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[Odyssey] Module Rebalancing Part One: RSBs and TEs

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Nagarythe Tinurandir
Einheit X-6
#901 - 2013-04-03 11:18:02 UTC
maybe my look at things is too simply as i only know TEs in their current form, but i always thought the biggest issue with autocannons was the non-influence of the high dmg projectile ammo on their range.

high dmg crystals and hybrid charges cut the weapon range roughly in half. Fusion, EMP and Phased Plasma do this only when used with artillery. They only modify the optimal range which is non-existent for autocannons. When a malus on falloff would be introduced, kiting ships with autoannons would be either forced to come closer or rely on the ammo with no such malus. barrage is locked into explo/kin dmg and the dmg selection is reduced further, dealing with yet another thing everybody and his dog complains about.
of course introducing both ammo changes and the TE nerf would be brutal. so choose between an across the board nerfling or the autocannon specific tweak.
Dez Affinity
Caldari Provisions
Caldari State
#902 - 2013-04-03 11:28:08 UTC
Kagura Nikon wrote:


Its is so clearly the TE problem that you see amarr ships shield tankign so they can use TE!


Or maybe they just want maximum damage and there's only so many damage mods you can fit before it becomes pointless, the next best thing is tracking enhancers or speed mods.


Kagura Nikon
Native Freshfood
Minmatar Republic
#903 - 2013-04-03 11:31:36 UTC
For god's sake stop with this childish whining!


Several years ago NO ONE used tracking enhancers. All range ships used mostly Tracking computers and that was on the age were REAL range was necessary and you were useless if you could not reach 150 km.

So stop with this doomsday talk! NO. Weapons are not #!#!@#1, no they did NOT hit massively any reasonable setup. No they did not made kiting impossible.

ANYONE that really believe that this changes are OMG SO DEVASTATIGN is simply DUMB, or is trolling! They affect ALL ships almost since almost all ships used those modules! The balance has not been massively shaked, just slightly adjusted.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#904 - 2013-04-03 11:33:42 UTC
Dez Affinity wrote:
Kagura Nikon wrote:


Its is so clearly the TE problem that you see amarr ships shield tankign so they can use TE!


Or maybe they just want maximum damage and there's only so many damage mods you can fit before it becomes pointless, the next best thing is tracking enhancers or speed mods.





And that is part of the issue they are trying to tackle, They are trying to make armor tanking more prevalent by makign low slot offensive options less overhelming.


My opinion, they coudl achieve more of that if they moved the drone damage modules to mid slots.

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

Luscius Uta
#905 - 2013-04-03 12:36:04 UTC
I don't mind faloff bonus for TE's being reduced slightly (and 20% instead of 30% isn't such a big difference). The rest of changes I don't like - 15% increase in optimal range wasn't that great to begin with, and people should be encouraged to use remote sebos instead of local ones.

Workarounds are not bugfixes.

seth Hendar
I love you miners
#906 - 2013-04-03 13:17:22 UTC
Nagarythe Tinurandir wrote:
maybe my look at things is too simply as i only know TEs in their current form, but i always thought the biggest issue with autocannons was the non-influence of the high dmg projectile ammo on their range.

high dmg crystals and hybrid charges cut the weapon range roughly in half. Fusion, EMP and Phased Plasma do this only when used with artillery. They only modify the optimal range which is non-existent for autocannons. When a malus on falloff would be introduced, kiting ships with autoannons would be either forced to come closer or rely on the ammo with no such malus. barrage is locked into explo/kin dmg and the dmg selection is reduced further, dealing with yet another thing everybody and his dog complains about.
of course introducing both ammo changes and the TE nerf would be brutal. so choose between an across the board nerfling or the autocannon specific tweak.

maybe then it could be a solution to rebalance optimal vs fallof on autocannon then?

cause actually, all autocannon will fight within the fallof range, not the optimal, 90% of the time, wich is already cutting part of their paper DPS
Kagura Nikon
Native Freshfood
Minmatar Republic
#907 - 2013-04-03 13:25:55 UTC
seth Hendar wrote:
Nagarythe Tinurandir wrote:
maybe my look at things is too simply as i only know TEs in their current form, but i always thought the biggest issue with autocannons was the non-influence of the high dmg projectile ammo on their range.

