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[Odyssey] Module Rebalancing Part One: RSBs and TEs

First post First post First post
Author
Grath Telkin
Amok.
Goonswarm Federation
#401 - 2013-03-27 14:15:36 UTC
2manno Asp wrote:

you're not getting it..

No its YOU who's not getting why the absolute numbers matter, the numbers on the frigates will be so small as to not really matter.



2manno Asp wrote:

then you're making my point. unless you can explain how moving a ranged ship closer is a good idea?


You're moving 5km closer on a ship designed to operate out to 50km


Cry me a river.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Mord Raven
Phrike Squadron
#402 - 2013-03-27 14:19:02 UTC
As skirmish ships like the Vagabond will lose a lot of damage projection with anything else than barrage, will we simultaneously see buffs to these specialized ships?
War Kitten
Panda McLegion
#403 - 2013-03-27 14:20:35 UTC  |  Edited by: War Kitten
Katsami wrote:
CCP Rise wrote:
Small addition -

Obviously many of you seem frustrated that X Y or Z ship that used shields and TEs is getting nerfed, how many ships that don't use TEs are picking up that slack to punish you for this change? HAM caracals maybe? Not drakes right because they just got a big change as well...

I'm genuinely asking because the only space I see being created is for armor based ships that already needed the lows for their tanks - and I don't see those ships becoming stronger than skirmishers based on this change. Am I wrong?


My biggest objection is simply that it is a blanket nerf. You can't even begin to predict what the meta is going to look like when you adjust a major stim by 33%.


33% sounds like a big number all by itself.

But we're talking 33% of a 15%/30% bonus mod.

You're not losing 33% of your range, you're losing 5%/10% optimal/falloff. (With one TE)

It's not a big change.

EDIT: Fixing my math.

Really you're losing 1 - (1.1/1.15) = 4.3% optimal, and 1 - (1.2/1.3) = 7.7% falloff.

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.

MainDrain
The Scope
Gallente Federation
#404 - 2013-03-27 14:20:40 UTC
OldWolf69 wrote:
@MainDrain:
Ofc, fixing things is good. There's a ton of things that need more fix than weapons and ships. BTW, with the actual weapons ansd ships people did play just fine, in same time with having some eternal **** when using other modules or a POS.
...whatever. A game presumes it's fun to play it. Not screwing around with ways to go around things and make them usefull. I don't play the best EVE player, because i'm not. I just say that there's a lot of things wich could improve this game , not the Great Nerf, given as a answer to all the problems. It's just the easy way to get rid of a problem. Not necesarely solve the problem.



Nerfing is far from the best solution to most problems. However it appears that a few modules where either initially designed flawed or due to other changes in mechanics have over time before far to useful, and as such need nerfing back in line.

for the person that complained that this is a bigger hit on the larger ships, we dont know fully what effect the re balancing on the BSs will have when linked with these changes.

@CCP Fozzie/Rise When will early versions of these changes, along with the new BS changes be available on the test server. i think people will be a able to give more informed feedback when they can actually see the changes in practice
darkness reins
Siberian Squad
Siberian Squads
#405 - 2013-03-27 14:23:46 UTC
Personally i think ccp fozzie has taken far to many boosters and his mind has become slightly deranged.so possible fix nerf ccp they are far to overpowered in my opinion.lol
Oxente
Brutor Tribe
Minmatar Republic
#406 - 2013-03-27 14:26:07 UTC  |  Edited by: Oxente
My CEO dunking on battleclinic eft warrior's in a 20 page posting marathon. SNIGG#1

EFT Warrioring will always fail vs actual flying of ships

Nerf more things please Raivi, this should only be the beginning.
Sparkus Volundar
Sebiestor Tribe
Minmatar Republic
#407 - 2013-03-27 14:28:43 UTC
CCP Rise wrote:
Small addition -

Obviously many of you seem frustrated that X Y or Z ship that used shields and TEs is getting nerfed, how many ships that don't use TEs are picking up that slack to punish you for this change? HAM caracals maybe? Not drakes right because they just got a big change as well...

I'm genuinely asking because the only space I see being created is for armor based ships that already needed the lows for their tanks - and I don't see those ships becoming stronger than skirmishers based on this change. Am I wrong?


Projectile ships don't tend to have the most paper DPS in their class but they get useful damage selection like several missile ships. However, they are generally under-tanked compared to dedicated armour and shield ships due to slot layouts, which sub-capital projectile ships try to offset by leveraging a less worse damage drop-off through having relatively long falloff.

Nerffing TEs isn't necessarily a bad thing as long as it's done with consideration of the impact it will have on projectile weapon ships, which will be affected more so that hybrid and energy weapon ships (I describe why I think that is the case in my first reply to this thread). My concern here is that TEs seem to primarily be being balanced in relation to TCs, which are generally used with different ships and/or fitting doctrines.

