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CSM7 Dec Summit Topic - Ship Balancing

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Gizznitt Malikite
Agony Unleashed
Agony Empire
#21 - 2012-12-04 19:10:53 UTC
2manno Asp wrote:
No more new ships. we've got enough ships. For now.

What most combat ships need are more weapons systems to add variety.

No reason to trade one small group of guns for a medium group when going from frigate to cruiser for instance.

Normally ships retain all, or at least some, of the functionality of the ship they are an upgrade from.

Thus a cruiser for instance, should not only have it's medium guns, but retain an array of small guns as well.


I would be extremely sad if they implemented this.....

Going up in a class makes typically implies larger guns, better range, better damage.... but you also gain weaknesses. The BIGGEST weakness that really balances PvP in EvE: large ships have a harder time of applying their increased firepower to small, fast moving targets. This means, a fit that's optimized to kill BS's won't efficiently kill frigates, and a fit that efficiently kills frigates won't be optimized to kill BS's.
2manno Asp
Death By Design
#22 - 2012-12-05 03:11:15 UTC  |  Edited by: 2manno Asp
Gizznitt Malikite wrote:


Going up in a class makes typically implies larger guns, better range, better damage.... but you also gain weaknesses. The BIGGEST weakness that really balances PvP in EvE: large ships have a harder time of applying their increased firepower to small, fast moving targets. This means, a fit that's optimized to kill BS's won't efficiently kill frigates, and a fit that efficiently kills frigates won't be optimized to kill BS's.



and i would be extremely happy because, while we all get how eve works, it's damn peculiar.

nor does it explain actual mechanics. like for instance how a fighter plane might remain relavant in today's world, in spite of idk, EVERY ship having at least some anti-air component to it.

things would change sure. you might actually need to bring more smaller ships to kill that larger one, instead of soloing it. maybe yoru small ship might need some countermeasures as well.

just no more soloing ships with ships that have no rational explanation why they are soloed by them, other than, we dumped the small guns for the big ones, because we just couldn't fit a small one on this big 1000 METER LONG SHIP. DERPITY DERP.

it makes my brain hurt. it hurts everywhere.
Noisrevbus
#23 - 2012-12-05 11:55:43 UTC  |  Edited by: Noisrevbus
I'm not sure what you two are arguing about.

It has nothing to do with pecularity and everything to do with balance. Large ships are already generally better. There is definately some degree of balance with regards to tracking and resolutions on larger weapons, but there's definately an edge to larger ships in EVE (slots, tracking modules etc.) which will cause balance issues if it's further sharpened.

I'm not sure if we want small ships more easily killed than they already are, or if we want to spend even more development time readjusting small ships or overall weapons balance to create more extremes that would allow this sort of multi-array RP-approach. We can't just add it because it's cool and let it play out - that's been done too often already.

The problem with adding something like what you discuss - is the additional work required to implement it well.

Ontop of that, nothing stop you from fitting smaller arrays to larger ships should you want to (out of some lore-fascination). It may not be better to do so, not appealing to do so or niched where it actually applies well, but it's reasonably balanced. The turrets have various sizes with different tracking values within class, you can give up bonuses and fit smaller classes and the missiles even have class-crossing sizes and bonuses (AML).
Bhock
Garoun Investment Bank
Gallente Federation
#24 - 2012-12-05 13:41:36 UTC
I am overall happy of the T1 treatment... but now, much more work is needed on their T2 counterpart.

So many T2 ships are now straight downgrades from their T1 version, as slightly better bonus and more resistance are not worth the downgrade everywhere else... especially for the price-tag.

