These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Odyssey] Module Rebalancing Part One: RSBs and TEs

First post First post First post
Author
Chessur
Full Broadside
Deepwater Hooligans
#181 - 2013-03-27 04:12:02 UTC
James Amril-Kesh wrote:
It's easy to use EFT to find out the effect this would have because the current meta 0 tracking enhancer is the same as the proposed T2 TE would be after the change (as far as the optimal and falloff bonuses are concerned).

With the SFI for example, the damage isn't exactly spectacular - with 3 T2 gyrostabs and 2 T2 TEs it gets 330 DPS with o/f of 3.9/30 with barrage. This amounts to 250 DPS at a typical kiting range of 20 km. With the nerf this gets reduced to an even more anemic 180 DPS. By comparison an Omen without any range mods at all and a single T2 heatsink gets 250 DPS at 24 km with scorch on HPLs.


No drugs, no heat, no implants all level 5 skills 28K

SFI 2TE 2Gyro gets (with 425mm ) : 151 DPS
SFI 2TE 2Gyro gets (with 220 Vulcan) : 122 DPS

Your numbers are way way off. SFI has no fall off bonues, and any sfi that can fit anything is not fit with 425's. Also you can't really kite at 20K. Sure if you are fighting just one or two ships, but normally you will not be at that range.... ever. Unless you have an absolutely amazing tank.
Rroff
Antagonistic Tendencies
#182 - 2013-03-27 04:15:11 UTC
Chessur wrote:
Here are some EFT numbers for you for damage application at 28K.

All level 5 skills, no implants, no drugs, no heat.

Minni

Hurricane 2TE 2Gyro Barrage: 228 DPS
Cynabal 2TE 2Gyro Barrage: 270 DPS
Stabber 2TE 2Gyro Barrage: 166 DPS
Vaga 2TE 2Gyro Barrage: 277 DPS
Nado 2TE 2Gyro Barrage: 581 DPS

Amarr

Omen: 2TE 2Heat Sink Scorch: 330 DPS
Harb 2TE 2Heat Sink Scorch: 445 DPS
Zealot 2TE 2Heat Sink Scorch: 412 DPS
Omen Navy 2TE 2Heat Sink Scorch: 395 DPS
Oracle 2TE 2Heat Sink Scorch: 649 DPS

Gal (Only one ship reaches out this far with guns that are actually usable... ie blasters)
Talos 2TE 2Mag Stab Null: 678 DPS

Now for the lulzy part: Caldari

Caracal 2BCS with Fury rapid light missile: 236 DPS
Cerberus 2BCS with Scourge Fury rapid light missile: 296 DPS

I will not include any HML because on paper damage is not nearly close to applied damage.

If any one at ccp can understand simple tables, you will notice one thing- giving any of these ships a decrease in optimal or fall off will make everything turn into a brawl. 33% decrease on range for these numbers will make kiting nearly impossible unless you are flying an oracle or zealot. (missile ships excluded)

Why do you hate kiting? Unless you fly a pimped out nado or talos, your pick of cruisers is so limited already. With the proposed changes, you will make almost all turret based ships that are not large size obsoleate, and HMLs / RLMs will rule the sky. Hell even SB's using torps will be viable now. Nothing is going to be hitting them out at 24K anyway.

Please justify this CCP. You clearly have not looked at any of these numbers. Because if you have looked at the these numbers and did still come to the conclusion to nerf TE's asnwer me this-

Why are armor brawling ships becoming the only mode to play this game?

Shockingly not every one that goes out to pvp likes to hit F1 and brawl (or in the case of solo / small gang) get blobbed.


