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[Odyssey] Module Rebalancing Part One: RSBs and TEs

First post First post First post
Author
Ganthrithor
School of Applied Knowledge
Caldari State
#441 - 2013-03-27 15:27:18 UTC  |  Edited by: Ganthrithor
Dez Affinity wrote:
People are overreacting this isn't the death of blasters~ kiters~ anything but missiles~ but this does seem to be an unnecessary or misdirected nerf.


Like I said, its gonna make nano blaster cruisers depressingly bad (they're already really far into their falloff at ~24km as it is) and autocannon ships will just lose a little more of their already-mediocre damage at range.

Any range decreases will hit blaster cruisers way more severely than other ships because of the shape of their DPS/range curves. Which is funny, because non-brawling blaster cruisers are already rare as **** and not overpowered at all.

Also someone asked why people don't just fit railguns instead of blasters-- it's because railguns are (this is a technical term) ****.

Also, sigras-- the biggest reason people fit shield canes instead of armor canes has nothing to do with the benefits of getting your tracking/range mods from lowslots or high slots, it's that armor fits in general are bad for skirmishing because they're inflexible fits that require you to fully commit to basically any fight due to your lack of mobility. Shields (while providing a smaller overall tank and eating up the mids you'd ideally want to use for tracking computers, scrams, webs, sebos etc) aren't all-in setups, while armor ones are. That's why you see most people flying fits that are "inferior" in terms of on-paper tank, ewar and dps stats.
Grath Telkin
Amok.
Goonswarm Federation
#442 - 2013-03-27 15:30:06 UTC
Kaal Redrum wrote:
Tsubutai wrote:
CCP Rise wrote:
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.

[Stabber, kiter]

(fit snipped)

BARRAGE 6.5% dps drop at 20k
  • 3.51+37.2 with the old TE 187dps@20km
  • 3.23+32 with new TE 175dps@20km

  • RF EMP - 18% dps drop at 20km
  • 1.75+24.8 with old TE 170dps@20km
  • 1.61+21.3 with new TE 140dps@20km


  • You're right that by itself, this change isn't huge - it slightly reduces the effectiveness of all kitey shield tanking turret ships. The problem is that the general usefulness and power of those ships ranges hugely, from utterly non-existent (such as that stabber - a cruiser with less dps at its working range than you get out of a well-fit t1 frigate) to extremely high (talos, cynabal, machariel). I think a lot of people would happily agree that ships in the latter category could stand to be toned down a little, but many of the ships affected by the nerf are just mediocre and somewhat underwhelming like shield canes, OK but unspectacular like arty ruptures, or straight up bad (hi stabber). I can certainly get behind a reduction to the power of kiting tier 3s and the like - if anything, they probably need more adjustment - but I don't see why it's necessary to whack a whole bunch of lesser ships at the same time.


    No no no - you don't get it, it's a very very very small adjustment that us plebs will hardly notice - its been said so 'honestly' by Mr. Panda leg , so it MUST be true, especially since all his acolytes are also repeating the same 'brilliant' math - its not about a ~15% nerf to applied dps of already sub-standard ships, noooooo it's about a very very very small adjustment in your range. PL says so, you're wrong, he's right ... Okie ?

    See Mach and Cynabal - so stronk - nerf TEs!

    *Sarcasm off*


    You're aware he's showing you that the change isn't that small.

    If you look what he's actually showing you (I know, facts and the truth aren't welcome in your world) is that with long range ammo (you know, what you should be forced to use for kiting) you'll lose a total of TWELVE dps.

    Twelve.

    Shut down the servers, game over man, game over.

    Oh whats that? You lose more DPS on short ranged ammo? Well whatever in the world made you think it was OK that you could kite like that with short ranged ammo? Do people kite with MF? Or Void? Or CN Antimatter?

    Oh no they dont? So what you're saying is that the minmatar ships will retain the ability to do something nobody else can do by applying damage AT ALL with short ranged ammo, something every other weapon system is incapable of doing while kiting?

    I mean its almost like he was showing you that you're whining about literally nothing.

    Never turn the sarcasm off, thats probably why you didn't get the point he was making.

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

    Kagura Nikon
    Native Freshfood
    Minmatar Republic
    #443 - 2013-03-27 15:30:39 UTC
    War Kitten wrote:
    Kaal Redrum wrote:

    No no no - you don't get it, it's a very very very small adjustment that us plebs will hardly notice - its been said so 'honestly' by Mr. Panda leg , so it MUST be true, especially since all his acolytes are also repeating the same 'brilliant' math - its not about a ~15% nerf to applied dps of already sub-standard ships, noooooo it's about a very very very small adjustment in your range. PL says so, you're wrong, he's right ... Okie ?