A bit of a pity that many T2 pilots will mostly fly T1 for the next 6-12 months. At least the wallet is going to be so much fatter :) (not mine, I sell T2 ships)

At least for Alliance Tournament, there will be full of T1 frigates and cruisers Twisted. unless they change the point value... but I love the support fight.
Malcanis
Vanishing Point.
The Initiative.
#25 - 2012-12-05 14:29:30 UTC
2manno Asp wrote:
Gizznitt Malikite wrote:


Going up in a class makes typically implies larger guns, better range, better damage.... but you also gain weaknesses. The BIGGEST weakness that really balances PvP in EvE: large ships have a harder time of applying their increased firepower to small, fast moving targets. This means, a fit that's optimized to kill BS's won't efficiently kill frigates, and a fit that efficiently kills frigates won't be optimized to kill BS's.



and i would be extremely happy because, while we all get how eve works, it's damn peculiar.

nor does it explain actual mechanics. like for instance how a fighter plane might remain relavant in today's world, in spite of idk, EVERY ship having at least some anti-air component to it.

things would change sure. you might actually need to bring more smaller ships to kill that larger one, instead of soloing it. maybe yoru small ship might need some countermeasures as well.

just no more soloing ships with ships that have no rational explanation why they are soloed by them, other than, we dumped the small guns for the big ones, because we just couldn't fit a small one on this big 1000 METER LONG SHIP. DERPITY DERP.

it makes my brain hurt. it hurts everywhere.


Whatever realism we get from game balancing is merely a happy bonus. Game balance should never be compromised in the name of "realism".

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#26 - 2012-12-05 14:32:07 UTC
Bhock wrote:
I am overall happy of the T1 treatment... but now, much more work is needed on their T2 counterpart.

So many T2 ships are now straight downgrades from their T1 version, as slightly better bonus and more resistance are not worth the downgrade everywhere else... especially for the price-tag.

A bit of a pity that many T2 pilots will mostly fly T1 for the next 6-12 months. At least the wallet is going to be so much fatter :) (not mine, I sell T2 ships)

At least for Alliance Tournament, there will be full of T1 frigates and cruisers Twisted. unless they change the point value... but I love the support fight.


It's worth remembering that the original conception of T2 ships was that they were specialised, not necessarily superior.

Eg: The Zealot should be a better sniper than the Omen, but it shouldn't be better than the Omen at everything. The Omen should be able to do useful things that the Zealot can't do as well.

T2 ships shouldn't be a mandatory upgrade from T1 IMO.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

2manno Asp
Death By Design
#27 - 2012-12-05 15:14:14 UTC  |  Edited by: 2manno Asp
Malcanis wrote:

Whatever realism we get from game balancing is merely a happy bonus. Game balance should never be compromised in the name of "realism".


another sophmoric response.

i'm not sure you realize that i'm expressely advocating an imbalance between ships sizes. also, i'm not sure you realize that reality is built into everything we do. almost everything about EVE, has a basis somewhere in reality. bonus question: do you know why?

it may not ultimately matter when it comes to gameplay, however reality, which you so happily appear to tolerate, serves as a very, very good benchmark.

in other words i don't want my frigates "balanced" with cruisers.
2manno Asp
Death By Design
#28 - 2012-12-05 15:17:18 UTC
Noisrevbus wrote:
I'm not sure what you two are arguing about.

It has nothing to do with pecularity and everything to do with balance. Large ships are already generally better. There is definately some degree of balance with regards to tracking and resolutions on larger weapons, but there's definately an edge to larger ships in EVE (slots, tracking modules etc.) which will cause balance issues if it's further sharpened.

I'm not sure if we want small ships more easily killed than they already are, or if we want to spend even more development time readjusting small ships or overall weapons balance to create more extremes that would allow this sort of multi-array RP-approach. We can't just add it because it's cool and let it play out - that's been done too often already.

The problem with adding something like what you discuss - is the additional work required to implement it well.

