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[Odyssey] Module Rebalancing Part One: RSBs and TEs

First post First post First post
Author
Sigras
Conglomo
#921 - 2013-04-07 22:52:29 UTC
Davion Falcon wrote:
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.

I feel like you're missing the point.

The point is to reduce the advantage that shield tankers have over armor tankers IE, they have more low slots free so they can fit more damage mods and more TEs

your proposed change would make this problem WORSE not better
SilentStryder
#922 - 2013-04-08 00:18:10 UTC
Sigras wrote:
Davion Falcon wrote:
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.

I feel like you're missing the point.

The point is to reduce the advantage that shield tankers have over armor tankers IE, they have more low slots free so they can fit more damage mods and more TEs

your proposed change would make this problem WORSE not better


There should be a damage mid slot module that activates and uses cap and can be run with scripts.
Lloyd Roses
Artificial Memories
#923 - 2013-04-08 05:05:14 UTC
notify: your effective combat range has been cut down by 5%.

conclusion: SOLO PVP AND SMALL SCALE IS DEAD WTFOMG CCP SUCKS EVE IS DYING!!!1!!

I also believe that kiting cruisers won't notice a singnificant drop in dps at 22km...
CCP Fozzie
C C P
C C P Alliance
#924 - 2013-04-08 13:28:17 UTC
Hey everyone, sorry for the delay, been a bit of a hectic week. I've got some time now so I'm going to write up responses to some of the questions and comments that have come up a lot in the thread so far. Thanks to everyone providing their feedback, every bit helps.

  • Why nerf things when you could buff things instead?
  • This is a question that comes up often in any thread where we are discussing decreasing the power of an item or ship. I can completely understand where it's coming from. Buffing things makes people happy in much larger numbers, it simply feels good to see the effectiveness of your equipment increase. Many other games rely on constantly improving gear to drive engagement in their content and that method of development can work very well for those games.

    I'm going to start by quoting my answer to this question from the Heavy Missile thread before Retribution, because what I said there still applies.
    CCP Fozzie wrote:
    When we are balancing in a game like Eve we always need to be conscious of the danger presented by power creep. In some games where the progression is tied to ever advancing gear stats power creep isn't a big issue as it is built into the whole premise of the game. In a sandbox like Eve player advancement is tied to individual freeform goals and we need to make sure that the tools available are both interesting and balanced. Any time we buff something in Eve, we are nerfing every other item in the game slightly by extension. In a case like this we believe that the best course of action is to adjust the Heavy Missiles downwards to achieve balance.

    I would be lying if I said that we never allow power creep in EVE. It's quite simply much much easier to balance upwards and considering how powerful of a tool it is for creating short term customer satisfaction, some power creep is very hard to avoid. However we do need to be very mindful of how much we let ourselves indulge. There are cases where for the long term health of the game ecosystem we simply have to reduce the power of certain items and ships. We believe this is one of those times. I can promise you that we're committed to eating our vegetables and making adjustments either up or down based on our best estimation of what the game needs. We won't decrease the power of items and ships unless we deem it necessary but we also won't forget that our job is to manage the health of the game over the long term. This will not be the last set of "nerfs" you see us make for Odyssey.


  • No real life company or military would ever limit themselves for balance, so why does it make sense here?
  • This is one of those areas where a game simply cannot follow real life examples. Whenever possible we try to ease the suspension of disbelief by bending game systems into metaphors that have some parallel with the real world, but when it comes down to it the demands of a game mean that balance is more important than realism. We'd rather have a fun game that has some unrealistic elements :cough:fluid dynamics:cough: than one that matches reality more closely at the cost of gameplay value.


  • Why are TEs overpowered? What about them is broken?
  • TEs have been in their current form for so long that it's easy to forget exactly how much they provide for so few drawbacks. In their current form they give the same range bonuses as a range scripted Tracking Computer, while also giving a significant tracking bonus for free and requiring less CPU and no cap. Since falloff was added to tracking modules TEs have been dominant alongside short range weapons. The value of low slot TEs has been part of the reason for the dominance of shield tanks over armor tanks in small gang pvp over recent years. After these changes I'm confident that TEs will still be very useful and powerful modules.