I get the feeling someones been blatted too many times by navy apocs, sniper rail rokhs and kiting tier3s and completely forgot the effect this has on small and medium sized weapons on many setups - for instance dual T2 TEs on blaster boats with the 10% per level falloff bonus like the diemos have a role (mostly anti-tackle) and/or for fighting outnumbered that this change will affect quite heavily.
sten mattson
Red Sky Morning
The Amarr Militia.
#183 - 2013-03-27 04:15:36 UTC
Quote:
The strength of TEs has been one of the reasons for Minmatar dominance in recent years, as well as contributing to the relative strength of shield tanking over armor tanking by inflating the value of non-tank low slots.


the reason it meant the dominance of minmatars is because they mainly use falloff , and the TE gives 30% more falloff
compared to lazors who uses optimal range and only gets 15% more range

TEs on lazors arent OP , it was on AC ships and blasters.

imho you should have just reduced the TE bonuses to 15% optimal / 20 or 15% more falloff instead of 30%

i.e : dont touch the optimal range bonus on the TE , its small enough as is

IMMA FIRING MA LAZAR!!!

Sinigr Shadowsong
Aliastra
Gallente Federation
#184 - 2013-03-27 04:15:51 UTC
Taoist Dragon wrote:
TE's - ouch!

I agree they can be over powering (especially on hulls like the Talos) at times but this will pretty much kill the only advantage the minnies get with their weapon systems - nice falloff.


Great falloff is the only Minmatar's weapon advantage if you ignore capacitor-free turrets, selectable damage type and by far easiest fitting requirements.
James Amril-Kesh
Viziam
Amarr Empire
#185 - 2013-03-27 04:18:30 UTC
Sinigr Shadowsong wrote:
Taoist Dragon wrote:
TE's - ouch!

I agree they can be over powering (especially on hulls like the Talos) at times but this will pretty much kill the only advantage the minnies get with their weapon systems - nice falloff.


Great falloff is the only Minmatar's weapon advantage if you ignore capacitor-free turrets, selectable damage type and by far easiest fitting requirements.

None of which matter if you can't deal damage to your target anyway..

Enjoying the rain today? ;)

Chessur
Full Broadside
Deepwater Hooligans
#186 - 2013-03-27 04:19:49 UTC
Rroff wrote:
Chessur wrote:
Here are some EFT numbers for you for damage application at 28K.

All level 5 skills, no implants, no drugs, no heat.

Minni

Hurricane 2TE 2Gyro Barrage: 228 DPS
Cynabal 2TE 2Gyro Barrage: 270 DPS
Stabber 2TE 2Gyro Barrage: 166 DPS
Vaga 2TE 2Gyro Barrage: 277 DPS
Nado 2TE 2Gyro Barrage: 581 DPS

Amarr

Omen: 2TE 2Heat Sink Scorch: 330 DPS
Harb 2TE 2Heat Sink Scorch: 445 DPS
Zealot 2TE 2Heat Sink Scorch: 412 DPS
Omen Navy 2TE 2Heat Sink Scorch: 395 DPS
Oracle 2TE 2Heat Sink Scorch: 649 DPS

Gal (Only one ship reaches out this far with guns that are actually usable... ie blasters)
Talos 2TE 2Mag Stab Null: 678 DPS

Now for the lulzy part: Caldari

Caracal 2BCS with Fury rapid light missile: 236 DPS
Cerberus 2BCS with Scourge Fury rapid light missile: 296 DPS

I will not include any HML because on paper damage is not nearly close to applied damage.

If any one at ccp can understand simple tables, you will notice one thing- giving any of these ships a decrease in optimal or fall off will make everything turn into a brawl. 33% decrease on range for these numbers will make kiting nearly impossible unless you are flying an oracle or zealot. (missile ships excluded)

Why do you hate kiting? Unless you fly a pimped out nado or talos, your pick of cruisers is so limited already. With the proposed changes, you will make almost all turret based ships that are not large size obsoleate, and HMLs / RLMs will rule the sky. Hell even SB's using torps will be viable now. Nothing is going to be hitting them out at 24K anyway.

Please justify this CCP. You clearly have not looked at any of these numbers. Because if you have looked at the these numbers and did still come to the conclusion to nerf TE's asnwer me this-

Why are armor brawling ships becoming the only mode to play this game?

Shockingly not every one that goes out to pvp likes to hit F1 and brawl (or in the case of solo / small gang) get blobbed.


