05-10 06:26:01 UTC
I'm Down wrote:
GG mate, now dreads are OP vs smaller ships...


???

What practical changes were made to dreadnoughts?
ilammy
Amarr Empire
#1167 - 2012-05-10 12:26:45 UTC
Mfume Apocal wrote:
What practical changes were made to dreadnoughts?
I think none. Someone just tried to use the dreads vs subcaps (instead of continuing muttering a 'dreads are crap against subcaps' mantra) and they actually managed to kill something. Before the patch they weren't killing stuff, after they did kill something. It's obvious that they did that not because they were actually used, but it should be definitely the results of the patch.
I'm Down
Macabre Votum
Northern Coalition.
#1168 - 2012-05-10 17:48:38 UTC
Mfume Apocal wrote:
I'm Down wrote:
GG mate, now dreads are OP vs smaller ships...


???

What practical changes were made to dreadnoughts?



Dread tracking was doubled, making them blap titan tracking able.
Sigras
Conglomo
#1169 - 2012-05-11 02:28:46 UTC
I'm Down wrote:
Mfume Apocal wrote:
I'm Down wrote:
GG mate, now dreads are OP vs smaller ships...


???

What practical changes were made to dreadnoughts?



Dread tracking was doubled, making them blap titan tracking able.

Please understand game mechanics first and post second . . . their tracking was doubled and so was their signature resolution

x/y * a/b == 2x/y * a/2b

it makes literally no difference.
steave435
Perkone
Caldari State
#1170 - 2012-05-11 08:08:47 UTC
Sigras wrote:
I'm Down wrote:
Mfume Apocal wrote:
I'm Down wrote:
GG mate, now dreads are OP vs smaller ships...


???

What practical changes were made to dreadnoughts?



Dread tracking was doubled, making them blap titan tracking able.

Please understand game mechanics first and post second . . . their tracking was doubled and so was their signature resolution

x/y * a/b == 2x/y * a/2b

it makes literally no difference.

We already tried to explain that, he doesn't understand the tracking mechanics.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#1171 - 2012-05-11 08:31:39 UTC  |  Edited by: Mfume Apocal
I'm Down wrote:
Dread tracking was doubled, making them blap titan tracking able.


There has been no practical change to dread tracking, they were able to tracking subcaps before. The fits and tactics involved have been around for... over a year now? At very least that long.

No offense, but you claimed a lot of capital FC experience but didn't know dreads were able to track subcaps? What?
Tallian Saotome
Nuclear Arms Exchange Inc.
#1172 - 2012-05-11 09:13:28 UTC
Haven't visited this thread in a while.

Glad to see great big giant e-peen tears are still flowing like wine Cool

Inappropriate signature removed, CCP Phantom.

I'm Down
Macabre Votum
Northern Coalition.
#1173 - 2012-05-11 15:10:01 UTC  |  Edited by: I'm Down
tracking is not the same.... grey scale proved it in an earlier post when he specifically stated that the tracking half of the formula was modified by range. This means that the tracking half of the formula can take on extrodinary values that can diminish any significance sig resolution has. Hence, hitting stationary targets for full normalized damage.


Dreads could not track nearly as well before, and were easily out maneuvered by any moving ship.
ilammy
Amarr Empire
#1174 - 2012-05-11 19:34:50 UTC  |  Edited by: ilammy
Yes, but the effect of the doubled tracking is mitiagated by the doubled signature resolution. It's integral factor of tracking speed of the guns, angular velocity of the target and their signatures.

I don't want to speculate upon the formula. If you refuse to believe its integral, go check yourself:

1. Get a target ship and a shooter. Set the target ship orbiting the shooter. Logistics needed for prolonged tests.
2. Get some webs and painters. You will need a single Statis Webifier I and a Phased Weapon Navigation / T2 painter on a rapier (assuming you have Signature Focusing IV). You got the idea: –50% speed and +50% signature.
3. Web the target, shoot it for two-three minutes.
4. Take off the webs, paint it, shoot again.
5. Go to %My Documents%/EVE/logs/Gamelogs, look here for a relevant log file. Extract the data with dealt damage, compare distibutions. If they do differ significantly, they you can really say that the formula is crap.