    See Mach and Cynabal - so stronk - nerf TEs!

    *Sarcasm off*


    Already sub-standard? Winmatar?

    Right.

    Why do you fly them then, for the challenge?



    You know that during 2/3 of eve history minmatar was known as "Play eve in the Hard mode"?


    As I pointed several times, its not that minmatar became too powerful. Its that the metagame evolved into a scenario that minmatar advantages (that previously were irrelevant) became VERY VERY important.



    I repeat, stop trying to find culprints in the race or modules only and look a bit more on the meta changes that made a tactic become so powerful! When minmatar got the falloff changes amarr were considered overpowered beyond belief!! They changed nothing on amarr, but do anyone say they are overpowered nowadays? NO. Because the change was in the METAGAME!!! STOP LOOKING AT THE SHIPS AND MODULES ONLY!

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

    Kagura Nikon
    Native Freshfood
    Minmatar Republic
    #444 - 2013-03-27 15:32:28 UTC
    Grath Telkin wrote:
    Kaal Redrum wrote:
    Tsubutai wrote:
    CCP Rise wrote:
    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.

    [Stabber, kiter]

    (fit snipped)

    BARRAGE 6.5% dps drop at 20k
  • 3.51+37.2 with the old TE 187dps@20km
  • 3.23+32 with new TE 175dps@20km

  • RF EMP - 18% dps drop at 20km
  • 1.75+24.8 with old TE 170dps@20km
  • 1.61+21.3 with new TE 140dps@20km


  • You're right that by itself, this change isn't huge - it slightly reduces the effectiveness of all kitey shield tanking turret ships. The problem is that the general usefulness and power of those ships ranges hugely, from utterly non-existent (such as that stabber - a cruiser with less dps at its working range than you get out of a well-fit t1 frigate) to extremely high (talos, cynabal, machariel). I think a lot of people would happily agree that ships in the latter category could stand to be toned down a little, but many of the ships affected by the nerf are just mediocre and somewhat underwhelming like shield canes, OK but unspectacular like arty ruptures, or straight up bad (hi stabber). I can certainly get behind a reduction to the power of kiting tier 3s and the like - if anything, they probably need more adjustment - but I don't see why it's necessary to whack a whole bunch of lesser ships at the same time.


    No no no - you don't get it, it's a very very very small adjustment that us plebs will hardly notice - its been said so 'honestly' by Mr. Panda leg , so it MUST be true, especially since all his acolytes are also repeating the same 'brilliant' math - its not about a ~15% nerf to applied dps of already sub-standard ships, noooooo it's about a very very very small adjustment in your range. PL says so, you're wrong, he's right ... Okie ?

    See Mach and Cynabal - so stronk - nerf TEs!

    *Sarcasm off*


    You're aware he's showing you that the change isn't that small.

    If you look what he's actually showing you (I know, facts and the truth aren't welcome in your world) is that with long range ammo (you know, what you should be forced to use for kiting) you'll lose a total of TWELVE dps.

    Twelve.

    Shut down the servers, game over man, game over.

    Oh whats that? You lose more DPS on short ranged ammo? Well whatever in the world made you think it was OK that you could kite like that with short ranged ammo? Do people kite with MF? Or Void? Or CN Antimatter?

    Oh no they dont? So what you're saying is that the minmatar ships will retain the ability to do something nobody else can do by applying damage AT ALL with short ranged ammo, something every other weapon system is incapable of doing while kiting?

    I mean its almost like he was showing you that you're whining about literally nothing.

    Never turn the sarcasm off, thats probably why you didn't get the point he was making.



    Just pointing a flaw on your argument. Its called SCORCH. Scorch still is far superior on applying damage while kiting. But the metagame is not composed ONLY of the range or speed, or tank type, but the combination of all of those.

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

    TrouserDeagle
    Beyond Divinity Inc
    Shadow Cartel
    #445 - 2013-03-27 15:33:14 UTC
    Kagura Nikon wrote:

    You know that during 2/3 of eve history minmatar was known as "Play eve in the Hard mode"?


    That was always bullshit.
    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #446 - 2013-03-27 15:34:26 UTC
    Ganthrithor wrote:
    Dez Affinity wrote:
    People are overreacting this isn't the death of blasters~ kiters~ anything but missiles~ but this does seem to be an unnecessary or misdirected nerf.


    Like I said, its gonna make nano blaster cruisers depressingly bad (they're already really far into their falloff at ~24km as it is) and autocannon ships will just lose a little more of their already-mediocre damage at range.