I get the feeling someones been blatted too many times by navy apocs, sniper rail rokhs and kiting tier3s and completely forgot the effect this has on small and medium sized weapons on many setups - for instance dual T2 TEs on blaster boats with the 10% per level falloff bonus like the diemos have a role (mostly anti-tackle) and/or for fighting outnumbered that this change will affect quite heavily.



you have no idea what your talking about. If you are seriously trying to justify using rail / beam ships for kiting.... Then you don't understand kiting. A kiting ship would not be readily killed by either of those two weapon systems. You need to do some math... Then go play more eve PvP

Rroff
Antagonistic Tendencies
#187 - 2013-03-27 04:23:01 UTC
Chessur wrote:


you have no idea what your talking about. If you are seriously trying to justify using rail / beam ships for kiting.... Then you don't understand kiting. A kiting ship would not be readily killed by either of those two weapon systems. You need to do some math... Then go play more eve PvP



Where was I talking about using rail/beam for kiting? tho to be fair my comment was a little off as many of the common fits for those setups use TCs more readily than TEs tho there are TE versions of many of those fits especially kiting tier3s.
Powers Sa
#188 - 2013-03-27 04:26:50 UTC
CCP Fozzie wrote:
Dabigredboat wrote:
If you would be so kind ccp fozzie. Explain to me why you would change the range of the TE and not the TC. This dirctly nerfs a fleet ship such as nagas and rokhs who rely on a TE due to shield tank being the dominate form of tank.

Why not change both equally as to adjust the change needed to effect Navy apocs as much as changing the Rokhs role. A Navy Apoc will use two tracking computers the same as a rokh uses two tracking enhances to balance the range ratio.

Any plans to fix the balance this will change in armor to shield fleets?


This change is specifically designed to change the balance between TEs and TCs. TEs still give very good range bonuses, decent tracking bonuses, and do it with less than half the fittings cost of a TC.

I know that this will affect 0.0 fleet doctrines, but shaking up doctrines a bit isn't something we consider a negative.


Is there a reason you went with 1/3 instead of 1/4 or 1/5

Do you like winning t2 frigs and dictors for Dirt Cheap?https://eveninggames.net/register/ref/dQddmNgyLhFBqNJk

Remeber: Gambling addiction is no laughing matter unless you've lost a vast space fortune on the internet.

Chessur
Full Broadside
Deepwater Hooligans
#189 - 2013-03-27 04:28:11 UTC
Rroff wrote:
Chessur wrote:


you have no idea what your talking about. If you are seriously trying to justify using rail / beam ships for kiting.... Then you don't understand kiting. A kiting ship would not be readily killed by either of those two weapon systems. You need to do some math... Then go play more eve PvP



Where was I talking about using rail/beam for kiting? tho to be fair my comment was a little off as many of the common fits for those setups use TCs more readily than TEs tho there are TE versions of many of those fits especially kiting tier3s.


Kiting t3's use TEs pluse short range guns. As for blaster boats, no other ship outside of the talos / adrestia can use blasters to kite.

It seems that people are getting confused with the word kite. Perhaps a better word would be projection. A kiting sheep needs projection to at least 28K to be able to do much. While many gall ships do have some falloff bonus, kiting inside scram / web or less than 20K is really not kiting in the true sense. At those ranges you will be torn to shreds by an enemy gangs dps.

Sorry for the confusion
DR BiCarbonate
Pator Tech School
Minmatar Republic
#190 - 2013-03-27 04:29:25 UTC
After the garbage cyclone rework, I dont think i will ever fly shield minmatar ships any more after this patch.

Sorry fozzie, your teams rebalancing was great until the BC nerf, now all i see is prophecy's with 100k ehp without even trying.

I cant remember the last time i saw a stabber. rifter has been phased out. hurricane double nerf. cyclone rebalance as mentioned before is ******* garbage. jaguar fell off like a rock after crucible. i can see sleipnir nerf to the ground incoming aswell. not sure how i feel about typhoon as primary missile boat, could be good, have yet to see.

now te nerf, lol. way to destroy playstyles there fozzie, great job, keep up the good work!
Rroff
Antagonistic Tendencies
#191 - 2013-03-27 04:32:35 UTC  |  Edited by: Rroff
Chessur wrote:

Kiting t3's use TEs pluse short range guns. As for blaster boats, no other ship outside of the talos / adrestia can use blasters to kite.


