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Fitting Smaller-Sized Guns on your Ships versus Using Drones

Author
Jiska Ensa
Estrale Frontiers
#21 - 2012-09-24 23:48:34 UTC
Big ships hit intys easily enough as it is...
Thor Kerrigan
Guardians of Asceticism
#22 - 2012-09-24 23:55:25 UTC
Jiska Ensa wrote:
Big ships hit intys easily enough as it is...


... Aaaand my drake ate a daredevil the other day with 5 light drones, web + neut.

Instead of those 5 light drones and that neut, I could have used the last highslot on my drake to dish out drone DPS but without the neut... and with a lower over all buffer so if I got caught by his friends, it would have melted much faster.

Would you like to know more?

Mars Theran
Foreign Interloper
#23 - 2012-09-25 00:03:08 UTC
Just make a large Flak Gun that spews AOE over a large area away from the ship. Tracks like a Large Turret, but the AOE is large enough that it just shreds little ships and drones, and give it a max. range of, (more or less), 20-30 km, to be effective within Scram and Web Range.
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Tippia
Sunshine and Lollipops
#24 - 2012-09-25 00:04:57 UTC
Thor Kerrigan wrote:
Would you like to know more?
I would like to know why any of this is needed.

All I see is something that will either unbalance larger ships against smaller ones (and thus a bad addition) or be completely pointless (and thus be a bad addition).
Mars Theran
Foreign Interloper
#25 - 2012-09-25 00:14:47 UTC
Jiska Ensa wrote:
Big ships hit intys easily enough as it is...


That's only because they are burning straight towards, or straight away from them with a MicroWarp, which gives them a Sig the size of a Cruiser or better.
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Thor Kerrigan
Guardians of Asceticism
#26 - 2012-09-25 00:43:42 UTC
Tippia wrote:
Thor Kerrigan wrote:
Would you like to know more?
I would like to know why any of this is needed.

All I see is something that will either unbalance larger ships against smaller ones (and thus a bad addition) or be completely pointless (and thus be a bad addition).


The nebulaes were not "needed", nor were the new missile effects, nor were the new v3 skins, nor was PI, nor was ... etc. You don't think it would look cool? Well, unless you think most people would find it disgusting that point is pretty moot.

As for what it can actually accomplish, I think it can add more diversity in fittings.
- It can give drones more specific roles by giving those ships interesting bonuses.
- It can give podkilled corpses a purpose.
- It can promote active tanks in PVP.
- It can remove the automatic neut that every ship fits with extra highs.

I understand you are skeptical about the implementation, but even the most awesome feature still need to be properly balanced.

It's more about discussing the concept more than any implementation at this point.
Tippia
Sunshine and Lollipops
#27 - 2012-09-25 00:47:04 UTC  |  Edited by: Tippia
Thor Kerrigan wrote:
The nebulaes were not "needed", nor were the new missile effects, nor were the new v3 skins, nor was PI, nor was ... etc.
…and none of those had any effect on balance, unlike what you're proposing so they're utterly irrelevant. It has nothing to do with “looking cool” — if that's what you're after, ask them to update the firing animations — it has to do with breaking a core balancing principle.

Quote:
As for what it can actually accomplish, I think it can add more diversity in fittings.
No. It will either lead to one ship class taking over because it gets the best combined power projection against the wider range of targets (i.e. much less variety as all other classes are obsoleted) or it will lead to nothing at all because your addition serves no purpose (no diversity — just more clutter).

So again, what you're asking for is either inherently unbalanced (=bad) or unnecessary (=bad), and either way, it's not needed.

Quote:
I understand you are skeptical about the implementation, but even the most awesome feature still need to be properly balanced.
The problem is that this one is all about breaking balance, so the proper way to balance it is to not implement it.

Quote:
It's more about discussing the concept more than any implementation at this point.
…and the concept is always that bigger ship gets an easier time going after smaller ship, which is a concept that is antithetical to how EVE works. It's a fundamentally bad concept for this game and, if anything, the development is luckily headed away from this concept.
Thor Kerrigan
Guardians of Asceticism
#28 - 2012-09-25 03:44:44 UTC
Tippia wrote:

…and none of those had any effect on balance, unlike what you're proposing so they're utterly irrelevant. It has nothing to do with “looking cool” — if that's what you're after, ask them to update the firing animations — it has to do with breaking a core balancing principle.


If you read my ideas one more time, you will see they're mostly about switching where the dps is coming from. You already mentioned ships can be dedicated to killing smaller stuff, I say we get dedicated modules for that with the appropriate drawbacks. You are free to think it would not look cool, I disagree, let's move on. Hardly breaking any core principles here, since the appropriate buff would be coupled with an appropriate de-buff.

Tippia wrote:

No. It will either lead to one ship class taking over because it gets the best combined power projection against the wider range of targets (i.e. much less variety as all other classes are obsoleted) or it will lead to nothing at all because your addition serves no purpose (no diversity — just more clutter).

So again, what you're asking for is either inherently unbalanced (=bad) or unnecessary (=bad), and either way, it's not needed.


Not if it is balanced like choosing shield or armor. There is hardly a ship that will dual-tank without shooting itself in the foot. Keep that in mind before bringing back this point. What is inherent to the game is that there will always be flavor-of-the-month builds as the game will never be perfectly balanced. Obviously, testing before implementation is required to avoid imbalance when adding new variances.