CCP Fozzie referred to TEs giving a decent tracking boost alongside the same range bonus as a range-scripted TC. Whilst no one would really want to say “no thanks” to a tracking bonus, I think it’s really the range bonuses of a TE that are the reason for using one. How about renaming them Range Enhancers and just dropping the tracking bonus instead?

.

darkness reins
Siberian Squad
Siberian Squads
#408 - 2013-03-27 14:32:27 UTC
We could always balance every ship and mod in eve until nothing is better than anything else, just so we all become bored and stop playing eve.
Lee Janssen
Zero Fun Allowed
#409 - 2013-03-27 14:32:29 UTC
Pretty unnecessary nerf tbh.


OH WELLLP.
darkness reins
Siberian Squad
Siberian Squads
#410 - 2013-03-27 14:37:55 UTC
Seems to me every nerf and every balance ccp make will bring eve to the inevitable pvp style of huge blob fleets and tge winner is the fleet with most ships. Smsll scale pvper is hard enough without ccp kicking small gang/solo pvpers in the teeth. The inpendind t3 booster nerf being one kick in the teeth.
Roderick Grey
Koenigsbergers
#411 - 2013-03-27 14:38:06 UTC
Will this mean that armor blaster tengus will become more viable?

“We could learn a lot from crayons; some are sharp, some are pretty, some are dull, while others bright, some have weird names, but they all have learned to live together in the same box.” - Special needs division of Fcon.

RudeX X
Shirak SkunkWorks
#412 - 2013-03-27 14:38:53 UTC  |  Edited by: RudeX X
ccp, please.
why do u help the big corps and fleets AGAIN?
the only way that small gangs can fight the blobs is sniper/kitter ships. now u will punish the small corps AGAIN with this TE nerf.
there must be soo much whining about the kiters.
there are lots of modules in the game which need rebalance, but not this one.
this change force ppl to use short range ships, so in pvp the one, who has more friends or more armor going to win. what a fun!
Alli Othman
Republic Military School
Minmatar Republic
#413 - 2013-03-27 14:40:01 UTC
Thank you CCP PL for your wonderful gift to your people.

Please unnerf titans next, tia.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#414 - 2013-03-27 14:40:30 UTC
CCP Rise wrote:
Small addition -

Obviously many of you seem frustrated that X Y or Z ship that used shields and TEs is getting nerfed, how many ships that don't use TEs are picking up that slack to punish you for this change? HAM caracals maybe? Not drakes right because they just got a big change as well...

I'm genuinely asking because the only space I see being created is for armor based ships that already needed the lows for their tanks - and I don't see those ships becoming stronger than skirmishers based on this change. Am I wrong?


HAM caracal is the best kiter by far...

Except it can't shoot frigs.

BYDI recruitment closed-ish

Kagura Nikon
Native Freshfood
Minmatar Republic
#415 - 2013-03-27 14:44:30 UTC  |  Edited by: Kagura Nikon
CCP Rise wrote:
I thought the stabber fit linked about would be an interesting point of reference for the TE changes so I was just fiddling with it a little bit and the results are at the bottom. I think its likely that you will feel this effect (usually between a 5% and 15% Im guessing) at typical engagement ranges for kiting ships like the stabber or the talos - but it seems unlikely that the role of the ship will be compromised to an extent that they would be abandoned. More likely, there will just be some extra room for ships like armor harb or armor brutix to have a role.

The fundamental ability to engage large groups with small ones won't change at all. It may take slightly more time to wear down ships that you isolate, depending on relative ranges, and there may be slightly more flexibility for tackling frigs to be on grid for longer, but overall this change shouldn't shift the meta much.




We do not want to imply that your changes are goign to diminish the value of mobility. Not at all. I kind of agree with some nerf of TE.

I think what we woudl all love you guys at CCP tackle is the annalysis of current metagame . Why certain fits are more prevalent or not. And the main reason somethign is used or not in a game is seldom related to being more powerful. I am a Magic The Gathering player for tons of years, and something that I learned very well there is that usage of something is direct product of the current metagame and not the relative capabilities of that card or strategy. Several times imrpessive cards are not used at all, because the current metagame presents no opportunities for those.


That is what I, and I am sure several others would love you guys to analyse and bring up on your discussions of game balance. The balance is much less about if module X or Y is strong, and much more about. Why in hell everyone NEEDS to use tactics Z or T in current metagame. As I brought up earlier, large armor buffered battleships were dominant in AoE doomsday days. Was it because they were superior to kiting ships being repaired by logistics? No! Was because the doomsday presence made that type of tactic necessary.


Summary: There is always too much talk about ships and modules and too few talk about the metagame and reasons why certain tactics are used or even overused.


Why people fit shield tankers with range and damage mods? My personal analysis points to the excessive specialization of ships where the mid slots are almost always very valuable only on a few specialized ships, relegating all the non specialized ships to focus on the firepower role. And the best way to increase firepower is shield tank. Obviously when you still have slots left in low slots, the best thing you can do is stick a few TE there.