I'm not saying it's right to have signature resolution mitigated by range, but it was so before the patch, and it is so after the patch. Nothing has changed effectively. My damn old eft says a revelation with 1 TE, 1 TC and 2 target painters could easily hit a battleship which is 40 km away for 4k DPS with a maximum transversal (up to 7k if is low). Before the patch. Blapping? Yeah. The patch only brought the attention to dreads, and people realized that they actually could blap stuff even without the titans. So yeah, you could say the patch boosted the dreads effectively (in terms of damage done by all the dreads in the universe).
Kiev Duran
State War Academy
Caldari State
#1175 - 2012-05-11 22:23:26 UTC
I'm Down wrote:
tracking is not the same.... grey scale proved it in an earlier post when he specifically stated that the tracking half of the formula was modified by range. This means that the tracking half of the formula can take on extrodinary values that can diminish any significance sig resolution has. Hence, hitting stationary targets for full normalized damage.


Dreads could not track nearly as well before, and were easily out maneuvered by any moving ship.


I'm going to post some simple math in a hope you understand and shut up.

(a/b)*(x/y) = (2/2)*(a/b)*(x/y) = (a/b)*(2/2)*(x/y) = (2a/b*(1/2)*(x/y) = (2a/b)*(1/1)*(x/2y) = (2a/b)*(x/2y)

This follows from the distributive property. The distributive property also follows for functions valued in the real numbers as well as simple variables. But simple variables are also functions, so when looking at the above we can surmise that the following holds regardless of the various functions of the formulas (even if some have actual calculations and other are simple values):

[a(x) / b(x)] * [f(x) / g(x)] = 2*[a(x) / b(x)] * 1/2*[f(x) / g(x)]

The problems that arise when a denominator term equals 0 (not approaches, but actually equals) cause the formulas to break not because of any problems with the equivalence of the above, but because of a violation of one of the axioms of the real numbers. When you attempt to divide by zero, you run into contradictions and paradoxes such as all numbers being equal to each other. I can demonstrate this too:

A = B
AB = B^2
AB - A^2 = B^2 - A^2
A * (B - A) = (B - A) * (B + A)
A = B + A
A = 2A
1 = 2

The point where this breaks is the division of (B - A) on both sides of the equation. Because (B - A) = 0, we have divided by zero and broken one of the axioms of the real numbers. The equation becomes invalid.
Parsee789
Immaterial and Missing Power
#1176 - 2012-05-12 02:01:07 UTC  |  Edited by: Parsee789
Looks to me that Dreads still don't get used as much as people think. Titans can make short work of one with a DD or two. Considering how hotdrops are so common against regular caps, I would be hesitant to use a Dread unless its in a cyno jammed system.

Dreads will never become the Blapping ships that pre-patch Titans once were.

1. They have a clear counter - Titans and Supercarriers - Insta one hit kill by doomsdays(or severely weakened and killed within a few shots of the turrets.)

2. Two(tech 1 Triage)/ Three(tech2 Triage locking limitation) and puny scan resolution 20-30 with sensor boosters. It takes 40 seconds to lock a battleships, 2 minutes to lock a cruiser, and a thousand years to lock a frig.

- Titans do not have this penalty and can easily lock targets much more quickly.

3. Dread Tracking is nothing compared with Pre-patch titan tracking, you can't afford to put faction or officer tracking computers and enhancers like you can on titans. Dread tracking is 50% of Prepatch Titan Tracking.

4. Using Drugs seriously hurt dreads more than titans. Drop booster has penalty to Armor Repairers which Dreads need to try to survive for 5 minutes.

5. Requires much more attention, specialized ship types, etc to actually hit subcaps. Unlike Pre-Patch titans which would just lock and pop subcaps, Dreads need webbing and painting ships(titans do now too) to even hit smaller ships. This takes time and coordination to web and paint the targets and then have the Dreads hit them. You'll need rapiers, lokis, vigilants, vindicators, specialized webbing and painting ships with the pilots that can use them to properly use a Dread. It is NOT a SOLOPWNMOBILE, it is a ship at truly requires teamwork and support to do anything outside of POS bashing.

6. Dreads EHP is low enough to be alpha striked by a fleet in a trivial manner even without Titans. 100 Maelstroms or Tornados can alpha strike a Dread in 2 volleys.

7. Active tanking is pretty much what the Dread relies on to survive, it cannot receive any assistance or RR in Siege for 5 full minutes. A dread can tank 5000- to maybe 10,000 Dps(burst shield tank). A single Dread or a gang of Battleships is enough to break the tank. A dread can get 4 million EHP at most(with Slave set and without stupidly putting officer mods.) A titan and Supercarrier can reach 40+ million EHP.






