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

First post
Author
Commander Ted
Caldari Provisions
Caldari State
#21 - 2013-07-07 21:12:37 UTC
Harvey James wrote:
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


Nerf links.

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Commander Ted
Caldari Provisions
Caldari State
#22 - 2013-07-07 21:16:07 UTC  |  Edited by: Commander Ted
Also my idea is to add a 20km 30% strength web.

Now kiting ships can be slowly reeled in by some brawlers. However those brawlers than fit these webs will have a competitive disadvantage over close range brawlers that carry 60% webs, since you would need two of these long webs to properly catch a fast ship or give up your scram for a long point, also they use more CPU/Cap.

So now even a oversized ab ship will stay in a semi competitive speed with brawler mwd ships for longer, meaning your tengu can't outrun an entire gang. Also they won't be the ultimate brick wall for people trying to burn back to gate like boosting normal webs.

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Lloyd Roses
Artificial Memories
#23 - 2013-07-07 21:46:46 UTC
I never saw the 'good old webs', only ever fought against the new one and personally believe them to be very fine (aside from how links turn tech-II webs into officerwebs) - and I like how they work differently with scram- and pointfits. Also like how certain ships specialize in this from of tackling and result in brawlboats (ashimmu, vindicator etc) with 90% webs and rangebonused ones (bhaal, minnie recon etc) that use the exact same module for rather different purposes.
The Djego
Hellequin Inc.
#24 - 2013-07-07 22:14:54 UTC
Longer ranges on webs is bad, since they are far more useful to kitting setups than to close range setups and it gives lokis/rapiers/bahls even more web range. While it might look useful at first, you will end up with a web that is rather useless at point blank(because it is halve as good as the 60% web, that is also useless at sub 5km) while kitting setups can use the mods to easily hold you at range and point blank performance of the mod is no issue for them at all.

As for ultimate brick wall, I think you underestimate mass and interia stats. Ships don't instantly stop with heavy webing, it is the mwd off button that stops them in the tracks. Even with 90% webs nano BS simply slipped out of your webs(the same way like 100mn AB fittings do today) and a nano HAC didn't stop if you hit him with a web, it still moved 500-800m/s in the worst case(after changing directions, and it ended like 50km off if he slipped away) under 90% webs and it was quite a challenge to keep it in web range in something clumsy as a BS. I am all for removing the mwd off button, because it is a terrible binary thing and vastly reduces the effect of piloting skills at point blank.

http://dl.eve-files.com/media/0809/Thorax_vs_Stabber.wmv

Does this look like static pvp to you(the guy I shoot down is the leader of wrong alliance and did 4 or 5 place in multiple ATs)?

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Diesel47
Deep Core Mining Inc.
Caldari State
#25 - 2013-07-08 01:37:08 UTC
Commander Ted wrote:
Also my idea is to add a 20km 30% strength web.

Now kiting ships can be slowly reeled in by some brawlers. However those brawlers than fit these webs will have a competitive disadvantage over close range brawlers that carry 60% webs, since you would need two of these long webs to properly catch a fast ship or give up your scram for a long point, also they use more CPU/Cap.

So now even a oversized ab ship will stay in a semi competitive speed with brawler mwd ships for longer, meaning your tengu can't outrun an entire gang. Also they won't be the ultimate brick wall for people trying to burn back to gate like boosting normal webs.



Rofl, are you terrible or something?


Brawlers reeling in kiters? Show me on the doll where the pro kiter touched you (and your pathetic gang).
Commander Ted
Caldari Provisions
Caldari State
#26 - 2013-07-08 03:40:52 UTC  |  Edited by: Commander Ted
Diesel47 wrote:


Rofl, are you terrible or something?


Brawlers reeling in kiters? Show me on the doll where the pro kiter touched you (and your pathetic gang).


What is your problem?

There really isn't a way for a brawling ship to catch a kiting vessel if it is already out of scram range.
As long as the pilot isn't a ****.