  • What about faction TEs? They don't seem to have an advantage.
  • The reason that my OP didn't clearly show the advantage of faction TEs is because the extra bonus from faction TEs has always been in tracking, not range. Since the tracking bonus is not being adjusted in this change I elected not to display it. Adding range bonused high metalevel TEs may be an option in the future, but for now the tracking benefits of faction TEs make them a sought after module so I do not see a desperate need to change them at this time.


  • Is it intentional that this change hurts the Cynabal and Machariel?
  • Many people are expressing surprise that we are making this change without somehow compensating the larger Angel ships. I can tell you that the effect this change has on the Cynabal and especially the Mach is intended. The Machariel has absolutely exceptional projection using high tracking autocannons and after this change it will still be very powerful and viable. The slight decrease in its ability to project using short range weapons is both intended and necessary to keep it in balance.


  • A 33% decrease in range seems like a lot. Isn't that too drastic?
  • This has been pointed out by several people in the thread already but I want to quickly touch on it again. It is important to note that a 33% decrease in the bonus provided by one module is very different than a 33% decrease in the overall range of the ships that fit that module. In most cases the actual range difference is very small. For example a dual TE Talos with Null would go from 16.4+28.7 before the change to 15.1+24.7. Significant to be sure, but not the catastrophe that losing 1/3 of its optimal and falloff would be. You can easily test the affect of this change on your favorite setups right now in EFT or PYFA, by swapping T2 TEs to T1. Give it a try!


  • Is the intent of this change to shrink the range of all engagements and force people within scram range?
  • This change will reduce the damage that some ship fits apply from long range. However there is no shortage of options for dealing damage at multiple ranges...

    Game Designer | Team Five-0

    Twitter: @CCP_Fozzie
    Twitch chat: ccp_fozzie

    Hannott Thanos
    Squadron 15
    #925 - 2013-04-08 13:59:18 UTC
    "CCP Fozzie wrote:
    We'd rather have a fun game that has some unrealistic elements :cough:fluid dynamics:cough: than one that matches reality more closely at the cost of gameplay value.


    I like the theory about the warpdrive always being active creates a drag in space, and the larger the drive, the greater the drag, which explains why a large ship with the meanest engines you ever saw goes slow as a snail, and why you grind to a halt when not powering engines.

    while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

         _myShip.FireAllGuns(CurrentSelectedTarget);

    }

    Nicen Jehr
    Subsidy H.R.S.
    Xagenic Freymvork
    #926 - 2013-04-08 14:04:08 UTC
    Thanks for explaining your reasoning behind the balance Fozzie, I agree that these are good changes
    Hannott Thanos
    Squadron 15
    #927 - 2013-04-08 14:05:10 UTC
    SilentStryder wrote:
    Sigras wrote:
    Davion Falcon wrote:
    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.

    I feel like you're missing the point.

    The point is to reduce the advantage that shield tankers have over armor tankers IE, they have more low slots free so they can fit more damage mods and more TEs

    your proposed change would make this problem WORSE not better


    There should be a damage mid slot module that activates and uses cap and can be run with scripts.

    So that we can script them for alpha and get Machs and Tornadoes with even more instakill power!

    while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

         _myShip.FireAllGuns(CurrentSelectedTarget);

    }

    Hannott Thanos
    Squadron 15
    #928 - 2013-04-08 14:07:12 UTC
    Nicen Jehr wrote:
    Thanks for explaining your reasoning behind the balance Fozzie, I agree that these are good changes

    I can't believe the people complaining that they can "no longer" kite with short range guns loaded with short range ammo.
    Typically these people fly Cynabals. 425mm guns with RF Emp.

    No, you should not be doing great damage with these guns outside disruptor range. Load Barrage!

    while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

         _myShip.FireAllGuns(CurrentSelectedTarget);

    }

    TrouserDeagle
    Beyond Divinity Inc
    Shadow Cartel
    #929 - 2013-04-08 14:11:46 UTC
    CCP Fozzie wrote:

  • Why are TEs overpowered? What about them is broken?
  • TEs have been in their current form for so long that it's easy to forget exactly how much they provide for so few drawbacks. In their current form they give the same range bonuses as a range scripted Tracking Computer, while also giving a significant tracking bonus for free and requiring less CPU and no cap. Since falloff was added to tracking modules TEs have been dominant alongside short range weapons. The value of low slot TEs has been part of the reason for the dominance of shield tanks over armor tanks in small gang pvp over recent years. After these changes I'm confident that TEs will still be very useful and powerful modules.