    Any range decreases will hit blaster cruisers way more severely than other ships because of the shape of their DPS/range curves. Which is funny, because non-brawling blaster cruisers are already rare as **** and not overpowered at all.

    Also someone asked why people don't just fit railguns instead of blasters-- it's because railguns are (this is a technical term) ****.

    Also, sigras-- the biggest reason people fit shield canes instead of armor canes has nothing to do with the benefits of getting your tracking/range mods from lowslots or high slots, it's that armor fits in general are bad for skirmishing because they're inflexible fits that require you to fully commit to basically any fight due to your lack of mobility. Shields (while providing a smaller overall tank and eating up the mids you'd ideally want to use for tracking computers, scrams, webs, sebos etc) aren't all-in setups, while armor ones are. That's why you see most people flying fits that are "inferior" in terms of on-paper tank, ewar and dps stats.


    Perhaps the middle ground is to change the Optimal-Falloffl range split....

    Rather than 10-20... perhaps they should be 15-15... (granted, that would be a direct nerf to auto-cannons)
    Kagura Nikon
    Native Freshfood
    Minmatar Republic
    #447 - 2013-03-27 15:34:43 UTC
    Ganthrithor wrote:
    Dez Affinity wrote:
    People are overreacting this isn't the death of blasters~ kiters~ anything but missiles~ but this does seem to be an unnecessary or misdirected nerf.


    Like I said, its gonna make nano blaster cruisers depressingly bad (they're already really far into their falloff at ~24km as it is) and autocannon ships will just lose a little more of their already-mediocre damage at range.

    Any range decreases will hit blaster cruisers way more severely than other ships because of the shape of their DPS/range curves. Which is funny, because non-brawling blaster cruisers are already rare as **** and not overpowered at all.

    Also someone asked why people don't just fit railguns instead of blasters-- it's because railguns are (this is a technical term) ****.

    Also, sigras-- the biggest reason people fit shield canes instead of armor canes has nothing to do with the benefits of getting your tracking/range mods from lowslots or high slots, it's that armor fits in general are bad for skirmishing because they're inflexible fits that require you to fully commit to basically any fight due to your lack of mobility. Shields (while providing a smaller overall tank and eating up the mids you'd ideally want to use for tracking computers, scrams, webs, sebos etc) aren't all-in setups, while armor ones are. That's why you see most people flying fits that are "inferior" in terms of on-paper tank, ewar and dps stats.



    As I tried to explain earlier, when blasters are used in the role of brawling not kiting (That was supposed to be their role) they loose almost nothing, only 1 extra second of travel to the target on the cruiser scale up to 4-5 seconds on a battleship. Not the end of the world, its a nerf , but not a CRIPPLING NERF

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

    Ganthrithor
    School of Applied Knowledge
    Caldari State
    #448 - 2013-03-27 15:38:08 UTC
    Kagura Nikon wrote:

    As I tried to explain earlier, when blasters are used in the role of brawling not kiting (That was supposed to be their role) they loose almost nothing, only 1 extra second of travel to the target on the cruiser scale up to 4-5 seconds on a battleship. Not the end of the world, its a nerf , but not a CRIPPLING NERF


    I've read this sentence a couple of times and I'm still not quite sure what it means?
    Bloodpetal
    Tir Capital Management Group
    #449 - 2013-03-27 15:38:31 UTC

    The major issue at hand here is that I think all the Turret weapons need a review of their ranges and tracking.

    For example, when the Heavy Missile Launcher nerf came for range, it was a good thing in my opinion, but at the same time the whole purpose was predicated on the idea that they were matching the long range turrets ranges (around 30kms ish).

    I am sure it's not an easy task at all, and honestly probably don't expect the balancing team to go ahead and do it, but that's the fundamental issue at hand I see at the heart of the Tracking Enhancer nerf. It's not actually the module that's the issue, it's that all the weapons systems are the SAME stats from almost 10 years ago, and meanwhile so much of the rest of the game has changed, so many "meta" combat styles have come and gone.

    The balance between long range weapons fitting requirements vs short range weapons requirements, along with all the other factors of the actual ranges that combat happens at, etc, really leaves the situation at a crux that you need tackle the heart of the issue, the weapons themselves.

    Arrow

    Where I am.

    Kagura Nikon
    Native Freshfood
    Minmatar Republic
    #450 - 2013-03-27 15:39:15 UTC
    Gizznitt Malikite wrote:
    Ganthrithor wrote:
    Dez Affinity wrote:
    People are overreacting this isn't the death of blasters~ kiters~ anything but missiles~ but this does seem to be an unnecessary or misdirected nerf.