high dmg crystals and hybrid charges cut the weapon range roughly in half. Fusion, EMP and Phased Plasma do this only when used with artillery. They only modify the optimal range which is non-existent for autocannons. When a malus on falloff would be introduced, kiting ships with autoannons would be either forced to come closer or rely on the ammo with no such malus. barrage is locked into explo/kin dmg and the dmg selection is reduced further, dealing with yet another thing everybody and his dog complains about.
of course introducing both ammo changes and the TE nerf would be brutal. so choose between an across the board nerfling or the autocannon specific tweak.

maybe then it could be a solution to rebalance optimal vs fallof on autocannon then?

cause actually, all autocannon will fight within the fallof range, not the optimal, 90% of the time, wich is already cutting part of their paper DPS



That was intentionally made that way so that minamtar woudl have the so called damage selection.

The real price is in tracking. The trackign of AC was reduced back then and the mid range ammo got a tracking bonus. They simply made the things DIFFERENT. and that is intentional. IT would be stupid for all races be the same, but in different colors.


Also peopel are really failing hard at this thread on not understandign how falloff is nto nearly same as range.

At range+ faloff you are doing LESS than 50% of your damage. Effectively ANYTHING beyond range + HALF falloff is outside effective range! Unless you are fighting something completely paper made.

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

Callic Veratar
#908 - 2013-04-03 16:43:16 UTC
In general, low slot mods provide lots of smaller bonuses for less fitting and no cap. For the TE this balancing makes a lot of sense, at it was purely better than the TC. There is a third vector to affect these stats, though Locus Coordinators (+15% optimal) and Ambit Extensions (+15% falloff).

Currently, the Locus Coordinators give +15% to optimal compared to the TE's 10%, that's an interesting choice. However, the Ambit Extensions only give +15% to falloff relative the TE's 20%. I'd like to propose that along with the nerf to the TEs, all Ambit Extension rigs gain 10% or 15% to their falloff bonus to 25% or 30%. This way, it's still not as good as a TC as it only affects falloff, better than a TE, and locks the fitting of the ship even more.

Having the T1 Ambit Extensions at 30% might not be balanced, though, as the T2s would be at 35%. However, for PVP consideration, T2 rigs is asking for trouble.

I'd like a situation (for PVE at least) where the best option isn't almost always 3xCCC.
Snape Dieboldmotor
Minotaur Congress
#909 - 2013-04-03 17:44:10 UTC
When Tracking Enhancers were originally created there was some though put into overall module balance. As a result, if you are going to reduce range then there should be some change in another area to keep the module in balance. Some options I can think of are increasing tracking bonus or reducing CPU requirements...

Seems only fair...
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#910 - 2013-04-03 18:41:32 UTC
Kagura Nikon wrote:
And that is part of the issue they are trying to tackle, They are trying to make armor tanking more prevalent by makign low slot offensive options less overhelming.


My opinion, they coudl achieve more of that if they moved the drone damage modules to mid slots.


The reason why changing TEs, read get rid of them, and replace them with scripts on racial DMG mods would be the best option.
Also, change drone dmg mods from lows to mids would simply annihilate shield based drone ships unless these modules get an exceptional ability to be fitted either in lows or mids but not both.

removed inappropriate ASCII art signature - CCP Eterne

Nagarythe Tinurandir
Einheit X-6
#911 - 2013-04-03 21:53:40 UTC
Kagura Nikon wrote:
seth Hendar wrote:
Nagarythe Tinurandir wrote:
(...)

(...)



That was intentionally made that way so that minamtar woudl have the so called damage selection.

