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Balancing out RR

Author
Julius Foederatus
Federal Navy Academy
Gallente Federation
#1 - 2013-06-13 20:28:29 UTC
RR is probably the biggest single force multiplier in this game. Fighting a similar sized gang that has even two logistics ships often turns into a losing proposition at the outset because of the massive amount of reps they can provide, especially on T2 hulls. Even worse, there is no penalty for scaling up on ships, other than the amount of isk you are willing to risk, making it impossible for even BS to break say a T3 cruiser if it has a triage carrier on field.

What I propose is to treat the amount of RR applied to a target in a similar way to how we calculate missile damage done to a target (or one aspect of that equation). Basically, I want to tie the amount of RR received to the size of the RR module and the sig radius of the target. In other words, medium reps will rep frigate/dessy sized targets less effectively than small reps, capital reps will rep BS less effectively than other capitals, etc.
X Gallentius
Black Eagle1
#2 - 2013-06-13 20:35:21 UTC
See massive resists bonus of the T3 hulls...
Little Dragon Khamez
Guardians of the Underworld
#3 - 2013-06-13 21:36:36 UTC
Resists are not the problem, rr is overpowered, like the op I have been on the losing end of small gang warfare many times recently, we then got our own rr and ewar support and fought to a stalemate, neither side was satisfied with this.

Dumbing down of Eve Online will result in it's destruction...

Zan Shiro
Doomheim
#4 - 2013-06-14 00:09:33 UTC  |  Edited by: Zan Shiro
Why would size sig radius have anything to do with RR.

Its a lock and "hit" persistent system.

Even better is you would jsut add more wood to the shield/armour debate fires. Shield would be op....the dual mse jaguar gets better reps from basi than an armour wolf does from an armour logi. Because you see....dual mse makes jag a fatter target.
Fill in any other MSE fitting frigate you desire here. Its also common to mix this with shield resists rigs (more sig) or CDFE (more sig again).


Or I am getting better carrier reps for my say rokh with LSE and CDFE fit if going buffer (BS sig radius made extra fat, I tend to like at least 1 resist rig as well....makes it even fattter) than an armour apoc is.

Don't see armour peeps being quiet about this. They have not let ASB rants die down after several patches. They are persistent folks lol.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#5 - 2013-06-14 00:14:29 UTC
Remote Reps are not overpowered. If you are not smart enough to find a counter then you deserve to die like the incompetent PvPer you are.
Julius Foederatus
Federal Navy Academy
Gallente Federation
#6 - 2013-06-14 01:51:20 UTC
Aliventi wrote:
Remote Reps are not overpowered. If you are not smart enough to find a counter then you deserve to die like the incompetent PvPer you are.


Glad to see the ad hominem stuff coming out early on. I know plenty of counters to RR, but the point is that someone in a logi ship adds a far greater force multiplier to a fleet than someone in an EWAR ship, or a dps ship. Smaller ships need to be able to get involved more in fleet combat, one of the ways is to downgrade the effects of oversized RR mods on them. I'm sure everyone who has to experience the mindnumbing "gameplay" of high sec war decs would like that surprise RR to have less effect on the guys they're shooting.

As to the guy actually participating in the discussion, the idea, from a fluff perspective at least, if you're into that sort of thing, is that you're shooting a spread of nanites or whatever the **** is in shield reps at the target ship. The bigger the spread, the less actually hits them, sort of like a shotgun.

It's a fair point about the sig radius though, maybe there's another stat that would make things more equitable. You could perhaps tie it completely to hull size, i.e. frigates, dessies, cruisers, etc. all have different percentages of the rep amount that they could receive. Personally, I hope they redo the buffer rigs for both armor and shield completely and rethink their drawbacks, but if sig is here to stay, I'm sure we could find something else to base it off of. I'm more concerned with making oversized RR a less effective tactic.
Iyacia Cyric'ai
Lai Dai Counterintelligence
#7 - 2013-06-14 02:19:05 UTC
Logi are super vulnerable to Damps, ECM and Neuts. I see no problem with RR.
Akturous
The Scope
Gallente Federation
#8 - 2013-06-14 03:03:56 UTC
Bring a full neut armageddon and a few celestis. Just because your gang is unprepared doesn't mean everyone else should be.