    Like I said, its gonna make nano blaster cruisers depressingly bad (they're already really far into their falloff at ~24km as it is) and autocannon ships will just lose a little more of their already-mediocre damage at range.

    Any range decreases will hit blaster cruisers way more severely than other ships because of the shape of their DPS/range curves. Which is funny, because non-brawling blaster cruisers are already rare as **** and not overpowered at all.

    Also someone asked why people don't just fit railguns instead of blasters-- it's because railguns are (this is a technical term) ****.

    Also, sigras-- the biggest reason people fit shield canes instead of armor canes has nothing to do with the benefits of getting your tracking/range mods from lowslots or high slots, it's that armor fits in general are bad for skirmishing because they're inflexible fits that require you to fully commit to basically any fight due to your lack of mobility. Shields (while providing a smaller overall tank and eating up the mids you'd ideally want to use for tracking computers, scrams, webs, sebos etc) aren't all-in setups, while armor ones are. That's why you see most people flying fits that are "inferior" in terms of on-paper tank, ewar and dps stats.


    Perhaps the middle ground is to change the Optimal-Falloffl range split....

    Rather than 10-20... perhaps they should be 15-15... (granted, that would be a direct nerf to auto-cannons)



    Nope, there is already mathemathical proof that double bouns to falloff is what gives the EXACT same final result as the single bonus to range. These values are not random, they were calculated several years ago in an epic thread of 170 pages.

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

    Christine Peeveepeeski
    Low Sec Concepts
    #451 - 2013-03-27 15:41:52 UTC
    Wow....

    Well, I do like caldari ships but I didn't really want to be a 100% missile pilot. Guess I will be now. ROLL ON CARACALS! Oh.... didn't you know, the caldari small ship line up was already borderline OP in at least the current FW meta. Now it turns out they are a requirement if you want to kite.

    Kagura Nikon
    Native Freshfood
    Minmatar Republic
    #452 - 2013-03-27 15:43:05 UTC
    Ganthrithor wrote:
    Kagura Nikon wrote:

    As I tried to explain earlier, when blasters are used in the role of brawling not kiting (That was supposed to be their role) they loose almost nothing, only 1 extra second of travel to the target on the cruiser scale up to 4-5 seconds on a battleship. Not the end of the world, its a nerf , but not a CRIPPLING NERF


    I've read this sentence a couple of times and I'm still not quite sure what it means?



    it measn that when eve was created blasters were not conceptualized as something you use to kite. You should rush into the opponent, grab him at very close range and over helm him if your superior dps.

    If you are trying to do that, the nerf of 1km of effective range of a Thorax for example, means just that you will need to keep approaching your enemy for 1 second more before you reach your optimal range. You are NOT SUPPOSED to fight with blasters at border of range + falloff. You are supposed to start firing at taht distance and continue closing into optimal range.

    Blasters are not going to defeat any other weapon on range, so there is no real reason why they should even worry with blasters trying to kite (when approaching is the theoretical focus of blasters).

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

    Ganthrithor
    School of Applied Knowledge
    Caldari State
    #453 - 2013-03-27 15:43:06 UTC
    Gizznitt Malikite wrote:

    Perhaps the middle ground is to change the Optimal-Falloffl range split....

    Rather than 10-20... perhaps they should be 15-15... (granted, that would be a direct nerf to auto-cannons)



    I'm personally just really confused about the purpose of this nerf in general-- if the problem is not that shield / kiting ships are "too good" but that they're "too good relative to armor tanked ships," why not buff tracking computers so that ships without tracking enhancers can project damage better?

    Alternatively, they could just nerf autocannons directly if that's what they're so concerned about. v0v
    Grarr Dexx
    Blue Canary
    Watch This
    #454 - 2013-03-27 15:43:55 UTC
    Grath Telkin wrote:
    Grarr Dexx wrote:
    James Amril-Kesh wrote:
    Grarr Dexx wrote:


    Your solution involves bringing a unique person to a camp who can't do anything but mill about hoping for one of these idiots to jump in. Why not fix the issue at the core here? You want to move your (expensive) ship, get an escort or a courier, or face death. There's no reason a lumbering battleship should escape certain death in the face of overwhelming odds.

    Seeing as it's a successful tactic, they're not idiots for using it. You're the idiot for being unprepared and instead choosing to complain about it.


    Silly me, trying to argue with ex-northern coalition members.


    No, silly you for demanding that another player do something (escort, courrier or die) while in the same breath refusing to simply have a ship around to de cloak people.

