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Is it time to admit webs were overnerfed? (certinly unloved)

First post
Author
Muad 'dib
State War Academy
Caldari State
#1 - 2013-07-06 14:31:17 UTC  |  Edited by: Muad 'dib
Because i think they were, the only problem with web strength before was the fact that two would be 99%, we only have a few whips with bonuses to make that a reality now and they can still miss with some turrets and some ranges.

normal ships however, two 60% webs is only 80% and speedy ships can still very easily avoid damage.

Im not saying bring back 90% webs, im saying make ONE web 70-80% but the second and third add less so the multiple effect is similar to now without having say 3 webs make over 90% +/-.

currently a signle web for a precious mid at only a max of 60%.... is a bit lame for anything that fights under 5k and the damned webs only go to 10km anyway!

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Whitehound
#2 - 2013-07-06 14:57:19 UTC
Try neuting your target.

You also better make your suggestions in Features & Ideas Discussion.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Muad 'dib
State War Academy
Caldari State
#3 - 2013-07-06 15:00:28 UTC
Whitehound wrote:
Try neuting your target.

You also better make your suggestions in Features & Ideas Discussion.


Nah i wanted to discuss webs before making a more defined suggestion.

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

sabre906
The Scope
Gallente Federation
#4 - 2013-07-06 15:06:47 UTC
Muad 'dib wrote:
Whitehound wrote:
Try neuting your target.

You also better make your suggestions in Features & Ideas Discussion.


Nah i wanted to discuss webs before making a more defined suggestion.


You already have it, and it's a good one. Buff single web, but with high stacking penalty. The current "dual web or nothing" mentality is ample proof why this is needed.
Muad 'dib
State War Academy
Caldari State
#5 - 2013-07-06 15:09:01 UTC
sabre906 wrote:
Muad 'dib wrote:
Whitehound wrote:
Try neuting your target.

You also better make your suggestions in Features & Ideas Discussion.


Nah i wanted to discuss webs before making a more defined suggestion.


You already have it, and it's a good one. Buff single web, but with high stacking penalty. The current "dual web or nothing" mentality is ample proof why this is needed.


The point is a scram does its job and is one slot, if they fit stabs you fit more points.

with webs you start at a low 60% and need something in the region of 5 to get the most and thats STILL less than two 90%.

the slots used to effect sucks, one web on some close range ships means missing even same size targets, and ones with AB just laugh (10mn or over sized 100mn)

thats why the 100mn tengu and variations did so well, they wernt good, webs were crap and strength bonused ships are rare.

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Whitehound
#6 - 2013-07-06 15:49:52 UTC
Muad 'dib wrote:
Whitehound wrote:
Try neuting your target.

You also better make your suggestions in Features & Ideas Discussion.


Nah i wanted to discuss webs before making a more defined suggestion.

No offence, but this is exactly the point of the Features & Ideas Discussion forum.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

ISD Tyrozan
ISD Community Communications Liaisons
ISD Alliance
#7 - 2013-07-06 19:40:23 UTC
Thread has been moved to Features & Ideas Discussion.

ISD Tyrozan

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

@ISDTyrozan | @ISD_CCL

Riot Girl
You'll Cowards Don't Even Smoke Crack
#8 - 2013-07-06 20:10:23 UTC
Why? It's a discussion about modules...
Gaara's sniper
MLG1337420BlazeIt360TitanNoScopeCorporationSWAG
#9 - 2013-07-06 21:21:07 UTC  |  Edited by: Gaara's sniper
use daredevils, vigilants, etc.

Also, fitting stabs, won't help against scrambler shutting off mwd
Diesel47
Deep Core Mining Inc.
Caldari State
#10 - 2013-07-06 21:47:31 UTC
Gaara's sniper wrote:
use daredevils, vigilants, etc.

Also, fitting stabs, won't help against scrambler shutting off mwd



Using ridiculously expensive ships isn't a solution to webs being bad.
Muad 'dib
State War Academy
Caldari State
#11 - 2013-07-06 21:58:50 UTC
Diesel47 wrote:
Gaara's sniper wrote:
use daredevils, vigilants, etc.

Also, fitting stabs, won't help against scrambler shutting off mwd



Using ridiculously expensive ships isn't a solution to webs being bad.


exactly, you have to buy a PIRATE ship to get the desired effect of actually stopping some one with a module thats actually designed to do it.

60% is to weak.

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Tryaz
University of Caille
Gallente Federation
#12 - 2013-07-06 22:09:21 UTC
What about removing the stacking penalty on the first 3-5 webber drones?

... No seriously

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Arya Regnar
Darwins Right Hand
#13 - 2013-07-07 00:08:42 UTC
Wait am I getting this right?

People are complaining about webs being too weak?

Target painter adds about 45% to sig radius which makes it 3 times weaker than a web for turret tracking issues.

60% velocity removal is over half the speed, yes the webs were nerfed bad but it was due, rapiers already make kiting impossible, with 80% velocity factor with 2 webs is plenty.

Do you people seriously need to bring target to a dead stop so you can kill it?
Stop flying slow armor battleship blobs if you can't handle 1 frigate.

Go back to flying rifters and learn to pvp.