Vote Item Heck One for CSM8

Samuel Woodbury
Garoun Investment Bank
Gallente Federation
#9 - 2013-06-14 03:16:11 UTC
you obviously never used a logistics ship..... ok so il tell you what, if there is 3 logistics on the field, get 3 blackbirds and i bet you can do something about it, or 3 neut spesific ships, or 3 Arazu, with sensor damps, that would kill it off pretty quickly, and make the logistics ship useless

You are just soloing gangs realizing you can kill anything while kiting bigger fleets.... il give you a tip, get a better gang, you cant just kite everything
MeBiatch
GRR GOONS
#10 - 2013-06-14 04:04:51 UTC
Zan Shiro wrote:
Why would size sig radius have anything to do with RR.
.


capital remote armor repair designed to repair a ship from 2-17km long

its dispersion pattern would be too large to properly focus on something the size of a frig or 50m.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Julius Foederatus
Federal Navy Academy
Gallente Federation
#11 - 2013-06-14 11:22:18 UTC
A full neut geddon doesn't do much against Guards because of the cap chain, and damps will only force them in close, but once they're there, they can keep on repping.

Look guys, I'm aware there are counters to RR, I've been using them for literally years at this point. All I'm suggesting is adding a little complexity to the game with RR and forcing people to be a little more judicious with the types of ships they bring.

And BTW, most of these counters you all are suggesting do not apply to triage. The only counters to that are bring way more dps than you can or more neuts than you really should to fight any normal gang (if the guy is fit up properly with cap imps and all that stuff).
Axloth Okiah
Sebiestor Tribe
Minmatar Republic
#12 - 2013-06-14 12:04:33 UTC
what a great way to make T2 logi cruisers inferior to T1 logi cruisers...
Samuel Woodbury
Garoun Investment Bank
Gallente Federation
#13 - 2013-06-14 12:36:59 UTC
Julius Foederatus wrote:
A full neut geddon doesn't do much against Guards because of the cap chain, and damps will only force them in close, but once they're there, they can keep on repping.

Look guys, I'm aware there are counters to RR, I've been using them for literally years at this point. All I'm suggesting is adding a little complexity to the game with RR and forcing people to be a little more judicious with the types of ships they bring.

And BTW, most of these counters you all are suggesting do not apply to triage. The only counters to that are bring way more dps than you can or more neuts than you really should to fight any normal gang (if the guy is fit up properly with cap imps and all that stuff).


Read the comment under your, This would be so game breaking it would make T1 logistics better in fights then T2, because T1 repair the same amount then T2 although the stacking penalty would make T2 almost nothing more then T1....... lols you are crazy :) think of something else
Julius Foederatus
Federal Navy Academy
Gallente Federation
#14 - 2013-06-14 13:48:58 UTC
Samuel Woodbury wrote:
Julius Foederatus wrote:
A full neut geddon doesn't do much against Guards because of the cap chain, and damps will only force them in close, but once they're there, they can keep on repping.

Look guys, I'm aware there are counters to RR, I've been using them for literally years at this point. All I'm suggesting is adding a little complexity to the game with RR and forcing people to be a little more judicious with the types of ships they bring.

And BTW, most of these counters you all are suggesting do not apply to triage. The only counters to that are bring way more dps than you can or more neuts than you really should to fight any normal gang (if the guy is fit up properly with cap imps and all that stuff).


Read the comment under your, This would be so game breaking it would make T1 logistics better in fights then T2, because T1 repair the same amount then T2 although the stacking penalty would make T2 almost nothing more then T1....... lols you are crazy :) think of something else


Stacking penalty? WTF are you talking about? Reps don't have a stacking penalty. Or are you talking about something else?
Samuel Woodbury
Garoun Investment Bank
Gallente Federation
#15 - 2013-06-14 14:09:49 UTC
Julius Foederatus wrote:
Samuel Woodbury wrote:
Julius Foederatus wrote:
A full neut geddon doesn't do much against Guards because of the cap chain, and damps will only force them in close, but once they're there, they can keep on repping.

Look guys, I'm aware there are counters to RR, I've been using them for literally years at this point. All I'm suggesting is adding a little complexity to the game with RR and forcing people to be a little more judicious with the types of ships they bring.

And BTW, most of these counters you all are suggesting do not apply to triage. The only counters to that are bring way more dps than you can or more neuts than you really should to fight any normal gang (if the guy is fit up properly with cap imps and all that stuff).


