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Webs and Jammers a thought

Author
Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#1 - 2012-08-26 18:16:33 UTC  |  Edited by: Aurelius Valentius
Bare with me on this one... WAIT WAIT... edit: apparenlty I am CRYING HERE OVER MY AF... yep... OMG, OH woes to me, *he beats his chest, he took the body of his fallen AF and drags it around the camp fire... sobbing and wailing... CURSES to the GODS!!!... THE RAGE OF AV is likened to that of Achilles!!!!.... *cough cough*.... THE MECHANICS... THE ISKIES... THE AF... OH THE KM... *FIST TOWARDS HEAVEN*... I WILL HAVE MY VENGENCE!!!... YAAAAARRRRRRR!!!...

ok anyway... som people posting in response apparently though I was crying... whaaaa... - nope, sorry your just faily stupid... here are some marbles to put up your nose if you read this as "crying".

I was just re-reading the blog on Ship Rebalancing and the section on "fast attack ships" being like cavalry, and thought - fail, web/scram.... fail, doesn't work in eve, you can't make a fast flank attack, there is no flank and there is no fast - just close, web, blob... or snipe/kite... the cavarly in EVE meets fly paper ever time.

So... what is the main thing that makes EVE's combat non-fluid... well it's the simple "tackle" web/jammer combo... it dictates all combat, regardless... if you are unable to deal with the opponents fit, and you can't run, you simply give up and die. This is why people say most of EVE's combat is pre-determined at the fit level... much like cards, fits trump fits outright, and very little skill can be put to use to deal with it... you might be able to do a few tricks, but mostly it's did you fit to deal with X if yes then WIN, if no then FAIL (KM)... and why fitting is both the art and bain of EVE's mechanics.

This is something I have wondered about for a long time...

Web:
It slows you down by 60% (last I looked or something like that, and they stack) and then it has a range which gets longer with skill.
Jammers:
Locks you from warping, and scram turns off your MWD if you mount one, and range is increased with skill.

ok, seems pretty straight forward - too straight forward in my imho for a game mechanic that is so dominate in PvP of any sort.

What CCP should have done and what they could do is something like this - and it would not unbalance the game, but it would sure make it more intense, more interesting and more important to use skill (real skill) and tactics...

New Web:
Slow Target 10% per level of skill with a base start of 10% - L1 20%, L5 60%
Range: keep it as is
Change to miss per cycle: inverse of above L1 60%, L5 10%

Skills that counter webbing:
Evasive Manuvering +5% per level to evade web, L1 -5% to above for opponent, L5 -25% to opponent
*other skills could apply to make for an interesting net effect, but this is just off the top of my head for the moment.

Jammer, would work in a similar way, with a chance to "miss effecting" for a cycle.

What this would do is allow more fluid movement in battles, it wouldn't give anyone a total lockdown, and players would skill into a new profession of sorts, "tackling would become an art, not a hit F1-win situation"... it would mean that there is more risk to lose a target if your not on the ball, and it would add to specialization if it was taken to a higher level... say something like:

max fit one of each on a ship, webs and scrams don't stack, and in fact cancel out, if two people hit the same target they blow out each others effects (not lock) just the effects... like waves with interference ripples... that would make this whole part of tackling a fire art, that it should be... and the joy of a real skilled KM a trophy.

This would also give unarmed ships or inferior ships (and skilled players) some means to get away... not just be locked down and fired up... some of the best new skills would then be NAV, where you would first learn (as in nature and the military) the fine are of EVASION... then later to kill... and run away to fight another day would be viable, not just a "sigh... LOL right this is EVE, your dead when you undocked in that fit predictible)

This is just a thought so don't get all flames and rage on me if your a "I want to have easy noob kills with a web/scam pop-gun ship"

Another option might simply be to make them like weapons... hit or miss (which is what they sort of are anyway) and you hit a ship it does it for a period of time, then drops, and put the cycle time longer, allow for multiple hits, but then make them not a field but a "knock-out" of that feature - speed or warp for x seconds.

Perhaps something like this - you send in your fast attack tackle, it zoomes in (survives the hit and run) and it fires off a round of jammer/web shots... some miss, some hit... the skills for hitting and dodging it kick in and you see if the target is either slowed or warp offlined, and then things progress, the idea is there is no 100% lock down and it's not perpetual, it's more dynamic, and therefore more dramatic as well - more fun.

