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[Odyssey] X-L Weapons Balance

First post First post First post
Author
iskflakes
#221 - 2013-05-17 23:43:39 UTC
Fozzie, here are my issues:

1) Titans are not going to be looked at for another 8-16 years according to the schedule. By changing titan guns you are making a balance decision without considering the effect it will have on ships you aren't currently looking at. If you have looked at the state of titans recently you will see they don't need a nerf to tracking (there is no such thing as a tracking titan), or optimal.

2) You are bringing the capital guns into line with each other, nothing wrong with that, but you have chosen to balance around the lower tracking guns rather than the higher tracking -- effectively nerfing tracking on all capital guns. This makes the moros in particular very difficult to use for PVE, was this intended? If it was intended, why was it not mentioned as a motivation in the post?

3) The optimal on the moros with antimatter is now smaller than a POS shield. If their role is shooting structures this makes no sense.

4) The nag has better optimal than the moros, this is out of line with other autocannons.

I hope these changes are start of a larger capital rebalance, it's certainly very long overdue.

-

Grarr Dexx
Blue Canary
Watch This
#222 - 2013-05-17 23:45:49 UTC
iskflakes wrote:
Fozzie, here are my issues:

1) Titans are not going to be looked at for another 8-16 years according to the schedule. By changing titan guns you are making a balance decision without considering the effect it will have on ships you aren't currently looking at. If you have looked at the state of titans recently you will see they don't need a nerf to tracking (there is no such thing as a tracking titan), or optimal.

2) You are bringing the capital guns into line with each other, nothing wrong with that, but you have chosen to balance around the lower tracking guns rather than the higher tracking -- effectively nerfing tracking on all capital guns. This makes the moros in particular very difficult to use for PVE, was this intended? If it was intended, why was it not mentioned as a motivation in the post?

3) The optimal on the moros with antimatter is now smaller than a POS shield. If their role is shooting structures this makes no sense.

4) The nag has better optimal than the moros, this is out of line with other autocannons.

I hope these changes are start of a larger capital rebalance, it's certainly very long overdue.


You'll still do more raw damage than either the Nag or the Rev on a pos shield, even with the nerf. Also, you have midslots and lowslots, and there's tracking enhancers and tracking computers if you're really that insecure about your damage output.
iskflakes
#223 - 2013-05-17 23:49:54 UTC  |  Edited by: iskflakes
Grarr Dexx wrote:
You'll still do more raw damage than either the Nag or the Rev on a pos shield, even with the nerf. Also, you have midslots and lowslots, and there's tracking enhancers and tracking computers if you're really that insecure about your damage output.


Most fits don't have room for 4 tracking computers, and tracking enhancers are getting nerfed. Most of the time you will have to downgrade to the next ammo, which will half your DPS, making the other dreads more effective in practice.

Edit: Just run some numbers in EFT. With 4 tracking computers you can get an optimal of 15km, which means if you're at 0 on the bubble you will JUST be able to hit it. No amount of tracking mods will get you 20km optimal though, so if you're more than 1 or 2 km away from the shield (as you will be) you will be in falloff.

-

cklm
The Scope
Gallente Federation
#224 - 2013-05-17 23:50:29 UTC  |  Edited by: cklm
Shame on you CCP !




RIP Moros

this may look like a signature... but it isn't

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#225 - 2013-05-17 23:56:38 UTC  |  Edited by: Gypsio III
iskflakes wrote:
Grarr Dexx wrote:
You'll still do more raw damage than either the Nag or the Rev on a pos shield, even with the nerf. Also, you have midslots and lowslots, and there's tracking enhancers and tracking computers if you're really that insecure about your damage output.


Edit: Just run some numbers in EFT. With 4 tracking computers you can get an optimal of 15km, which means if you're at 0 on the bubble you will JUST be able to hit it. No amount of tracking mods will get you 20km optimal though, so if you're more than 1 or 2 km away from the shield (as you will be) you will be in falloff.


I'm pretty sure these numbers are wrong. In fact, I make it no change to DPS at 32 km with no tracking mods and antimatter, thanks to increased falloff.

Edit for maths:

Losing 10 km optimal and gaining 10 km falloff takes optimal from 33 km to 23 km, and falloff from 15 km to 25 km. Add skills - gives 28.75 km and 31.25 km. Add antimatter, gives 14.4 km optimal, 31.25 km falloff. Net result: no change to DPS at 31 km.