Ontop of that, nothing stop you from fitting smaller arrays to larger ships should you want to (out of some lore-fascination). It may not be better to do so, not appealing to do so or niched where it actually applies well, but it's reasonably balanced. The turrets have various sizes with different tracking values within class, you can give up bonuses and fit smaller classes and the missiles even have class-crossing sizes and bonuses (AML).


well, well, here's an argument based in reality, and i can at least agree it would require a re-working of EVE PVP mechanics. something that will likely never happen.

however that doesn't change that it should happen, imo.

at least one step on the right direction would be to eliminate the size restrictions on ship bonuses. thus a tracking bonus to energy turrets would hold true for any sized turrent you fit, not just a medium size on a cruiser for instance.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#29 - 2012-12-06 00:01:35 UTC  |  Edited by: Gizznitt Malikite
2manno Asp wrote:

no more soloing ships with ships that have no rational explanation why they are soloed by them, other than, we dumped the small guns for the big ones


A.) Big guns don't track small ships.... this is true in real life too.

B.) Rather than "small gun batteries", big ships are given drones. You can use drones to fend off small ships.... and small ships can destroy the drones. Just like in RL, gun batteries can be destroyed / disabled without needing to destroy the entire ship. This seems fair to me....

C.) People like it when David beats Goliath. They want that big guy to have a weakness a small guy can exploit. Merlin defeats Madam Mim not by becoming some big bad monster, but by turning into tiny bacteria... Luke Skywalker doesn't destroy the first deathstar with some huge fleet, but by using a small fighter craft.. This theme is found throughout science fiction, and frankly it opens up good gameplay options. Not to mention, there are many, many RL examples of how smaller, maneuverable force circumnavigate their "larger" opponents and demolish them. Building that into EvE's game design is ingenious, not sophomoric!

D.) Do you know why RL battleships went from being the cornerstone of Navy Power to obsolete in terms of modern day Navies? It's because fast, maneuverable aircraft obliterate them....

E.) We are talking about space ships.... RL isn't truly applicable....

2manno Asp wrote:
Malcanis wrote:

Whatever realism we get from game balancing is merely a happy bonus. Game balance should never be compromised in the name of "realism".


another sophmoric response.


The only thing sophomoric here is your attitude. You imply, that just because you're in a bigger ship, you should be able to defeat all "lower level" ships. This is very indicative of a WoW mentality: Oh, my level 50 Paladin should be virtually invulnerable to that level 20 character... And you have the audacity to call Malcanis simple minded? lol....

Here's something pretentious: EvE is better than that.... It is designed better than that... A frigate is just as much a danger to your BS as another BS, but in a different manner. This creates a dynamic and complex Rochambeau atmosphere, which is healthy and pretty awesome... This is also why skillpoints (another attribute often paralleled to character levels) aren't all that important. Once you cross the threshold of competency, it is NOT skillpoints that determine the outcome of a fight. How you fit and fly your ship matters far more.

2manno Asp wrote:

Thus a cruiser for instance, should not only have it's medium guns, but retain an array of small guns as well.

... in other words i don't want my frigates "balanced" with cruisers.


So, it comes across as: You want your cruiser to be straight up superior to frigates in combat. If you get high tracking guns AND lower tracking high damage guns, you get both worlds, leaving you with few weaknesses.

Guess what.... that's a poorer game design for several reasons:
1.) A new player, that doesn't have a lot of isk or skillpoints can't get into a "bigger" ship so easily. And since your cruiser is straight up superior to that frigate, you essentially remove the ability of a new player to compete with an older player... And since SP aren't a "purchasable" item, this really disenfranchises your new players. I'm sorry, where you going to suggest SP for plex, too?

2.) It reduces tactical options. Currently, bigger is NOT better, but is only different. You gain some strengths (more firepower, more range, more tank), but you also gain some weaknesses (less ability to apply that firepower, less speed / maneuverability). This creates interesting tactical scenarios, where the weaknesses of bigger ships can be exploited by smaller ships. You essentially would remove these scenarios, because why? You want bigger to be better?