    How do you know you're nerfing them enough? Falloff bonused ACs are till going to trash smaller ships at all ranges with their 'short range tracking but at long range' thing. Same with shield talos.
    I imagined the TE nerf to be much more than what you're doing. I was thinking they become the 'power diagnostic system' of weapon upgrades, since they affect all stats on turrets, are easy to fit, use no cap and use low-value slots.
    CCP Fozzie
    C C P
    C C P Alliance
    #930 - 2013-04-08 14:13:32 UTC
    TrouserDeagle wrote:
    CCP Fozzie wrote:

  • Why are TEs overpowered? What about them is broken?
  • TEs have been in their current form for so long that it's easy to forget exactly how much they provide for so few drawbacks. In their current form they give the same range bonuses as a range scripted Tracking Computer, while also giving a significant tracking bonus for free and requiring less CPU and no cap. Since falloff was added to tracking modules TEs have been dominant alongside short range weapons. The value of low slot TEs has been part of the reason for the dominance of shield tanks over armor tanks in small gang pvp over recent years. After these changes I'm confident that TEs will still be very useful and powerful modules.


    How do you know you're nerfing them enough? Falloff bonused ACs are till going to trash smaller ships at all ranges with their 'short range tracking but at long range' thing. Same with shield talos.
    I imagined the TE nerf to be much more than what you're doing. I was thinking they become the 'power diagnostic system' of weapon upgrades, since they affect all stats on turrets, are easy to fit, use no cap and use low-value slots.


    If we need to go farther, we can very easily do so in later iterations.

    Game Designer | Team Five-0

    Twitter: @CCP_Fozzie
    Twitch chat: ccp_fozzie

    Kenpachi Viktor
    Perkone
    Caldari State
    #931 - 2013-04-08 14:23:17 UTC
    Hannott Thanos wrote:
    "CCP Fozzie wrote:
    We'd rather have a fun game that has some unrealistic elements :cough:fluid dynamics:cough: than one that matches reality more closely at the cost of gameplay value.


    I like the theory about the warpdrive always being active creates a drag in space, and the larger the drive, the greater the drag, which explains why a large ship with the meanest engines you ever saw goes slow as a snail, and why you grind to a halt when not powering engines.


    I always used the theory of the inbuilt inertia dampeners being always on, look at the agility modifiers on the battleships compared to the frigates, the higher the mass, the greater the agility modifier. Inertia being what keeps you going in a straight line unless acted on by an outside force Idea

    A war that would’ve involved 20,000 players, 75% of nullsec space, and hundreds of supercapitals was halted not by diplomacy, but by a game mechanic so dreadful that those who have experienced it previously have no desire to do so again. - Fix POS & SOV

    Zevv Kal'Jael
    Bluestar Enterprises
    The Craftsmen
    #932 - 2013-04-08 16:24:43 UTC
    well.. sensor booster nerf is.. ok.

    TE nerf is much to big... 5% would be a good thing to start with and look at it.. nearly 20% is bullshit ( looking into it with stacking penalty its more then 20% )

    ffffff.... lol
    Major Killz
    inglorious bastards.
    #933 - 2013-04-08 16:44:37 UTC
    The minute tracking disrupts were brought up I suggested a nerf and to damps. The opi was done and it was a VERY BAD IDEA. This is all im going to say about. I delt with but those modules are redick and is just a FACT.


    - killz

    [u]Ich bin ein Pirat ![/u]

    Michael Harari
    Genos Occidere
    HYDRA RELOADED
    #934 - 2013-04-08 17:14:15 UTC
    CCP Fozzie wrote:


  • This change makes Tracking Disruptors even more powerful!
  • In practice the difference between the old and new TEs when under the influence of multiple range scripted TDs will be insignificant. TDs are a very powerful weapon system, but can be countered. We're continuing to watch ewar balance closely and we will make adjustments as necessary.


    Could you share this counter to TDs (apart from "use missiles")?

    Also, speaking of power creep, i think the AT frigs need some love after the t1/af buffs. (CLEARLY THIS IS AN IMPORTANT ISSUE FOR MANY PEOPLE).