Read the comment under your, This would be so game breaking it would make T1 logistics better in fights then T2, because T1 repair the same amount then T2 although the stacking penalty would make T2 almost nothing more then T1....... lols you are crazy :) think of something else


Stacking penalty? WTF are you talking about? Reps don't have a stacking penalty. Or are you talking about something else?


no wrong thread

but yes this would actually break the game, how would i repair my drones while being in my dominix? i cant... so still need to work on your idea

Repairs are fine like they are, put on some neuts, btw triage carriers cant repair each other
Oh and if you ask, yes, fleets with logistics wins against fleets without logistics, its part of fleet battles.
Rroff
Antagonistic Tendencies
#16 - 2013-06-14 14:15:21 UTC
There are plenty of ways to counter hostile logistics the problem is none of them are simple hard counters which is what unfortunatly quite a lot of people want rather than something that takes a bit of skill, forethought and effort.

Not a fan of measures that nerf people who have come prepared in favor of those trying to fly more adhoc fleets.
Samuel Woodbury
Garoun Investment Bank
Gallente Federation
#17 - 2013-06-14 14:19:36 UTC
MeBiatch wrote:
Zan Shiro wrote:
Why would size sig radius have anything to do with RR.
.


capital remote armor repair designed to repair a ship from 2-17km long

its dispersion pattern would be too large to properly focus on something the size of a frig or 50m.



No Remote repair work like electricity, its transferred because there is a target, not because you throw materials at it, or try to focus something onto it, it can keep going until your targets armor/shield is full, if you want to make it this way then lets make it so you could have more HP then your ship currently has if remote repaired, because thats how you describe it
Julius Foederatus
Federal Navy Academy
Gallente Federation
#18 - 2013-06-14 14:46:34 UTC
It's not dumbing the game down to require more thought from the attackers as well as the defenders. This isn't obsoleting T2 logi, they would still be the much preferred logistics ships for BC and BS gangs.

And I know that triage carriers can't be repped, but with the current meta, unless you have a stupid amount of neuts and dps, they don't really need any outside rep because they can regen enough cap to keep their local reps going.

Look, I understand that there are counters to RR now, my point is that they are insanely complex, and usually involve bringing a bigger blob. Instead of just coming in here with replies about how this will break the game as we know it, ask yourselves if you really like the way RR is used now and if it wouldn't be better if we made some changes to it.
MeBiatch
GRR GOONS
#19 - 2013-06-14 14:50:48 UTC
Samuel Woodbury wrote:
MeBiatch wrote:
Zan Shiro wrote:
Why would size sig radius have anything to do with RR.
.


capital remote armor repair designed to repair a ship from 2-17km long

its dispersion pattern would be too large to properly focus on something the size of a frig or 50m.



No Remote repair work like electricity, its transferred because there is a target, not because you throw materials at it, or try to focus something onto it, it can keep going until your targets armor/shield is full, if you want to make it this way then lets make it so you could have more HP then your ship currently has if remote repaired, because thats how you describe it


1 only shield works with electricity armor uses nanites

2 its call the Pauli exclusion principle for a reason.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Samuel Woodbury
Garoun Investment Bank
Gallente Federation
#20 - 2013-06-14 15:04:29 UTC
MeBiatch wrote:
Samuel Woodbury wrote:
MeBiatch wrote:
Zan Shiro wrote:
Why would size sig radius have anything to do with RR.
.


capital remote armor repair designed to repair a ship from 2-17km long

its dispersion pattern would be too large to properly focus on something the size of a frig or 50m.



No Remote repair work like electricity, its transferred because there is a target, not because you throw materials at it, or try to focus something onto it, it can keep going until your targets armor/shield is full, if you want to make it this way then lets make it so you could have more HP then your ship currently has if remote repaired, because thats how you describe it


1 only shield works with electricity armor uses nanites

2 its call the Pauli exclusion principle for a reason.


No, repairing armor works with electricity
repairing shield works with light particles

Nantes are little robots has small has a blood cell, they are able to repair Electronics and Mechanics, they are nor made to repair armor, they can be used to boost up armor repairers by making them work faster and be able to be repaired at the same time if anything breaks down.

Armour repair works by hardening the armor actively sending in electricity.

On the other hand Shield transferred send in some sort of light/wave particles, they directly send more shielding.

The armor on your space ship is special, its meant to not break down, when it does everything collapses at once, its like a bridge, bridges are made with a slight round shape so that when it brakes it breaks all at once... it has no weakness's like a round submarine
The difference here is that your armor has this on the atomic level.
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