Forever gone would be that "get a point on it!!.. got it... ok relaxe it's dead now... primary... It would be KEEP that point, get it, get it... noooo!!... crap. or KEEP IT... YES!!! (boom) to the very end of the fight... and the one that got away could be a reality then.
Voi Lutois
Vonkell
#2 - 2012-08-26 18:54:19 UTC  |  Edited by: Voi Lutois
Aurelius Valentius wrote:

Web:
It slows you down by 60% (last I looked or something like that, and they stack) and then it has a range which gets longer with skill.
Jammers:
Locks you from warping, and scram turns off your MWD if you mount one, and range is increased with skill.


Why you calling scram/disruptor "jammers"?
I don't like your idea, sorry.

Speaking of "jammers" nerf ECM drones to the ******* stone age pleaz!
Garreth Vlox
Republic Military School
Minmatar Republic
#3 - 2012-08-26 19:03:29 UTC
Aurelius Valentius wrote:
Bare with me on this one...

I was just re-reading the blog on Ship Rebalancing and the section on "fast attack ships" being like cavalry, and thought - fail, web/scram.... fail, doesn't work in eve, you can't make a fast flank attack, there is no flank and there is no fast - just close, web, blob... or snipe/kite... the cavarly in EVE meets fly paper ever time.

So... what is the main thing that makes EVE's combat non-fluid... well it's the simple "tackle" web/jammer combo... it dictates all combat, regardless... if you are unable to deal with the opponents fit, and you can't run, you simply give up and die. This is why people say most of EVE's combat is pre-determined at the fit level... much like cards, fits trump fits outright, and very little skill can be put to use to deal with it... you might be able to do a few tricks, but mostly it's did you fit to deal with X if yes then WIN, if no then FAIL (KM)... and why fitting is both the art and bain of EVE's mechanics.

This is something I have wondered about for a long time...

Web:
It slows you down by 60% (last I looked or something like that, and they stack) and then it has a range which gets longer with skill.
Jammers:
Locks you from warping, and scram turns off your MWD if you mount one, and range is increased with skill.

ok, seems pretty straight forward - too straight forward in my imho for a game mechanic that is so dominate in PvP of any sort.

What CCP should have done and what they could do is something like this - and it would not unbalance the game, but it would sure make it more intense, more interesting and more important to use skill (real skill) and tactics...

New Web:
Slow Target 10% per level of skill with a base start of 10% - L1 20%, L5 60%
Range: keep it as is
Change to miss per cycle: inverse of above L1 60%, L5 10%

Skills that counter webbing:
Evasive Manuvering +5% per level to evade web, L1 -5% to above for opponent, L5 -25% to opponent
*other skills could apply to make for an interesting net effect, but this is just off the top of my head for the moment.

Jammer, would work in a similar way, with a chance to "miss effecting" for a cycle.

What this would do is allow more fluid movement in battles, it wouldn't give anyone a total lockdown, and players would skill into a new profession of sorts, "tackling would become an art, not a hit F1-win situation"... it would mean that there is more risk to lose a target if your not on the ball, and it would add to specialization if it was taken to a higher level... say something like:

max fit one of each on a ship, webs and scrams don't stack, and in fact cancel out, if two people hit the same target they blow out each others effects (not lock) just the effects... like waves with interference ripples... that would make this whole part of tackling a fire art, that it should be... and the joy of a real skilled KM a trophy.

This would also give unarmed ships or inferior ships (and skilled players) some means to get away... not just be locked down and fired up... some of the best new skills would then be NAV, where you would first learn (as in nature and the military) the fine are of EVASION... then later to kill... and run away to fight another day would be viable, not just a "sigh... LOL right this is EVE, your dead when you undocked in that fit predictible)

This is just a thought so don't get all flames and rage on me if your a "I want to have easy noob kills with a web/scam pop-gun ship"

Another option might simply be to make them like weapons... hit or miss (which is what they sort of are anyway) and you hit a ship it does it for a period of time, then drops, and put the cycle time longer, allow for multiple hits, but then make them not a field but a "knock-out" of that feature - speed or warp for x seconds.