In short.... HELL NO
2manno Asp
Death By Design
#30 - 2012-12-06 03:20:52 UTC  |  Edited by: 2manno Asp
you've got my premise all wrong. i've never played wow, and i don't fly large ships. so this isn't about my desire to have a large ship that kills all the smaller ones, nor is it about some pre-conceived notion of a high rank simply trumping a lower rank. i understand what you're trying to say, but try to see my point.

i don't mind david beating goliath every now and again. that's what makes it special, when it's rare. right? now if david beating goliath were commonplace, then what are we really talking about?

i get that in RL the biggest guns won't track smallest ships, but as you've already pointed out, this isn't RL and since we're all immortal dudes flying in spaceships that can move faster than light. gee... wouldn't you think someone would've figure out how to cram a small gun alongside some bigger ones, so as to shoot those pesky small ones. i mean, it's literally not rocket science in a game filled with the unreal.

i would love to see more maneuverable forces of smaller ships beat less manueverable larger ships, just like our david and goliath example, but it sure would be nice if it wasn't just a case of my guns can hit you and yours can't hit me that wins the day. and only in super special circumstances, like the end of an epic movie, once a year, would i be interested in seeing a small ship solo a battlestation.

i get that fitting and skill matter most, but i'll still refer you to my prior post. simply trading one set of guns for another is stupid. it will always be stupid. no amount of lore will change that. no matter how often you post the awesomeness of it, i'll disagree. if you say it unbalances the game, i'll say it can be re-balanced. there's no point in arguing this.

now, carriers may have rendered bs's obsolete, but not because of one plane, because they carry hordes of planes. if a carrier carried one plane, or even 2, bs's would happily roam the seas and blow carriers out of the water. in other words, the difference lies in the overwhelming numbers and versatility of planes, rather than the impotence of a large vessel against one smaller one. a bs can't harm the hair on a single, lonely, orbiting, frigate. not with all my will it won't.

now, if frigs had to turn into bacteria to infect battlecruisers, or battleships had a tiny portal you literally needed the force to hit, or if the helping hand of god reached down so young pilot david could solo a cruiser, then you'd have a point.

but it's not even close to that. not in new eden.
Blastil
Aideron Robotics
Aideron Robotics.
#31 - 2012-12-06 15:43:02 UTC
I think i'm in agreement with a lot of people here that pirate and navy ships should be addressed soon, possibly in the same patch as bc and bs. The problem now being that some of the 'better' variants now have relatively worse slot layouts than their t1 bretheren (like the Deimos and vigilant only have a single slot advantage on the thorax whereas they used to have 2) or in the worst possible case, the navy vexor being on par with a regular vexor. Now that's just sad.

Now maybe we can have a navy exequerior turned into a faction logistics ship ? huhSmile? huh Lol?
Nevryn Takis
University of Caille
Gallente Federation
#32 - 2012-12-07 16:00:21 UTC
So they buffed destoryers which resulted in mass ganking of miners ..
The they introduced T3 BCs (watch that alpha)..
So thay had to buff barges in response (not that I'm complaining here)
Now they've buffed all the T1 Frigates and Cruisers..
Next is BCs and BSs..
What about those poor little ships that are need to move all this stuff about.. can't they have a little love too (and which jaskass decided that the covert ops fittable blockade runner need an non-scannable hold .. surely it would have been more logical to put it on the ship that warps nearly as slow as a freighter)
Sizeof Void
Ninja Suicide Squadron
#33 - 2012-12-08 08:13:08 UTC
T1 industrials, please. Always neglected and completely unbalanced.

And, how about adding a combat industrial? Perhaps, a true Battle Badger?
Sizeof Void
Ninja Suicide Squadron
#34 - 2012-12-08 08:28:18 UTC
While you are balancing the ships, can you take a look at the warp speed and do something more interesting with it?

Maybe mix it up a bit more between different ships, and expand the range between the slowest and the fastest?