Tippia wrote:

The problem is that this one is all about breaking balance, so the proper way to balance it is to not implement it.


See my above two points.

Tippia wrote:

…and the concept is always that bigger ship gets an easier time going after smaller ship, which is a concept that is antithetical to how EVE works. It's a fundamentally bad concept for this game and, if anything, the development is luckily headed away from this concept.


While I do respect your sentiment the game has a balance that should not be tampered with, I think giving more variables to the mix actually allows for more creativity and for the game to progress. And while this may give you more "flavor-of-the-month" ships, it also gives more tools to the players for countering them.
Lors Dornick
Kallisti Industries
#29 - 2012-09-25 03:57:55 UTC
Thor Kerrigan wrote:
Tippia wrote:

If you want to break the “bigger is vulnerable to smaller” chain, you have to do it all the way and end up with frigates that fire siege weaponry and DDDs.


Or, you know, torpedo launchers on frigates.


As with Stealth Bombers?

Aka MTBs when on the surface?

And actually, larger ships do have the option to down grade their guns or use rapid fire launchers (ex assult launchers) to fire light missiles from medium sized launchers.

So it seems that we do have options from both ends, small sneaky ones being able to hurt the big boys, and the big boys being able to select smaller weapons as pesticides.

CCP Greyscale: As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor.

War Kitten
Panda McLegion
#30 - 2012-09-25 11:37:23 UTC
Thor Kerrigan wrote:
Jiska Ensa wrote:
Big ships hit intys easily enough as it is...


... Aaaand my drake ate a daredevil the other day with 5 light drones, web + neut.

Instead of those 5 light drones and that neut, I could have used the last highslot on my drake to dish out drone DPS but without the neut... and with a lower over all buffer so if I got caught by his friends, it would have melted much faster.

Would you like to know more?



No.

Your idea is to replace drones with a small gun system at the expense of tank on larger ships?

Instead of this brainfart of an idea, why not just use the proper smaller ship with its guns *and* drones? Who wants a Drake that tanks like a Moa and hits like a Moa, but still has the added benefit of Drake agility, Drake scan resolution, Drake cost, and reduced effective range vs small ships? Sign me up!

Often when sitting in a Maelstrom, I've found myself thinking, "Gosh, I wish I could fit cruiser guns on this ship, cut my tank in half and lose all those pesky drones in order to shoot at that Thrasher." But then I remember I could do all that without losing any tank or the drones. Or I could just fly a Hurricane, or a Rupture, or a Thrasher, or...

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Thor Kerrigan
Guardians of Asceticism
#31 - 2012-09-25 17:13:35 UTC  |  Edited by: Thor Kerrigan
War Kitten wrote:

[...] why not just use the proper smaller ship with its guns *and* drones? Who wants a Drake that tanks like a Moa and hits like a Moa, but still has the added benefit of Drake agility, Drake scan resolution, Drake cost, and reduced effective range vs small ships? Sign me up!

Often when sitting in a Maelstrom, I've found myself thinking, "Gosh, I wish I could fit cruiser guns on this ship, cut my tank in half and lose all those pesky drones in order to shoot at that Thrasher." But then I remember I could do all that without losing any tank or the drones. Or I could just fly a Hurricane, or a Rupture, or a Thrasher, or...


Fitting one module would not cut your tank in half, since fitting two would then cut it by 75%. If one decides to fit all 8 highs on a drake with the smaller gun/missiles upgrades in this scenario, then the drake would essentially suffer greatly in terms of buffer. It would, however, be an excellent bait ship for tacklers - better than a destroyer - but weaker against bigger targets.

Again, it's an idea that would offer an alternative to drones, with different pros and cons. Properly balanced, I see 3 types of ships being possible with this upgrade:

- A ship that completely ignores the upgrade as it has no extra highslots, needs to fit neut/nos or already has excellent drone capabilities.
- A ship that complements it's DPS since it has the extra highs (e.g. hurricane), these ships would have their drone bays removed.
- A ship that wants to specialize in killing smaller targets thus becoming weaker against anything bigger.

Done right, any hybrid combination between those 3 types of ships would be sub-optimal, similar to fitting 4 launchers/4 guns on a battleship or dual-tanking.
Shizuken
Venerated Stars
#32 - 2012-09-25 18:53:58 UTC
Thor Kerrigan wrote:
You see this a lot in science-fiction; huge battleships deploying series of small guns to fight off enemy fighters. We currently have drones that serve this purpose, so what if we had another mechanic with different pros and cons?


Here is what I would do. I would tripple the number of turret slots on BCs and up. Then I would apportion those for point defense and main battery duty, meaning small turrets for PD and larger turrets for the main battery. Then I would double the HP and materials requirements and implement upkeep costs for all ships.

The idea that a frig or two can kill a BC+ ship is just dumb, and so are the rediculously low build and nonexistant upkeep costs for all ships.


Thor Kerrigan wrote:
But wait, EVE lore says pods can't possibly manage more than 8/8/8 mods.


This is the worst reason to do or not do anything in EvE. Nearly all of the lore in this game was devised for no other reason than to explain away its shortcomings.
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