Perhaps something like this - you send in your fast attack tackle, it zoomes in (survives the hit and run) and it fires off a round of jammer/web shots... some miss, some hit... the skills for hitting and dodging it kick in and you see if the target is either slowed or warp offlined, and then things progress, the idea is there is no 100% lock down and it's not perpetual, it's more dynamic, and therefore more dramatic as well - more fun.

Forever gone would be that "get a point on it!!.. got it... ok relaxe it's dead now... primary... It would be KEEP that point, get it, get it... noooo!!... crap. or KEEP IT... YES!!! (boom) to the very end of the fight... and the one that got away could be a reality then.



So basically while flying this ship: http://eve.battleclinic.com/killboard/killmail.php?id=16806504 You got scrammed by this ship: http://eve.battleclinic.com/killboard/killmail.php?id=16808268 And died and now CCP needs to nerf webs cause getting your AF killed by a pair of destroyers isn't any fun.

The LULZ Boat.

Cheshirepus
Divinity Rising
#4 - 2012-08-26 19:06:03 UTC
Preferred the 90% webs, myself. Didn't care for scrams turning off MWD change, but that's worked in my favor a few times more than against, so I guess I'm okay with it.

Personally, I like imbalance. It provides color and makes local more fun to read. Why should someone who shows up to a gunfight with a knife stand an equal chance of winning? Anyway, that's my take on it.

lol, or people can always fit a couple of warp core stabilizers if it's a problem.

ErrorRon
Turbo-Encabulator LLC
#5 - 2012-08-26 19:16:33 UTC
Have you ever seen/performed solo pvp successfully?
Getting pointed and webbed isn't the end of a fight.

Go watch Garmon or Kil2 and you should understand this.
And don't try to fix what isn't broken. :)

http://www.youtube.com/watch?v=UtItWL6GfSM CCP Gargant -  Dev of my heart.

Skorpynekomimi
#6 - 2012-08-26 19:49:36 UTC
IMO, there's nothing wrong with battles mostly being determined at the fitting screen.

As the saying goes, PPPPPPP;
Proper Prior Planning Prevents **** Poor Performance.
And 'if you fail to plan, you plan to fail'.

Beyond proper fitting, learn to pick the right fights.

A prime example of picking fights is the killboard links up there. A frigate, even a T2 one, against two destroyers, which are designed for one purpose. Which is popping frigates.

Economic PVP

James 315
Experimental Fun Times Corp RELOADED
CODE.
#7 - 2012-08-26 19:54:55 UTC
You can't go very far in nerfing tackle. Since most combat takes place near gates, tackle is essential for anyone getting a fight.
Suddenly Forums ForumKings
Doomheim
#8 - 2012-08-26 19:58:32 UTC
You have no idea how to play.

EVE combat outcomes are NOT determined at the fitting screen.
Methesda
Sebiestor Tribe
Minmatar Republic
#9 - 2012-08-26 20:44:17 UTC
Garreth Vlox wrote:
So basically while flying this ship: http://eve.battleclinic.com/killboard/killmail.php?id=16806504 You got scrammed by this ship: http://eve.battleclinic.com/killboard/killmail.php?id=16808268 And died and now CCP needs to nerf webs cause getting your AF killed by a pair of destroyers isn't any fun.


LAWL. +1

Eve is about the journey.  If you are so focused on making money, that you insist on having the tools to make it be made as autonomous and easy as possible, then you are never going to have as much fun as I will.

Garreth Vlox
Republic Military School
Minmatar Republic
#10 - 2012-08-26 21:08:30 UTC
Suddenly Forums ForumKings wrote:
You have no idea how to play.

EVE combat outcomes are NOT determined at the fitting screen.


Based on the second half of your statement I have to agree with you, you have no idea how to play this game. The fitting screen is easily 75% of the battle if you fit a ship incorrectly it doesn't matter how good you fly it you're still gone die to a pilot with the same skills and a good fit.

The LULZ Boat.

