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Is DPS over weighted?

Author
Corey Fumimasa
CFM Salvage
#1 - 2013-05-26 11:43:14 UTC  |  Edited by: Corey Fumimasa
Eve has a lot of skills and mods and ammo that enhance DPS. ECM doesn't matter if you are dead in less than 10 seconds. Concord, repping, and speed are all mitigated by raw DPS. Frig fights often end so quickly that they are won or lost before the fight even starts.

Is DPS too easy to come by and too effective? Would the game be more interesting if reppers were more powerful and versatile. Or If EW locked faster and mitigated more damage. Perhaps if speed were an even greater factor.

I think one of the most interesting aspects of Eve is the combined arms fleet, people working together, each with a specific role rather than 1 specific type of ship needed 80% of the time and a few others to fill in the blanks. For myself I would like to see a game where DPS ships represent no more than 30% of the fleet.

Do you focus on DPS? Would you rather fly something else, but nothing seems as effective or fulfilling under the current mechanics?
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#2 - 2013-05-26 12:04:03 UTC
Yeah CCP sort of ruined small scale fights in that respect. With gangs, fleets and blobs the abilty to add effective HP via cap, shield, armor transfers and gang bonuses makes them a lot hardier. Of course that was pointless because people willalways just add more ships and entirely mitigate those bonuses making you pop just as fast.

I think it would have been more inteliigent to balance combat on a ship vs ship basis rather than as an afterthought on a fleet vs fleet methodology.

Having said that some ships do really well, I jumped a rattlesnake once in a 1200 DPS mega. Sat there for a good few minutes trying to get him past his max passive recharge but just couldnt pull it off.

T3 and command ships and old drake were great in that respect. Sadly they "fixed the drake" rather than balanced out the other ships to be more survivable.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Galaxy Pig
New Order Logistics
CODE.
#3 - 2013-05-26 15:07:00 UTC
Corey Fumimasa wrote:
Concord, repping, and speed are all mitigated by raw DPS.


Stealth 'nerf suicide ganking' detected.

Highsec is owned by players now. Systems 0.5-1.0 are New Order Territory. All miners and other residents of Highsec must obey The Code. Mining without a permit is dangerous and harmful to the EVE community. See www.MinerBumping.com

Tippia
Sunshine and Lollipops
#4 - 2013-05-26 15:13:36 UTC
Nah. If anything, survivability has received far more and far greater buffs than damage potential. The only thing that might make damage output seem more important is that we can toss more people into a fight these days without the servers keeling over.

If it weren't for that, tanking could do with being scaled back a bit.
Dyvim Slorm
Coven of the Morrigan
#5 - 2013-05-26 15:20:30 UTC
This has been an issue that CCP has tried to sort out over the years with various buffs and nerfs which in the early days of the game were effective as most fleets were small. Unfortunately now, it's pretty insoluble as fleets just get larger to make up for the dps differential.

Probably the only way to reduce the dps "arms race" would be to limit fleet sizes, but then you'd just get a lot of smaller fleets working together to get round it.
Corey Fumimasa
CFM Salvage
#6 - 2013-05-26 15:37:46 UTC
Galaxy Pig wrote:
Corey Fumimasa wrote:
Concord, repping, and speed are all mitigated by raw DPS.


Stealth 'nerf suicide ganking' detected.

Not at all Pig, I think that a 6 toon, well tanked, mining fleet should consist of an Orca with tank links, a repper, an Ewar ship, and 3 Covetors... Or be gank bait.

The progression of Eve combat and interaction seems to be the direct correlation of DPS v tank. This is entirely too simple a balance for a professional grade game to maintain. I think that Eve would greatly benefit from a focus on supplementary roles, such as DPS amplification or mitigation.

Victory should go to the players who can maintain a more complex fleet rather than a more focused one.
ElQuirko
University of Caille
Gallente Federation
#7 - 2013-05-26 16:32:10 UTC
Corey Fumimasa wrote:
Victory should go to the players who can maintain a more complex fleet rather than a more focused one.


Wouldn't this get complicated? Soldiers are equipped with the same weapons for a reason; whilst it is true that combined arms will increase the effectiveness of a fighting force up to a point, once a fleet is varied enough it will simply become deficient at fighting. If you haven't got enough dps/neuts/ewar/tackle, then despite the fact you are applying all of these to some degree you just won't be able to break a target. Simple as.

Dodixie > Hek

Mr LaboratoryRat
Confederation of DuckTape Lovers
#8 - 2013-05-26 16:33:26 UTC
Yes T3 battlecruisers need a nerf so they cant hit below battlecruiser size
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#9 - 2013-05-26 16:40:19 UTC
Dyvim Slorm wrote:
This has been an issue that CCP has tried to sort out over the years with various buffs and nerfs which in the early days of the game were effective as most fleets were small. Unfortunately now, it's pretty insoluble as fleets just get larger to make up for the dps differential.

Probably the only way to reduce the dps "arms race" would be to limit fleet sizes, but then you'd just get a lot of smaller fleets working together to get round it.

limit # locks on targets would work but open to exploiting by friendly nuetral locks.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Daimon Kaiera
Science and Trade Institute
Caldari State
#10 - 2013-05-26 16:59:12 UTC
Mr LaboratoryRat wrote:
Yes T3 battlecruisers need a nerf so they cant hit below battlecruiser size


T3 Battlecruisers? WHERE!?

.... . .-.. .--. / .. / .... .- ...- . / ..-. .- .-.. .-.. . -. / .- -. -.. / .. / -.-. .- -. -. --- - / --. . - / ..- .--. / ... - --- .--. - .... .. ... / ... .. --. -. .- - ..- .-. . / .. -.. . .- / .. ... / -. --- - / ... - --- .-.. . -. / ... - --- .--.