EvE-Mail me if you need anything.

Jack C Hughes
State War Academy
Caldari State
#14 - 2013-07-07 00:17:35 UTC
if you wanna change 60 to a higher number...
be sure to remember there are several ship with 50% velocity factor bonus.

That is even if changed to 70%, some ship will have 105% speed down webs.

That is simply 0 velocity.

So what about boost webs and keep vindicator's web at 90?
The answer is if you boost webs and keep the others at 90%, you are actually nerfing those ships.

So it is not a simple question only realted to webs.
Vladimir Norkoff
Income Redistribution Service
#15 - 2013-07-07 01:28:10 UTC
Arya Regnar wrote:
Wait am I getting this right?

People are complaining about webs being too weak?

Target painter adds about 45% to sig radius which makes it 3 times weaker than a web for turret tracking issues.

60% velocity removal is over half the speed, yes the webs were nerfed bad but it was due, rapiers already make kiting impossible, with 80% velocity factor with 2 webs is plenty.

Do you people seriously need to bring target to a dead stop so you can kill it?
Stop flying slow armor battleship blobs if you can't handle 1 frigate.

Go back to flying rifters and learn to pvp.
While I don't know if I'd go with quite that pugnacious a tone, the general argument is correct. Webs are pretty solid as they are now. Good enough to establish a hard tackle, while still allowing some wiggle-room for the victim so it stays interesting. If you are having problems tracking the same class ship while it is webbed, then there is probably something else going on there - poor gunnery skills, being TD'd, or poor piloting skills.
Whitehound
#16 - 2013-07-07 07:32:11 UTC
Diesel47 wrote:
Gaara's sniper wrote:
use daredevils, vigilants, etc.

Also, fitting stabs, won't help against scrambler shutting off mwd



Using ridiculously expensive ships isn't a solution to webs being bad.

Demanding a buff to ridiculously cheap modules isn't a solution to fight expensive ships.

See what I did there?

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Liafcipe9000
Critically Preposterous
#17 - 2013-07-07 07:37:49 UTC
webs are fine learn to play

deal with it
The Djego
Hellequin Inc.
#18 - 2013-07-07 09:48:57 UTC
I wasted years of fighting this particular windmill.

90% webs and extreme lethal close range pvp mechanics where never a problem, they levelled the playing field between nano fittings that could only do limited dps by her speeds and close range fittings, that forced a rather lethal and quick combat style, somewhat counterbalance the lack of gtfo ability.

The idea was that people that you forced into point blank fights couldn't survive this engagement(because they didn't understand the mechanics) and from her perception an web was obvious the item that killed them all the time, since a skilled close range pvper could use it to bend tracking dynamics vie kitting at point blank to his will(what still works with setups outside of web range today) and crushed paper thin tanked nano fittings with peak dps at his range. Between equally skilled close range pvpers it was never a issue, since movement was possible and you need to decide if the sig bloom and giving your opponent the extra applied dps by it was worth the move.

Was it better than scram and 60% web? Yes it was, especially for solo pvp, since it was a lot less restrictive against multiple opponents and a lot less binary than the scram mechanics we have today. Did anything in bigger fights improve? No not at all, since web stacking made the change completely meaningless to them.

On top of it, it made solo/small gang blaster pvp completely useless. Throwing buff after buff at it to compensate for being supposed to fight at a range where the weapon became utterly useless is not good game design but a endless string of bad decisions, because nobody addresses the main problem: That the hulls lack the ability to stay mobile and apply damage properly at her range. Something that is hilarious bad if you directly compare it to nano kitting pvp, where the later even got a gtfo ability, on top of getting the same options to use range, mobility and sig bloom to improve applied dps.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Shereza
Center for Advanced Studies
Gallente Federation
#19 - 2013-07-07 13:51:11 UTC
Tryaz wrote:
What about removing the stacking penalty on the first 3-5 webber drones?

... No seriously


Or increasing their base web strength. I did a post lambasting them a couple months ago. Basically the light, medium, and webber drones, which travel at 3km/s, 2.5km/s, and 1875m/s respectively, have a respective 13.5%, 25.5%, and 46% total speed reduction.

Webbing drones could really use some help. Light drones can't really tag interceptors without luck, and might not even be able to keep them tagged if they do somehow catch them, and most ships capable of fielding 5 heavy webber drones would be much better off using heavy combat drones instead.

Oh, granted you could deploy webbers, slow the target down, hopefully hit them with a shipboard webber before you lose all of your webber drones, suck them in, and then deploy combat drones, but having a friend in an interceptor, which can hit around 4km/s with just an MWD, is a lot more efficient and more conducive to the "bring more friends" meta-gaming going on.
Harvey James
The Sengoku Legacy
#20 - 2013-07-07 14:19:34 UTC
christ as if having the option of 60% webs on rapiers with 100km range with links or faction webs....
i would think a nerf to web strength and maybe even range is more balanced than the other way around.
Also nerf the pirate bonus 90% webs are insanely OP.

All you need is a combo of geddons/curses, arazu/lachesis, Rapier/Huginn, and even a basic link as optional and you can control a fight upto 40km quite easily. which i think is a little OP really

even EAF have the range to do the job

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

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