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Imperishable
Caldari Provisions
Caldari State
#27 - 2013-07-08 06:43:26 UTC
this game is balanced for blob vs blob, not 1 vs 1

In case of 1 vs 1, web is definitely too weak. But in blob vs blob, web is just fine
Muad 'dib
State War Academy
Caldari State
#28 - 2013-07-08 08:12:18 UTC  |  Edited by: Muad 'dib
Imperishable wrote:
this game is balanced for blob vs blob, not 1 vs 1

In case of 1 vs 1, web is definitely too weak. But in blob vs blob, web is just fine


Yeah i do have to agree with this a bit, it think the main point is that a single web isnt very effective unless its on a pirate bonused web strength ship. Though just for fun, did you know that ONE 90% web is stronger in effect than 4 normal 60% and that INFINITE normal webs on a target is 4 times weaker in effect than two 90% webs.

A point gets a point on the targted a scram 2 points and mwd cut out - these work great
Tracking disrupters and other EW tend to cripple a target ship and are far more effective as they should be on non bonuses ships.

The issue is that the only ships that benefit from current 60% webs are ships that kite at close ranges and that can hit at ~9km well, like auto ships, drone ship and lasers (heck even rails in some setups!)

This is only a discussion im not demanding any web nerf or buff just yet :)

Just to take things a slightly different direction, ever tried webbing at NPC at speed? its quite amusing how little effect it has on the determined, infi-mass rat :P

As the second most important tool for getting a ship kill in most combat isnt it time webbing wasnt so basic, cut and dry?

Perhaps time to split webs up a bit, perhaps have 70% 8km webs and 40-50% webs at 15km?

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Mycael
Air
The Initiative.
#29 - 2013-07-08 08:34:16 UTC
Commander Ted wrote:
Also my idea is to add a 20km 30% strength web.

Now kiting ships can be slowly reeled in by some brawlers. However those brawlers than fit these webs will have a competitive disadvantage over close range brawlers that carry 60% webs, since you would need two of these long webs to properly catch a fast ship or give up your scram for a long point, also they use more CPU/Cap.

So now even a oversized ab ship will stay in a semi competitive speed with brawler mwd ships for longer, meaning your tengu can't outrun an entire gang. Also they won't be the ultimate brick wall for people trying to burn back to gate like boosting normal webs.


And by doing this, you are giving the same option to some hulls often used as kiters. Brilliant.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#30 - 2013-07-08 08:51:38 UTC
Muad 'dib wrote:
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!



What? Seriously wtf? I'm guessing you don't witness a lot of dread blapping......

Webs are pretty much the most powerful midslot mod you can have O.o

If anything web stacking should be increased and 90% webs should be nerfed..

BYDI recruitment closed-ish

Muad 'dib
State War Academy
Caldari State
#31 - 2013-07-08 08:58:17 UTC  |  Edited by: Muad 'dib
Garviel Tarrant wrote:

What? Seriously wtf? I'm guessing you don't witness a lot of dread blapping......

Webs are pretty much the most powerful midslot mod you can have O.o

If anything web stacking should be increased and 90% webs should be nerfed..


I think you misread my post or didnt get what i was trtying to say: basically exactly what you said!!!

90% webs are too strong and should not be used as an excuse to the fact that one 60% is pretty sucky for a 10k range ew mod.

a single 90% web is 4 times more effective than 4 60%.

While it works GREAT for blaster ships that use one web, multiples (aka 4+) slow a target so much dreads can gank them in siege.

Im simply asking for the scale of effectiveness better cover a solo brawler with his one web, multiples still worth using on ranged ships like huginns and 90% webs from vindis be reduced so that two is not 99%, Something more sane like 97% after 4 90% are used instead of 2.

Webbing is just all kinds of weird right now and i think its about time to revisit what it really means to web from a weapons AND holding point of view.

One web per ship with stacking removed? possibility.

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Gawain Edmond
Khanid Bureau of Industry
#32 - 2013-07-08 09:58:48 UTC
no you're wrong.

web and scram on a ship without an ab is more effective than before the web nerf web on a ship with an ab is only slightly less effective than pre-nerf see dev blog about it for all the stats. If you unnerf webs then you can't have scrams shutting off mwd's
Muad 'dib
State War Academy
Caldari State
#33 - 2013-07-08 10:16:50 UTC  |  Edited by: Muad 'dib
A single non bonused web doing more than it does now (current 60% total)

5+ non bonused webs doing less than they do now (current 90% total)

A single bonused web doing less than it does now (current 90% total)

5+ bonused webs doing less than they do now (current 99.9% total)

A guess at some totals that would give the advantage back tho those relying on a web rather than using one to improve dps/range control:

A single non bonused web doing proposed 75% total

5+ non bonused webs doing proposed 85% total

A single bonused web doing proposed 85% total

5+ bonused webs doing proposed 95% total

This is from using a DD and vigi and vindi/kronos vs ships with similar fighting styles having to use a weak sauce 60% web or two. The same stacking formula is not equal on different modules, stacking resistance as is works fine - just not for webs (OR ECM DRONES WHICH GET INSANELY BETTER!)