The real price is in tracking. The trackign of AC was reduced back then and the mid range ammo got a tracking bonus. They simply made the things DIFFERENT. and that is intentional.


well then the projectile ammo experiment failed imho. there are few situations where you actually have to use the "midrange" or even "longrange" ammo. in a lot of cases this situations can be handled with T2 ammo. so fusion, emp and phased are the ones mostly used with depleted uranium on some occasions. would it not be more sensible to use falloff too for tuning the projectile range?

the extensive use of high dmg ammos might be a product of TEs giving so much range which would be somewhat adjusted with the proposed changes. but still, i have the feeling autocannons aren't that strong in midrange combat because of TEs. alot of people have pointed out and done the math that the proposed changes will not alter the dmg projection of autocannons in a tremendous fashion.
Spc One
The Chodak
Void Alliance
#912 - 2013-04-04 14:17:22 UTC
As Fozzie said he will nerf everything, because he can, no reason given.


you can listen to it here:
http://www.netsky.org/nerfozzie.mp3

What?
Kagura Nikon
Native Freshfood
Minmatar Republic
#913 - 2013-04-04 16:01:56 UTC  |  Edited by: Kagura Nikon
Nagarythe Tinurandir wrote:
Kagura Nikon wrote:
seth Hendar wrote:
Nagarythe Tinurandir wrote:
(...)

(...)



That was intentionally made that way so that minamtar woudl have the so called damage selection.

The real price is in tracking. The trackign of AC was reduced back then and the mid range ammo got a tracking bonus. They simply made the things DIFFERENT. and that is intentional.


well then the projectile ammo experiment failed imho. there are few situations where you actually have to use the "midrange" or even "longrange" ammo. in a lot of cases this situations can be handled with T2 ammo. so fusion, emp and phased are the ones mostly used with depleted uranium on some occasions. would it not be more sensible to use falloff too for tuning the projectile range?

the extensive use of high dmg ammos might be a product of TEs giving so much range which would be somewhat adjusted with the proposed changes. but still, i have the feeling autocannons aren't that strong in midrange combat because of TEs. alot of people have pointed out and done the math that the proposed changes will not alter the dmg projection of autocannons in a tremendous fashion.



Will not change much. But that is the beauty.. the most impact will coem trough psicological effect. People Stop flying ships that are MIDLY nerfed just because for most, overreaction is the way to go. I know a LOT of people that are statign they will have no use for talos anymore? its mathematically reasonable? NO. but will have a large psicological effect and the ammount of talos , tornados and etc will diminish a bit.


If you look at numbers only, amarr laser boats never stoped being good when minmatar got boosted. But people overreact by all jumping into minmatar ships and forgetting minmatar ones. An Apoc with megaPulse are still monstruously powerful against battlecruiser/cruiser trying to kite!!! But from day to night people forgot about them! The before called overpowered race was jsut forgotte.,.. a pure psycological effect.

Other day I saw 2 Taloses and an oracle at a gate get murdered into tiny pieces by 1 angry armageddon and 1 tackling interceptor.... People just like to forget that there are options and ccp needs to gently remind them

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

Milton Middleson
Rifterlings
#914 - 2013-04-04 16:20:43 UTC
Nagarythe Tinurandir wrote:
When a malus on falloff would be introduced, kiting ships with autoannons would be either forced to come closer or rely on the ammo with no such malus


I came here to say that the word you are looking for is penalty.

I'll add that above frigate/destroyer scales, people kiting with ACs do rely on barrage, and that inflicting a meaningful falloff penalty on short-ranged projectile ammo would cripple the weapon system (which is already overrated). Just consider how terrible hail is.

Quote:
there are few situations where you actually have to use the "midrange" or even "longrange" ammo. in a lot of cases this situations can be handled with T2 ammo.


This is true of all short-ranged turrets. Your pulse boat isn't running around with 8 sets of laser crystals.
Kagura Nikon
Native Freshfood
Minmatar Republic
#915 - 2013-04-04 17:12:41 UTC  |  Edited by: Kagura Nikon
Milton Middleson wrote:
Nagarythe Tinurandir wrote:
When a malus on falloff would be introduced, kiting ships with autoannons would be either forced to come closer or rely on the ammo with no such malus


I came here to say that the word you are looking for is penalty.

I'll add that above frigate/destroyer scales, people kiting with ACs do rely on barrage, and that inflicting a meaningful falloff penalty on short-ranged projectile ammo would cripple the weapon system (which is already overrated). Just consider how terrible hail is.