Deimos (see willl adama's fit tho its more used for anti-tackle than anything else) and while not very usual you can fit a prot out like Garmon's adrestia with interesting results. Thorax is also possible with more limited results.
Ganthrithor
School of Applied Knowledge
Caldari State
#192 - 2013-03-27 04:36:53 UTC
Chessur wrote:
As for blaster boats, no other ship outside of the talos / adrestia can use blasters to kite.


Not true... now. The Deimos, Vigilant, and Proteus can do shield-tanked kiting blaster setups. They do a little less dps than ACs at longer ranges (~30+) but are otherwise alright.

With this TE nerf though they'll be utter garbage again, just like they were before the null buffs.
Chessur
Full Broadside
Deepwater Hooligans
#193 - 2013-03-27 04:40:21 UTC  |  Edited by: Chessur
Show me any fit that a gallente boat with blasters other than talos / adrestia (that is also sub BS size) can use to kite, and i will give you a cake.
Rroff
Antagonistic Tendencies
#194 - 2013-03-27 04:59:55 UTC  |  Edited by: Rroff
Quote:

[Proteus, example]
Damage Control II
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Tracking Enhancer II
Tracking Enhancer II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

Republic Fleet Large Shield Extender
Republic Fleet Large Shield Extender
Corelum C-Type 10MN Microwarpdrive
True Sansha Warp Scrambler

Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M

Medium Anti-EM Screen Reinforcer II
Medium Anti-EM Screen Reinforcer II
Medium Core Defense Field Extender II

Proteus Defensive - Augmented Plating
Proteus Electronics - Friction Extension Processor
Proteus Engineering - Capacitor Regeneration Matrix
Proteus Offensive - Hybrid Propulsion Armature
Proteus Propulsion - Localized Injectors


Warrior II x5
Warrior II x5
Hornet EC-300 x5



Just an example fit theres many variations on this fit possible depending on skill level and what you want from it (i.e. change the cap regen sub-system to supplemental for overload bonus). Load it up with snakes, gunnery implants, skirmish links, etc. and you have a very expensive cynabal that (until now) had the suprise factor (clocks up almost 6km/s + turns on a dime) and the choice of 30km scram or 80km point. If you have the skills to fly it lighter tanked you can get some pretty nasty levels of damage projection to.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#195 - 2013-03-27 05:03:12 UTC
Oh wow, took you long enough. I think TEs will still be better than TCs by miles though. You should cut the falloff bonus by 2/3. Now you just need to fix t2 ammo.

Regarding sensor boosters, have you actually fixed the stacking on scan res rigs? I remember that being pretty broken.
Chessur
Full Broadside
Deepwater Hooligans
#196 - 2013-03-27 05:10:39 UTC
Rroff wrote:
Quote:

[Proteus, example]
Damage Control II
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Tracking Enhancer II
Tracking Enhancer II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

Republic Fleet Large Shield Extender
Republic Fleet Large Shield Extender
Corelum C-Type 10MN Microwarpdrive
True Sansha Warp Scrambler

Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M

Medium Anti-EM Screen Reinforcer II
Medium Anti-EM Screen Reinforcer II
Medium Core Defense Field Extender II

Proteus Defensive - Augmented Plating
Proteus Electronics - Friction Extension Processor
Proteus Engineering - Capacitor Regeneration Matrix
Proteus Offensive - Hybrid Propulsion Armature
Proteus Propulsion - Localized Injectors


Warrior II x5
Warrior II x5
Hornet EC-300 x5



Just an example fit theres many variations on this fit possible depending on skill level and what you want from it (i.e. change the cap regen sub-system to supplemental for overload bonus). Load it up with snakes, gunnery implants, skirmish links, etc. and you have a very expensive cynabal that (until now) had the suprise factor (clocks up almost 6km/s + turns on a dime) and the choice of 30km scram or 80km point. If you have the skills to fly it lighter tanked you can get some pretty nasty levels of damage projection to.



right,,,, your dps is abysmal.