In all Dreads will never become the blapping ships that people fear them to be due to:

1. The Existence of SuperCaps. I wouldn't want to field a dread only to have it killed in the blink of an eye by a titan. 2 Billion Isk without fittings is a high price to pay to be insta popped.

2. How quickly it can pop subcaps is limited by long locking time with limited locks and Its reliance on having subcap support web and paint targets in an orderly fashion(does not work very well with lag).

The rate at which a Dread kills can easily be matched and surpassed by a gang of DPS battleships, without the limitations and weaknesses.

3. Much lower survival and staying power compared to Supercapital Ships. No RR for 5 Minutes, has only 10% of the HP as Supercapital ships.

In large scale 0.0 PVP you are much better off using a Gang of Battleship than a Dread. Greater versatility, lower costs, more BS pilots than Dread pilots easily, greater mobility, and less vulnerable to prevalent Supercaps.
Sigras
Conglomo
#1177 - 2012-05-13 09:56:16 UTC
I'm Down wrote:
tracking is not the same.... grey scale proved it in an earlier post when he specifically stated that the tracking half of the formula was modified by range. This means that the tracking half of the formula can take on extrodinary values that can diminish any significance sig resolution has. Hence, hitting stationary targets for full normalized damage.


Dreads could not track nearly as well before, and were easily out maneuvered by any moving ship.

ok, lets actually do the math here . . .

This is the formula

so were a revelation with pulse lasers (perfect skills) trying to hit a naked harbinger orbiting us at full speed at a range of 20 km

Harbinger sig radius 265
Harbinger speed 188
Revelation tracking (pre nerf) .00253
Revelation Sig resolution (pre nerf) 1000
Revelation tracking (post nerf) .00506
Revelation Sig resolution (post nerf) 2000
Revelation Optimal 23 km
Revelation Falloff 13 km

Pre Nerf Formula
.5^((188/(20,000 * .00253)) * (1000/265))^2 + (0/13)^2

.5^((188/50.6) * (1000/265))^2 + (0/13)^2

.5^(3.715415 * 3.773584)^2 + 0^2

.5^(14.0204339622)^2 + 0

.5^196.57256849

6.69515382 * 10^-60


Post Nerf Formula
.5^((188/(20,000 * .00506)) * (2000/265))^2 + (0/13)^2

.5^((188/101.2) * (2000/265))^2 + (0/13)^2

.5^(1.8577075 * 7.547169811)^2 + 0^2

.5^(14.0204339622)^2 + 0

.5^196.57256849

6.69515382 * 10^-60


See? when you multiply the two factors together there is LITERALLY NO DIFFERENCE AT ALL

I dont know which part of that could possibly confuse you, but if you want to point out a flaw in my math please, by all means go ahead.
Andy Landen
Deep Core Mining Inc.
Caldari State
#1178 - 2012-05-13 16:03:55 UTC  |  Edited by: Andy Landen
Titan change .. let's see .. remove the ability of a Titan or SC to jump. That about balances them. Since the jump drive creates mini-whs, and since no natural wh can accommodate the mass of a supercapital ship (incl. Titan) for a single ship anyway, then the jump drive certainly shouldn't be able to make whs capable of jumping ships with more mass. The addition of a new module, Hyperspace drive medium slot module, would enable Titans and supers and other ships to move between systems using hyper space travel mechanics. It would take a few minutes and put the ships on known celestials or other known points in the target system.

Edit: That is what I have been trying to say, Down. (see post below) CCP has been actively ignoring me on that subject thus proving that they are committed to "fix" the Titan in the manner which they have already decided and are not open to other approaches or ways of thinking about the issues and problems.

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

I'm Down
Macabre Votum
Northern Coalition.
#1179 - 2012-05-14 01:54:58 UTC
Let me adapt this arguement so that you guys actually understand where you're so ******* clueless:


What you guys are leaving out of the raw mathematics is the player driven influence. When your tracking is so abysmal that you have no incentive to add tracking boost, range boost, sig boost, etc, then players won't do those things. Just like when a ship cost 40 million versus 100 billion, you have less incentive to put on the most elite gear in game. It's a player driven incentive system.

This is where player exploration of game mechanics comes into play and why I say that it's NOT equal. Pre patch, players had very little incentive to modify tracking, to adjust sig res.