But this doesn't match Fozzie's statement of losing 3% DPS at 31 km with two TCs, so I dunno what's going on, lol.
Heimdallofasgard
Ministry of Furious Retribution
Fraternity.
#226 - 2013-05-18 00:07:36 UTC
tbh it was never the range that made the moros so freaking badass... it was its sheer damage output when you're sitting on top of another ship... tracking nerf might prove to be the real killer.
iskflakes
#227 - 2013-05-18 00:18:34 UTC
Gypsio III wrote:
Losing 10 km optimal and gaining 10 km falloff takes optimal from 33 km to 23 km, and falloff from 15 km to 25 km. Add skills - gives 28.75 km and 31.25 km. Add antimatter, gives 14.4 km optimal, 31.25 km falloff. Net result: no change to DPS at 31 km.

But this doesn't match Fozzie's statement of losing 3% DPS at 31 km with two TCs, so I dunno what's going on, lol.


Your maths is a little bit off. You have taken the current 21km optimal with antimatter and no tracking mods, used tracking mods to get it up to 33, then subtracted 10. To get the correct figure you need to start with 21, subtract 10, THEN apply the tracking mods (which brings you close to 15km).

At best tracking modules give about 1.5x the optimal. Currently that is 1.5 * 21 = 30 (roughly). After the changes it will be 1.5 * 11 = 15 (roughly).

-

Altrue
Exploration Frontier inc
Tactical-Retreat
#228 - 2013-05-18 00:19:43 UTC
Nice changes !

It's only a start though, especially about the Phoenix. *AHEM !*

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Jack Mancetti
Brutor Tribe
Minmatar Republic
#229 - 2013-05-18 00:25:18 UTC
U can't hit a Super cap with a Naglfar with transversal over 40 ,thats include 2 Tracking Enhancer and 1 Tracking Comp !!
After this nerf u will hit nothing what is moving around your Dread.

So what is the role from a dread now please . . . struc-bash nothing else,i dont think its realy ur target.

And btw CCP,please stopp this useless crap aka new Jumpanimation for Odysee,after 3 Jumps you'll get seasick and after 10 Jumps you're on the puke X
James Amril-Kesh
Viziam
Amarr Empire
#230 - 2013-05-18 00:38:14 UTC
Jack Mancetti wrote:
U can't hit a Super cap with a Naglfar with transversal over 40 ,thats include 2 Tracking Enhancer and 1 Tracking Comp !!

Try fitting autocannons then.
Also transversal means nothing with regards to turret mechanics.

Enjoying the rain today? ;)

Maximus Andendare
Stimulus
Rote Kapelle
#231 - 2013-05-18 00:38:44 UTC  |  Edited by: Maximus Andendare
Lelob wrote:
Maximus Andendare wrote:
Lelob wrote:
Ouch!

Nobody will be training for the minnie dread now. The whole point was that it would be excellent tracking but now why even bother. Will remain unused with such a heavy handed nerf.
Nobody except all of PL. Work on your propaganda.

Lelob wrote:
The moros nerf is especially hard. I'd suggest an optimal nerf of -5 to -7km, while mantaining the falloff bonus, and not touching the tracking.
The tracking IS the major problem on the Moros. The optimal and falloff were high for a "close range" weapon, but -5/+5 would have probably sufficed.

Lelob wrote:
Dreads and especially titans don't track for **** without tp's or webs unless shooting at bc's or drakes so I simply don't understand this nerf. These are not being over-used or abused and seem like they're fufilling a good niche to counter sub-caps. This simply takes another tool out of the hand to counter massive bs or bc blobs with such a heavy-handed nerf.
Imagine this: Titans and Dreads, being capitals, are supported by a smaller, more agile fleet. Not a fleet of capitals, mind you. Perhaps a fleet of sub-capitals. Ships that support the big one in doing its job. Not everyone drops 50 Supers on frig, or thinks "Hey we have a fleet of subcaps to kill here....get the Titans spooled up."

#PLProblems


Blasters NEED the increased range to even have a hope of doing dps. It's why hybrids had to be so heavily buffed in the first place because "close-range" guns in the past were "**** that" guns. The reality is that the moros desperately needs the range to be able to use antimatter XL. The russian guy was right in saying that these changes are stupid because nobody will want to use antimatter XL anymore, which is pretty well what made the moros worth flying.