Andski
Science and Trade Institute
Caldari State
#11 - 2013-05-26 17:02:00 UTC
Corey Fumimasa wrote:
Victory should go to the players who can maintain a more complex fleet rather than a more focused one.


What?

An alphafleet, for example, has Maelstroms, Rokhs, Scimitars, Celestis, Huginns, Lachesis, Falcons, Blackbirds, interceptors, dictors, hictors, instacanes, assault frigates and command ships.

That's a pretty complex fleet.

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Arronicus
State War Academy
Caldari State
#12 - 2013-05-26 18:00:50 UTC
As much as I might agree with some of the points you make, many people WANT to shoot stuff, many people WANT to see their guns making stuff explode. They don't want to be in logistics ships, or ewar, or boosters, they simply fill the roll because pilots are asked to do so. I think it would be nice if perhaps there was more diversity in roles, however, having dps not make up more than 30% of the fleet is beyond the point of being ridiculous. Nothing would ever die, with that little damage output, unless the fleets were massive, so you'd effectively be forcing blob warfare.

As it is, except in the cases of alpha fleets, a gang with a 30-40% logi composition will fairly easily trash fleets without a logistics backbone that are even double the size.
Nexus Day
Lustrevik Trade and Travel Bureau
#13 - 2013-05-26 18:14:18 UTC  |  Edited by: Nexus Day
Flying ability matters so little in most battles, but then this isn't a space shooter. You can lose someone in a group of large collidable objects, but it sure as heck doesn't look or feel like Battlestar Gallatica.

As for breaking the blob, start adding risk to PvP and you will see PvPers leave. Give every ship a jump drive, get rid of gates, thereby adding PvP effort and risk and gate campers will leave. Normalize damage and bitter vets that like to alpha noobs will leave. Make FW objectives dynamic instead of static and some FW people would leave. Etc etc.

CCP treads a fine line of servicing the "harsh culture" of EvE will building the theme park that makes money. So far I think they have done a good job, but I would like to see more risk added to PvP.
Haulie Berry
#14 - 2013-05-26 18:16:23 UTC
Nexus Day wrote:


As for breaking the blob, start adding risk to PvP and you will see PvPers leave. Give every ship a jump drive, get rid of gates, thereby adding PvP effort and risk and gate campers will leave. Normalize damage and bitter vets that like to alpha noobs will leave. Make FW objectives dynamic instead of static and some FW people would leave. Etc etc.


Idiotic changes would cause people to leave?

Really?
Corey Fumimasa
CFM Salvage
#15 - 2013-05-26 18:44:29 UTC
You both have squinty eyes.
Merdaneth
Angel Wing.
Khimi Harar
#16 - 2013-05-26 19:32:51 UTC
DPS must be high enough on ships to push past typical tanks, or all fights must end in one side blobbing the other.

If you are able to kill something 1 vs 1, then obviously, it gets easier 2 vs 1. If you can't kill something 1 vs 1....

A combined arms fleet shouldn't be needed to kill stuff in EVE. And skilled combined arms fleets do have an advantage. It is only when numbers start to get really big, that this advantage is reduced again.

Big numbers are here because lack of nearly any tactical features for splitting up forces and achieve local superiority.

EVE would be more interesting with the space equivalent of terrain features, elevation, cover, night and day, weather etc. etc.

Iudicium Vastus
Doomheim
#17 - 2013-05-26 19:57:10 UTC  |  Edited by: Iudicium Vastus
Merdaneth wrote:


EVE would be more interesting with the space equivalent of terrain features, elevation, cover, night and day, weather etc. etc.



I think so too. But we actually already have such a feature, it's just encountered in some WH's. Like blackholes and pulsars that have a system-wide effect.

But having that sort of thing in K-space wouldn't be so bad. Maybe some of those 'gas clouds' can be tweaked into small nebula remnants that have effect while battling inside the cloud. Like having an armor fleet lure a shield fleet into the area while the electromagnetic particles do damage over time to shields. We encounter that sort of thing with certain missions already.

[u]Nerf stabs/cloaks in FW?[/u] No, just.. -Fit more points -Fit faction points -Bring a friend or two with points (an alt is fine too)

Lyris Nairn
Perkone
Caldari State
#18 - 2013-05-26 20:11:09 UTC
Andski wrote:
Corey Fumimasa wrote:
Victory should go to the players who can maintain a more complex fleet rather than a more focused one.


What?

An alphafleet, for example, has Maelstroms, Rokhs, Scimitars, Celestis, Huginns, Lachesis, Falcons, Blackbirds, interceptors, dictors, hictors, instacanes, assault frigates and command ships.

That's a pretty complex fleet.


And also a gaggle of Rifters, and if it's a GSF fleet then also whatever someone else tagging along decided to bring.

Sky Captain of Your Heart

Reddit: lyris_nairn Skype: lyris.nairn Twitter: @lyris_nairn

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#19 - 2013-05-26 20:33:39 UTC
If it weren't for damage you couldn't kill anything.

Go onto battleclinic and see who kills and who gets killed and tell me how important it is.

internet spaceships

are serious business sir.

and don't forget it

Darvaleth Sigma
Imperial Security Hegemony
#20 - 2013-05-26 20:38:06 UTC
To be fair, if you dismantled the army of any modern country and said only 30% of them could hold a gun (the rest being medics and scientists etc.), your battles are going to look very strange...

Give a man a match and you warm him for a day.

Set a man on fire and he's warm for the rest of his life!

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