Post patch, we have an incentive to do exactly that.

Now lets look at the different tools we have in game:

Tracking Computers
Tracking Enhancers
Webs
Painters
Range


If you notice, all of those tools have a way to affect one of the 3 variables you list in that formula. The only variable that cannot be affected by anything in game is gun resolution. That means it's a static number, not a variable. It's only a variable across all ships. But as far as I know, Eve mechanics only allow you to fly one ship at a time. The moment you choose a ship and fit it's guns, those sig resolutions you fit are finalized.

There is no player driven mechanic that can change this other than to climb into another ship.


When you affect sig the way Greyscale has done, it has very little implication on the tracking formula. It's a static number, it doesn't matter. Players have the option of changing all three of the other variables to the point where that sig resolution change has little to no impact on the overall game mechanics. It's not equal.


Now the too long didn't read part

Players can exploit game mechanics very easily when the developers do not take into account why or how they make a change. I've stated countless times here and elsewhere that the problem lies in the tracking formula itself, and particularly with sig resolution not be affected by range.

I've asked that they make an appropriate patch where they address the issue, and not some time waste of a solution that we as players can exploit. That's not an unfair thing to ask. It seems to me, if the players are telling you exactly how they will exploit something, and you do not address it, then your work is futile.

Right now, the only reason you are not seeing super caps online and massive game mechanic exploiting battles is that the players themselves have gone into a short lull in activity. That will not last much longer. Once the activity picks up again, you will start to see heavy use of the same mechanics and a much higher rate of new mechanical exploits as a result of Greyscales idiocy.

In addition, we now have a horrible precedent set in this game where the devs have committed to artificially reducing damage and taking away a player driven sandbox fundamental. In one patch, Greyscale just murdered a core foundation of EVE, and set the table for genocide of EVE sandbox game play.
Marzuq
Scarlet Weather Rhapsody
#1180 - 2012-05-14 04:39:42 UTC  |  Edited by: Marzuq
I'm Down wrote:
Let me adapt this arguement so that you guys actually understand where you're so ******* clueless:

Blah Blah Blah I am a genius you are all morons, you don't know anything. Here's my proof:

Blah Blah Blah General Statements Blah Blah Blah, more general statements, Blah Blah Blah



Its hard to take you seriously when you ***** like little pussy. You say things like players exploiting and other stuff, but you don't really elaborate how its exploiting. Tracking Computers, Webs, etc are all part of game mechanics. You saying those are exploits and that we should do away with them?

If this changes encourages players to use these more, I don't see the problem. These are not broken or overpowered compared to some other things within the game.

Sig resolution and Sig radius does indeed make a difference. Any angular velocity is multiplied by Sig resolution/sig radius. Therefore your actual tracking to your target is not the tracking shown on the gun, there is math involved, which you don't clearly understand.

As for the matter of being further away makes it easier to track and hit you. It infact does apply in real life as well. Take your arm and outstretch it and move your inner arm, an inch. Now measure the amount of distance moved by your finger tips, you'll see it moved about half a foot. A turret in real life will track at targets better further away than ones that are closer, since it requires less movement of the turret to align to the direction of the target.

Now accuracy is another matter. The further the target is the harder it becomes to hit it. This accuracy is known in eve as optimal range and falloff. The computer is able to accurately track and hit targets effectively up to a certain distance. After beyond that distance inaccuracy starts to become a factor (known as falloff). The design of the gun also factors in.

Accuracy based on range (Optimal and Falloff). Therefore we do indeed have this accuracy we speak off.

Also remember, it is computers and machines that coordinate the shooting, not humans.


Besides if you want to argue about realistic then let see you argue this:

Imagine a maelstrom shooting a rifter with 1400mm artillery cannons. Let say that the rifter pilot was a moron and the maelstrom pilot got luck at managed to hit the rifter with a shell.

Now imagine a spacecraft the size of a 747 being hit with a explosive armor piercing shell the size of volkswagon hit your vehicle going at over several kilometers per second. I doubt you'll have an intact rifter after be grazed by a single shot of an 1400mm artillery shell.

But with mechanics of proposed sig radius and signature resolution affecting damage that would not happen which is unrealistic in itself.

How disappointing that PL has a moron in you within their ranks. Go ahead and ***** some more, let see you embarrass yourself and your alliance even further.