Even simpler example. In ages past, Tempests would be armor tanked and the 5th mid would be used for an multi spec ECM . When ECM was made useless outside specialized ships, there was no advantage of having a free 5th mid. It clearly became much more inteligent to shield and gank the tempest and bring a dedicated tackler alongside.

There is almost no solo or duet combat anymore. When you have 20 people in a gang, you do not need every ship to bring MWD, Disruptor, Web, Injector/Ewar. You are almost always more effective bringing DEDICATED MID SLOT EWAR?TACKLING ships and leaving the rest of the ships focused on massive firepower!


I hope I was able to transmit my toughts and that they can be helpful.

"If brute force does not solve your problem....  then you are  surely not using enough!"

CCP Rise
C C P
C C P Alliance
#416 - 2013-03-27 14:46:28 UTC
I understand the allure of hyperbole related to the death of the small gang versus the blob - but this change should definitely be considered in the context of a game where a gang with some standard cruisers and BCs with a couple skirmish links can engage at almost any ratio of friend to foe.

Its fun to engage outnumbered (I've heard), but expecting a few extremely strong mods to do a large portion of the work for you seems a bit over the top.

It also seems important to me that since speed isn't actually being effected here, fast moving skirmish engagements will likely look very similar except that during critical moments there will be a slightly higher tendency to commit. This could mean more vulnerability for the awesome small gang of nano pilots, or it could also mean that your prey now has to venture closer to actually apply dps.

I like writing posts but I'm not sure its doing any good Ugh

@ccp_rise

Kagura Nikon
Native Freshfood
Minmatar Republic
#417 - 2013-03-27 14:48:29 UTC  |  Edited by: Kagura Nikon
CCP Rise wrote:
I understand the allure of hyperbole related to the death of the small gang versus the blob - but this change should definitely be considered in the context of a game where a gang with some standard cruisers and BCs with a couple skirmish links can engage at almost any ratio of friend to foe.

Its fun to engage outnumbered (I've heard), but expecting a few extremely strong mods to do a large portion of the work for you seems a bit over the top.

It also seems important to me that since speed isn't actually being effected here, fast moving skirmish engagements will likely look very similar except that during critical moments there will be a slightly higher tendency to commit. This could mean more vulnerability for the awesome small gang of nano pilots, or it could also mean that your prey now has to venture closer to actually apply dps.

I like writing posts but I'm not sure its doing any good Ugh



It does a lot of good. communication cannot be done in one way only And without communication there is no understanding, and without understanding.. there is always frustration at the end of the path..

I think this change is correct. I just think we have seen not enough indications of analysis of why we got into a scenario where almost every ship uses TE :)

"If brute force does not solve your problem....  then you are  surely not using enough!"

Lee Janssen
Zero Fun Allowed
#418 - 2013-03-27 14:51:10 UTC
CCP Rise wrote:
I understand the allure of hyperbole related to the death of the small gang versus the blob - but this change should definitely be considered in the context of a game where a gang with some standard cruisers and BCs with a couple skirmish links can engage at almost any ratio of friend to foe.

Its fun to engage outnumbered (I've heard), but expecting a few extremely strong mods to do a large portion of the work for you seems a bit over the top.

It also seems important to me that since speed isn't actually being effected here, fast moving skirmish engagements will likely look very similar except that during critical moments there will be a slightly higher tendency to commit. This could mean more vulnerability for the awesome small gang of nano pilots, or it could also mean that your prey now has to venture closer to actually apply dps.

I like writing posts but I'm not sure its doing any good Ugh



Crucifier(s)


How do i use them.
Grath Telkin
Amok.
Goonswarm Federation
#419 - 2013-03-27 14:51:51 UTC
RudeX X wrote:
ccp, please.
why do u help the big corps and fleets AGAIN?
the only way that small gangs can fight the blobs is sniper/kitter ships. now u will punish the small corps AGAIN with this TE nerf.
there must be soo much whining about the kiters.
there are lots of modules in the game which need rebalance, but not this one.
this change force ppl to use short range ships, so in pvp the one, who has more friends or more armor going to win. what a fun!
please detail how you feel this forces you into short ranged ships.

Be specific, use numbers.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

CCP Rise
C C P
C C P Alliance
#420 - 2013-03-27 14:52:10 UTC
Quote:
I hope I was able to transmit my toughts and that they can be helpful.


I really like the idea of looking at the meta rather than only picking at some flat idea of balance based purely on numerical comparison.

However, I think Eve's meta (or specific eve combat environment metas) is extremely complex, and it many cases is the result of a sum of many small, number based powerlevels. For instance I imagine that there's some threshold related to damage projection that makes kiting the preferred method of balancing damage output and survivability. If we can push the player decisions back towards the threshold instead of leaving everything way past it, we hopefully create more meaningful decisions for players to make. Sometimes a small numerical tweak like this might be the easiest path to creating more of those decisions.

Make any sense?

@ccp_rise