Quote:
there are few situations where you actually have to use the "midrange" or even "longrange" ammo. in a lot of cases this situations can be handled with T2 ammo.


This is true of all short-ranged turrets. Your pulse boat isn't running around with 8 sets of laser crystals.



hey hey.. I did that with my apoc just to be able to make the Rainbow attack with all colors at same time!

but seriously, that is right. AC are overrrated. People are just plain ignorant or overreactive on how effective a system is. They tend to look only the advantages and ignore the rest.

Check how amazingly HUGE your damage projection is with EMP when you are not using TE (tat are being nerfed ). Only the bonused ships have some sort of noticeable projection, and even those are not incredble. A stabber with EMP and no TE has pitiful damage projection and can barely hurt a drunken butterfly outside web range.

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

Nagarythe Tinurandir
Einheit X-6
#916 - 2013-04-04 20:44:34 UTC  |  Edited by: Nagarythe Tinurandir
Milton Middleson wrote:


I came here to say that the word you are looking for is penalty.


thank you :)

i still think ACs are great. you just need to know when to use them.
some form of ammo/crystall/charge revamp would be nice. makes me sad that there are so many ammunitions which are totally worthless.
Bouh Revetoile
In Wreck we thrust
#917 - 2013-04-04 20:52:28 UTC
Nagarythe Tinurandir wrote:
i still think ACs are great. you just need to know when to use them.
some form of ammo/crystall/charge revamp would be nice. makes me sad that there are so many ammunitions which are totally worthless.

It depend on the fit, but with LR weapons, they are somewhat useful, giving you a good scale of range, but the longest range ammo are indeed useless compared to T2 LR ammo.
Sigras
Conglomo
#918 - 2013-04-07 08:24:14 UTC  |  Edited by: Sigras
Kagura Nikon wrote:
Quote:
Quote:
there are few situations where you actually have to use the "midrange" or even "longrange" ammo. in a lot of cases this situations can be handled with T2 ammo.


This is true of all short-ranged turrets. Your pulse boat isn't running around with 8 sets of laser crystals.

hey hey.. I did that with my apoc just to be able to make the Rainbow attack with all colors at same time!

but seriously, that is right. AC are overrrated. People are just plain ignorant or overreactive on how effective a system is. They tend to look only the advantages and ignore the rest.

Check how amazingly HUGE your damage projection is with EMP when you are not using TE (tat are being nerfed ). Only the bonused ships have some sort of noticeable projection, and even those are not incredble. A stabber with EMP and no TE has pitiful damage projection and can barely hurt a drunken butterfly outside web range.

Looking at things in a vacuum is not helpful.

The problem is more that, as shield tankers, the minmatar already have the fastest ships, and usually have enough low slots for 2x gyrostabs, 2x TEs and a damage control in addition to their tank slots.

An armor tanking ship is going to be slower by nature, and would have to have 7-8 low slots just to stay on par with the amount of damage output and projection a shield tanker can produce.

This change somewhat mitigates the disadvantage the armor tankers find themselves having
Davion Falcon
Those Once Loyal
#919 - 2013-04-07 19:38:15 UTC
I'm fine with the idea of weapon system specific "TEs".

So a Minmatar TE would be something like, (spitballing numbers here): 0% optimal, 45% falloff bonus
Gallente/Caldari TE: 15% optimal, 20% falloff
Amarr TE: 30% optimal, 0% falloff

Obviously could use number tweaking between optimal and falloff balance (depends on its value to the weapon system as seen above), but you get the idea.

Ruthlessness is the kindness of the wise. Never forgotten, never forgiven.

Alexander the Great
Imperial Academy
Amarr Empire
#920 - 2013-04-07 20:04:55 UTC
Remote assistance modules usually give better bonuses than local ones with the same effect (such as sensor boosters, ECCM).

This thread reminded me that it's not the case with Tracking Link vs Tracking Computer. Their bonuses are absolutely the same. I'm sure that Tracking Link needs a buff, especially if you're nerfing Tracking Enhancer.