20K 343 DPS
30K 175 DPS

Considering the amount of money you are pouring into this thing- the only useful part is the scram. Everything else (for the price) is very sub par. Explain to me how DPS like that is going to be effective? Especially for the cost? Why would you ever want to fly this on a regular basis?
Rroff
Antagonistic Tendencies
#197 - 2013-03-27 05:15:17 UTC  |  Edited by: Rroff
Chessur wrote:



right,,,, your dps is abysmal.

20K 343 DPS
30K 175 DPS

Considering the amount of money you are pouring into this thing- the only useful part is the scram. Everything else (for the price) is very sub par. Explain to me how DPS like that is going to be effective? Especially for the cost? Why would you ever want to fly this on a regular basis?


As I said its an example fit, you can easily tweak it to do 400-500dps at 30km - don't forget medium 5% hybrid implant is cheap to and if your flying this might as well have the 5% all rate of fire, end of the day never said it was practical just possible.

EDIT: People fly cheaper versions of this on the vigilant not that uncommonly however.
goldiiee
Bureau of Astronomical Anomalies
#198 - 2013-03-27 05:15:51 UTC
My initial reaction to this was Incredulous, so awe struck I stare at the Forums and try as hard as I can to think of how this affects my game play and those I fly with. Losing what? where? and how bad? is the first thing I am trying to figure out.
Using EVE-HQ I substitute the meta -0 (20%falloff/10% optimal) not a perfect match but close enough for an estimate. The ship for the base is my Mach, not the best for figuring this out as it has native bonuses, but it is the ship I use predominantly so it affects me there the most.

Results:
Mach:
Old: 59,002m falloff and 3899m optimal
New: 50,709m falloff and 3586 optimal
that makes a 14% loss of falloff at 30% nerf. I am assuming the target was 15% with a 33% nerf.

It seems strange to me that in the middle of the ship balancing (teiracide) CCP nerfs the Tracking Enhancer, so tinfoil hat tells me it’s a stealth nerf, probably of a ship that would cause too much uproar to hit in the open, so instead nerf the module that makes the ship OP.Smile Mission accomplished.

Seems like a drastic hit to everyone for the sake of sparing the drama of a heavy ship nerf, but my tinfoil hat isn’t to tight so I will continue.

Tracking computers are not being nerfed (yet) so the difference can be made up with a change to the mid slot, but that also means the loss of a point/web/propulsion or some shield tank. Seems to be a targeted destruction of Minmatar benefits, as stated in Fozzie’s post.

But is Minmatar really that OP? EVE kill would disagree at first glance with the Oracle being the heaviest hitter this month followed by the Naga then 3 Minmatar boats but all told Minmatar is still leading the pack with 216,117 kills and all the other races combined only amounting to 224,728 so a 3% difference between what Minmatar kills vs. all other races combined (sorry Caldari, you didn’t build a top ten killer this month).

So I take off my tin foil hat and settle in with popcorn for a show, I guess the Minmatar race is being fixed so the other guys can get a shot at the trophy.

SadEnjoyed you while it lasted Minmatar but it looks like the End is Nigh. I only hope the reverse is in store for Capital.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Andracin
Brutor Tribe
Minmatar Republic
#199 - 2013-03-27 05:17:09 UTC
RSB Nerf : not going to change much...your still going to get caught cause if everyone in the gang brings one the tackler scan rez is still going to be through the roof.

TE Nerf : TBH Ive never heard anyone cry about them until this post. Tbh well minmatar ships do fit them, especially the mach and cynabal which, while they are awesome sauce cost a wad of isk, Ive been killing more blaster setups with te's than minmatar setups. I have a feeling all the WTF and HELL NO posts are mostly talos pilots....I don't see the nerf changing the way I fit or fly in any meaningful way...
NORTEL
Death by Design.
#200 - 2013-03-27 05:19:05 UTC
This will indirectly boost TD's. As if they weren't already overkill. TEs are the 'bread and butter' of a nano gang. Which is one of the few remaining ways of running low-man PVP/solo fleets. If you were searching to pervert small gang warfare, congrats CCP, this update's a winner.

NORTEL