Akirei Scytale
Okami Syndicate
#11 - 2012-08-26 22:50:11 UTC
Garreth Vlox wrote:

So basically while flying this ship: http://eve.battleclinic.com/killboard/killmail.php?id=16806504 You got scrammed by this ship: http://eve.battleclinic.com/killboard/killmail.php?id=16808268 And died and now CCP needs to nerf webs cause getting your AF killed by a pair of destroyers isn't any fun.


Why anyone would ever active tank a frigate is beyond me. Its basically putting a neon "alpha me!" sign on your forehead.
Mutant Caldari
Caldari Provisions
Caldari State
#12 - 2012-08-26 23:13:14 UTC
Aurelius Valentius wrote:
Web:
It slows you down by 60% (last I looked or something like that, and they stack) and then it has a range which gets longer with skill.
Jammers:
Locks you from warping, and scram turns off your MWD if you mount one, and range is increased with skill.


No one caught this? Roll
Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#13 - 2012-08-26 23:20:00 UTC  |  Edited by: Aurelius Valentius
Garreth Vlox wrote:

So basically while flying this ship: http://eve.battleclinic.com/killboard/killmail.php?id=16806504 You got scrammed by this ship: http://eve.battleclinic.com/killboard/killmail.php?id=16808268 And died and now CCP needs to nerf webs cause getting your AF killed by a pair of destroyers isn't any fun.


Meh, whatever it was just a thought to make combat more interesting... I have had fun with PvP on SISI but unlike you all "who play EVE right, and others playe it "wrong"... apparently any change to the "tackle" mechanics is a no go with you folks... it might mean one would have to do more that close. lock, point, primary, secondary, repeat... totally dull, totally boring... totally predictable... but if you like it... and people say mining is boring... least at the end of the day you have a pile of ISK, PVP you just have a pile of KMs with stupid names on them...lol... if it works for you, then by all means.

o7
Frying Doom
#14 - 2012-08-26 23:25:49 UTC
So many whines in the forums these days.

If whine was a power source CCP would save a fortune on power bills.

So I will just say HTFU.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Garreth Vlox
Republic Military School
Minmatar Republic
#15 - 2012-08-26 23:32:26 UTC
Aurelius Valentius wrote:
Garreth Vlox wrote:

So basically while flying this ship: http://eve.battleclinic.com/killboard/killmail.php?id=16806504 You got scrammed by this ship: http://eve.battleclinic.com/killboard/killmail.php?id=16808268 And died and now CCP needs to nerf webs cause getting your AF killed by a pair of destroyers isn't any fun.


Meh, whatever it was just a thought to make combat more interesting... I have had fun with PvP on SISI but unlike you all "who play EVE right, and others playe it "wrong"... apparently any change to the "tackle" mechanics is a no go with you folks... it might mean one would have to do more that close. lock, point, primary, secondary, repeat... totally dull, totally boring... totally predictable... but if you like it... and people say mining is boring... least at the end of the day you have a pile of ISK, PVP you just have a pile of KMs with stupid names on them...lol... if it works for you, then by all means.

o7


You should stop crying about how the mechanics are unfair and learn how they work so that you can use them instead of getting owned by them.

The LULZ Boat.

Conrad Makbure
Center for Advanced Studies
Gallente Federation
#16 - 2012-08-27 00:54:17 UTC
Webs should be nerfed to the ground, some ships would need rebalancing, a little, but it'd be worth it in the end.
Garreth Vlox
Republic Military School
Minmatar Republic
#17 - 2012-08-27 01:38:02 UTC
Conrad Makbure wrote:
Webs should be nerfed to the ground, some ships would need rebalancing, a little, but it'd be worth it in the end.


They have been nerfed they use to slow you 90% now they start around 60%.

The LULZ Boat.

Large Collidable Object
morons.
#18 - 2012-08-27 01:48:00 UTC
The game needs small, medium and large webs with different ranges, webbing strengths and fitting requirements as well as optimals and falloffs, not more must-have all V skills that influence a chance based mechanic, which is what you're basically suggesting.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Proletariat Tingtango
Viziam
Amarr Empire
#19 - 2012-08-27 02:32:11 UTC
What's with the influx of WoW-Forums-esque whine threads
Tiberius Sunstealer
Caldari Provisions
Caldari State
#20 - 2012-08-27 02:38:51 UTC
So you want to add some more chance based modules?
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