Or, perhaps, since Minmatar typically have the fastest ship speeds, give the Amarr much faster warp speeds. The Amarr are supposed to have better tech, anyways. So, figure that they should be able to cross 10 systems in the same time it takes the Minmatar to cross 5 systems. The Gallente and Caldari can fall somewhere inbetween.
Bhock
Garoun Investment Bank
Gallente Federation
#35 - 2012-12-08 14:28:07 UTC
Malcanis wrote:
T2 ships shouldn't be a mandatory upgrade from T1 IMO.

T2 ships should never be a downgrade from T1, with a shiny price-tag, when they have exactly the same specialty and similar bonuses... and share the same hull.

You should never lower the capacities of anything by spending time and money to Invent the T2 version from the T1 version... or you're the dumbest inventor and entrepreneur ever.

But overall, the work on T2 is not going to be as drastic as it was for T1, as they have already roles and philosophy.

I really like the treatment of T1, but I just regret to ride mostly T1 now, as T2 is no more worth it in some specialized roles I fly.
SMT008
Deep Core Mining Inc.
Caldari State
#36 - 2012-12-09 15:36:54 UTC
As an exemple, a Cerberus should be like a super-Caracal. A bit more range, a bit more DPS (like an additional launcher or something), T2 resistances, no fitting issues (Like the current Caracal) and the Caracal's speed.

That would be a good post-Retribution Cerberus.

Let's talk about the Deimos. The Deimos should get the Thorax's 4th medslot, the Thorax's speed, more PWG so it can actually fit a 1600mm plate, neutrons and an AB.

How about the Ishtar ? Currently, the Ishtar can't fit its highslots with anything. Isn't that a little bit disappointing ?

Let's talk about the Eagle. Why is it bad. Mainly because of medium railguns being bad, can't really fix that. Make it like a super-Moa.

Exemples of good HACs : Zealots, Vagabonds, Muninns.

Tbh, the most needed thing is a T2 speed boost. T1 cruisers had very low speeds. Now that it has been fixed, do the same for the T2 cruisers. I could live with a 2km/s Cerberus.
EI Digin
irc.zulusquad.org
#37 - 2012-12-09 21:19:16 UTC
For the next BC/BS balancing patch, I would like to see CCP's thoughts on what to do about long range battleship guns. Rails, Beam lasers, and Cruise Missiles in particular (to a lesser extent, artillery) can snipe at extreme length (200-250km) but the current minimum warp mechanics prevent this from happening if you have a prober or a jump spot.
Milton Middleson
Rifterlings
#38 - 2012-12-09 21:45:14 UTC
Above and beyond any specific ship balancing, CCP really needs to iron out the role of ship classes, because even after Retribution (perhaps even more so), it seems there are an awful lot of ship classes/types that are stepping on each other's toes (e.g. Attack cruisers and Assault Frigates or Sniper HACs and Tier 3 battlecruisers). The ship lines are a design paradigm, but they only address battlefield role within class, not between.

And of course, watch out for power creep and one round balancing effectively undoing the previous round.
Malcanis
Vanishing Point.
The Initiative.
#39 - 2012-12-09 22:26:08 UTC
Milton Middleson wrote:
Above and beyond any specific ship balancing, CCP really needs to iron out the role of ship classes, because even after Retribution (perhaps even more so), it seems there are an awful lot of ship classes/types that are stepping on each other's toes (e.g. Attack cruisers and Assault Frigates or Sniper HACs and Tier 3 battlecruisers). The ship lines are a design paradigm, but they only address battlefield role within class, not between.



Uh, that's exactly what's CCP Fozzie is doing.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Milton Middleson
Rifterlings
#40 - 2012-12-10 00:49:38 UTC
Malcanis wrote:

Uh, that's exactly what's CCP Fozzie is doing.


There's been some vague talk of the expected relationship between T1 and T2 variants of a given hull (i.e. more general vs more specialized), but I've seen very little discussion of the interrelationship between ship classes, beyond Tier 3s being too fast for battlecruisers. All of the balancing thus far has been presented in terms of balance within a class and tiericide.
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