Also LOL, caps are only good vs caps? What kind of ******* ******** idea is that. All that does is force people into huge blobby coalitions, which having been one for the last 6-9 months, I do not want to have to do that again. People need force multipliers against blobs, and there's only so much flying in bombers until it gets very, very dull.
I'm sensing a bit of a reality disconnect here. I think perhaps that maybe CCP doesn't want you to project dps with Antimatter XL. They don't like the Moros' crazy damage projection. Why? It's a close range ammo, which for blasters, means extremely close range. Moros dps was out of control at longer ranges. Moros can project meaningful damage out to 100km with blasters. It's not perfect, obviously, but it's not terrible, either. With blasters. "Close range" turrets. It seems like you're asking for keeping the tracking the same with the range element. Where, then, is this reigning the Moros back in line with the others? It really just seems like you want to keep the current, overpowered version of the flavor of the month, and you're sad that it's changing. I don't blame you. I'm sad the Moros is changing, too, but I understand why it has to happen. :)

Also, read your PL manual again: you send *your* bombers out.....you're not actually supposed to fly in one. That's what the EVR pilots do. :P

But if you really want to LOL about something, you should reflect for a minute that you just said that Caps force people into "huge blobby coalitions" and then think that you guys normally blob the hell out of fights with Supers. That's worth an lol.

#PLproblems

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Khanh'rhh
Sparkle Motion.
#232 - 2013-05-18 01:07:41 UTC
"CCP HOW DARE YOU BALANCE DREADS???? I TRAINED INTO THE OP ONE BECAUSE I AM A FOTM CHASER AND NOW ANOTHER ONE IS THE OP ONE AND YOU RUINED EVERYTHING!"

- This thread.

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Surumi Fujikawa
Iron Inquisition
Hisec Miners
#233 - 2013-05-18 01:16:06 UTC
Jesus, some people seriously fly off in a mad rage.

The moros is the only good one because of this. Levelling the playing field isnt a bad thing.
Cr Turist
Arcana Noctis
#234 - 2013-05-18 01:33:15 UTC
ok i am very happy they have former players at ccp that have half a brain

but bros i understand getting hit with the nerf bat ok but bro for the love of god dont beat the moros so much that it will just take the place of the caldari dreads as biggest pos in the game

maybe a 5-8% would be more acceptable if its still a issue then hit it again but for the love of the dear and fluffy lord stop buffing to nerf to buff to nerf take it slow and see what happens


p.s anybody wanna buy a moros
Rawstyle
Anomic Entropy
Plucky Adventurers
#235 - 2013-05-18 02:18:00 UTC
good change. about time.

cry harder
Akturous
The Scope
Gallente Federation
#236 - 2013-05-18 02:32:58 UTC
When are you changing the hit formula to make sig tanking actually viable against turrets?

Like 10% tracking nerf (lol) is going to do anything. Look over there, it's a dual web vindi.

Vote Item Heck One for CSM8

Moron McClue
House Lannister
#237 - 2013-05-18 02:46:19 UTC
Moros should be able to melt the face of stuff close to its nose
Nag and Rev should be comparable
Apparently there's a fourth dread?
Tau Cabalander
Retirement Retreat
Working Stiffs
#238 - 2013-05-18 02:47:08 UTC  |  Edited by: Tau Cabalander
Citadel missiles were the only ones missed in the renaming effort: Rajas, Thunar, Sol, Catastophe, Doom, Rift, Purgatory, Thor.

Citadel Cruise (CC): 29 m/s * (1 + Target Navigation Prediction 5 * 10%) = 43.5 m/s
Citadel Torpedo (CT): 20 m/s * (1 + Target Navigation Prediction 5 * 10%) = 30.0 m/s

An Aeon is 60 m/s * (1 + Navigation 5 * 5%) = 75 m/s and it isn't the fastest.

Explosion velocity still seems slow, but a lot better than the 17.4 m/s CC or 12 m/s CT with the penalty.
Arazel Chainfire
Aliastra
Gallente Federation
#239 - 2013-05-18 02:47:50 UTC
Ok... so without optimal range scripts loaded, the moros will now have a stunning:
15km with antimatter

WTF? You're joking, right? Yes, you are putting the falloff up to 30km after skills, but that still makes this pretty much useless for WH combat. If we load 3 tracking comps with range scripts, this will bump it up to 22km optimal and 65km falloff. At this point, you have turned the moros into a naglfar copycat (with 3 optimal scripts, the nag gets 25+75). So at what point then is the nag actually going to be better than a moros now? Even with -15% to tracking, the moros will still track better than the nag, and the revelation. The only ship that comes out well in this deal is the revelation, and that is only because it can still use multifrequency at all times.

A nerf to tracking is understandable, but the rest of the changes are just stupid. And overall - this will not reduce dread blapping in the least. The only change is maybe 1 extra target painter needed.

-Arazel
Quindaster
Infernal Laboratory
Infernal Octopus
#240 - 2013-05-18 02:59:11 UTC
Revelation don't need optimal, give more DPS and tracking, because now 2 Moros = 3 Revelation by DPS.