    Not sure when you turned into a ninny Grarr but it actually happened.


    Don't forget to take your chill pill for today, Grath. You're not exactly the youngest anymore!

    The same guy I replied to later endorsed a rage post against the RSB nerf complaining about how 'forgiving' the game is getting. Talk about sticking to your guns.
    Grath Telkin
    Amok.
    Goonswarm Federation
    #455 - 2013-03-27 15:43:56 UTC
    Kagura Nikon wrote:


    Just pointing a flaw on your argument. Its called SCORCH. Scorch still is far superior on applying damage while kiting. But the metagame is not composed ONLY of the range or speed, or tank type, but the combination of all of those.


    Scorch is really good at applying DPS at range, only most, and i do say most (Slicer being the notable exception) of the Amarrian ships are crap at keeping range when compared to other kiters like most minnie ships, so its fairly easy to disengage or even worse go right up close and brawl with the scorch ship.


    I mean you guys should try to get on the same page, theres another guy in this thread crying about the loss of range on his scorch and how its the death knell of a kiting zealot.

    I personally think you're all over reacting like you're fresh off an episode of jersey shore.

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

    Grath Telkin
    Amok.
    Goonswarm Federation
    #456 - 2013-03-27 15:45:02 UTC
    Grarr Dexx wrote:


    The same guy I replied to later endorsed a rage post against the RSB nerf complaining about how 'forgiving' the game is getting. Talk about sticking to your guns.


    Grarr old boy the people in this thread are actually more emotional than a menopausal woman, and about as in touch with reality.

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

    Kagura Nikon
    Native Freshfood
    Minmatar Republic
    #457 - 2013-03-27 15:46:14 UTC
    TrouserDeagle wrote:
    Kagura Nikon wrote:

    You know that during 2/3 of eve history minmatar was known as "Play eve in the Hard mode"?


    That was always bullshit.




    You realize back then was no way to increase range of minmatar weapons (no bonus to falloff), AC did less damage than ALL other weapon systems, that was impossible for arti boats reach the 160 km that was standard optimal range for fleets? The reduced EHP made harder than any other race to tank doomsdays? In the past things were very different...

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

    2manno Asp
    Death By Design
    #458 - 2013-03-27 15:46:15 UTC  |  Edited by: 2manno Asp
    Grath Telkin wrote:
    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.


    dude, there's no reason to get all mad and butthurt. it's just a game and this is just a discussion. relax.

    the #'s on frigates absolutely do matter. i'm not complaining. and i'm not talking about a change from 50km to 45km. i'd agree that's relatively inconsequential. i'm talking about a change from 20km to 18km. which is a huge difference if you've ever flown a skirmish frigate.

    a 2 TE slicer for instance, at lvl 5 goes from 22+4.1 to 20+3.5. ask any slicer pilot, that's a big difference.

    i don't know why it's hard for you to understand that sometimes a 2km change can make a bigger difference than a 5km change.
    Kagura Nikon
    Native Freshfood
    Minmatar Republic
    #459 - 2013-03-27 15:47:54 UTC
    Grath Telkin wrote:
    Kagura Nikon wrote:


    Just pointing a flaw on your argument. Its called SCORCH. Scorch still is far superior on applying damage while kiting. But the metagame is not composed ONLY of the range or speed, or tank type, but the combination of all of those.


    Scorch is really good at applying DPS at range, only most, and i do say most (Slicer being the notable exception) of the Amarrian ships are crap at keeping range when compared to other kiters like most minnie ships, so its fairly easy to disengage or even worse go right up close and brawl with the scorch ship.


    I mean you guys should try to get on the same page, theres another guy in this thread crying about the loss of range on his scorch and how its the death knell of a kiting zealot.

    I personally think you're all over reacting like you're fresh off an episode of jersey shore.



    Do you realize that I am supportign the changes in all my posts? I am just attackign flawed arguments alongside it. taking a position in the balance issue should not make me blind to fallacies. I am impartial. what I think of the TE nerf does not change my perceived appreciation of the in game truths.

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

    Takumiro
    Absolute Order
    Absolute Honor
    #460 - 2013-03-27 15:49:41 UTC
    Ganthrithor wrote:



    I'm personally just really confused about the purpose of this nerf in general-- if the problem is not that shield / kiting ships are "too good" but that they're "too good relative to armor tanked ships," why not buff tracking computers so that ships without tracking enhancers can project damage better?

    Alternatively, they could just nerf autocannons directly if that's what they're so concerned about. v0v



    Too much work, they can't go past the deadline.

    skink