    Also, have you considered just increasing the fitting cost of TEs to match the damage modules?
    Alexander the Great
    Imperial Academy
    Amarr Empire
    #935 - 2013-04-08 17:57:57 UTC
    So what about Tracking Links? Will you look at them as well and make them better than Tracking Computers as it should be?
    Davion Falcon
    Those Once Loyal
    #936 - 2013-04-08 21:14:17 UTC
    Sigras wrote:
    Davion Falcon wrote:
    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.

    I feel like you're missing the point.

    The point is to reduce the advantage that shield tankers have over armor tankers IE, they have more low slots free so they can fit more damage mods and more TEs

    your proposed change would make this problem WORSE not better


    Pvp Shield tankers have midslots at a premium wrt tackle requirements and usually have less overall EHP than armor. With the changes to the active tank rigs the speed difference isn't as great (plus those extra mids for tackle/EWAR/TC). Of course one is always free to plate+trimark the **** out of a ship and turn it into a brick as before.

    Perhaps 30/10+20/15 bonus spread would be more equitable?

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

    Johnson Oramara
    Science and Trade Institute
    Caldari State
    #937 - 2013-04-08 23:29:59 UTC
    CCP Fozzie wrote:
    Stuff.

    So are the TC's being nerfed then too because you can have the same range with them as current TE's by switching to armor tank? I don't see how they are balanced after this since i would choose TC over TE. Slightly higher fitting and cap needs are non issue.

    I understand that you and other dev's are likely trying your best to make the game balanced from you point of view but honestly i would be fine with 1 or 2 nerfs where it is absolutely needed but this constant swinging of the nerf hammer is getting ridiculous.

    Each of the nerfs feels like a bad news with the negative feeling and with how the battleship balancing is turning out too i'm dreading what will happen to the faction bs's that i love... I have been playing and supporting you for 7 years and been fine with the changes but now... seems like i will need to take a break and then see what is left after this nerf war.

    Where are all the things that made me say "cool" aloud?
    David Zahavi
    Doomheim
    #938 - 2013-04-09 01:33:31 UTC  |  Edited by: David Zahavi
    This is a tremendous nerf for various types of group PVE gameplay, and most obviously incursion runners.


    Most obviously how this hits newer players...
    Many "newbie friendly" fleets will lose their ability to run the NMCs since many ships won't be able to shoot out far enough to hit the mara spawn in the first wave.

    These fleets will face even less isk efficiency as they try and engineer some not terrible way to get it dead, and even more likely, they will ban what few battlecruisers they do allow, often the only way for newer, lower sp characters to even try incursions.

    Quoting some numbers I saw somewhere else:

    Quote:
    Vindicators with three TEs and Null ammo will go from 18km + 34km to 16km + 27km effectively killing their ability to hit the Mara at range. Machariels with three TEs will go from 4,2km + 69km to 3,8km + 57km reducing their ability to project damage. Legions will drop from 17km + 9,6km short range to 16km + 7,8km and for long range their 52km + 9,6km will turn into 48km + 7,8km effectively killing their ability to hit the Mara as well.

    Normal vanguard Rokhs and Maelstroms won't suffer too badly from this, but they will take a noticable hit in dps due to reduced falloff. Also several sniper fits will find themselves lacking in both range and dps with this change.

    Our poor medium weapon battlecruisers suffer even more though, due to having ****-poor range to begin with. This is like a nail in the coffin for anything but medium railguns.

    This may not seem like much, but we constantly operate within the fringes of 20km and 60km and these changes pull a lot of ships from the > 20km region into < 20km and > 60km to < 60km which will have far larger consequences for incursion fleets than the mere reduction of 33% would imply.


    If you make this change, please re-balance PVE content to match, or many encounters could be come too difficult (various missions come to mind).
    Sinzor Aumer
    Planetary Harvesting and Processing LLC
    #939 - 2013-04-09 05:30:05 UTC
    CCP Fozzie wrote:
    If we need to go farther, we can very easily do so in later iterations.

    That is a nice and reasonable approach.
    Now would you please go and slap Kil2 as he just wrecked havoc instead of battleships rebalance.
    Funky Lazers
    Funk Freakers
    #940 - 2013-04-09 08:06:32 UTC
    @CCP Fozzie
    Are we going to see TCs/TEs affecting missiles this patch?

    Whatever.