Thank you all for your input - seems that many think things are fine and less but significant think they need to be looked at.

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The Djego
Hellequin Inc.
#34 - 2013-07-08 10:44:58 UTC  |  Edited by: The Djego
Gawain Edmond wrote:
no you're wrong.

web and scram on a ship without an ab is more effective than before the web nerf web on a ship with an ab is only slightly less effective than pre-nerf see dev blog about it for all the stats. If you unnerf webs then you can't have scrams shutting off mwd's


Have you ever considered that the devs might have been plain wrong on that, similar as most of the player base? It should have ringed multiple alarm bells if the guys that did complain about the "better close range mechanics" where actually the only guys that did all her pvp at this range(yes the people that utilized super heavy gank setups at point blank, during a age where everybody flown nano). Just search for the thread where CCP Zulu proposed a medium blaster fitted hype to counter tracking issues, and no he was not trolling, but simply not a ideal person for that job, that unfortunately was in charge of rebalancing eve at this time. The reason for this is signature bloom and tracking mechanics, what allowed both high dps and fairly mobile point blank pvp. Actually removing the mwd off button is something I looking forward to see since years, for the sole purpose to bring skilled close range pvp back.

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Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#35 - 2013-07-08 18:28:45 UTC
Muad 'dib wrote:
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!

Before you suggest something like this think about available counters for webs. Currently to counter 60% web you need AB (actually you need +150% bonus to speed to nullify effect of 60% web), and there is no way to counter 90% web as well as 2x60% webs.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Kahega Amielden
Rifterlings
#36 - 2013-07-08 18:40:50 UTC
Quote:
normal ships however, two 60% webs is only 80% and speedy ships can still very easily avoid damage.


Why do you think that two module activations should be able to completely and totally negate speed as a defense? I would argue that webs are still more powerful than they should be; in engagements beyond a couple people, the primary target's movement is almost completely irrelevant if things are going on within web range.
Muad 'dib
State War Academy
Caldari State
#37 - 2013-07-08 18:48:12 UTC
Personnel i love the idea of modules that increase defense against web if longer ranges or higher more avilable webbing strength was available.

Perhaps a low slot mod that increases mass and speed that has a reduced webbed bonus, so a web is only X% effective, but in doing so makes your orbits further out etc

This is exactly the sort of thing i think is missing, other forms of ew have been adjusted and played with, but webs besides a straight up range/strength bonus have changed little since they were last looked at many many years back now.

Range control is a serious factor and it needs more flavour.

The answer cant be "bring a t3 boosted rapier" or a "spam vindis" any time a gang wants to be able to control range.

I wouldnt mind some half bonus hybrid ships, like 5% web range and strength to some ships and so on, heck dare i say it, some rigs that effect those attributes of a module.

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Commander Ted
Caldari Provisions
Caldari State
#38 - 2013-07-08 18:55:56 UTC  |  Edited by: Commander Ted
What if some webs had there strength boosted and slowed down both the webber and webee?

80% speed reduction to the target and 60% speed reduction to the user? Now if your a slower ship you can stop a fast ship but at the cost of your own speed.
In a gang your rapier would be able to shut down any 100mn tengu or cynabal but would loose speed, making it an easier target to pop, but in a 1v1 both sides are now equalized somewhat.

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Muad 'dib
State War Academy
Caldari State
#39 - 2013-07-08 19:01:52 UTC
Commander Ted wrote:
What if some webs had there strength boosted and slowed down both the webber and webee?

80% speed reduction to the target and 60% speed reduction to the user? Now if your a slower ship you can stop a fast ship but at the cost of your own speed.
In a gang your rapier would be able to shut down any 100mn tengu or cynabal but would loose speed, making it an easier target to pop, but in a 1v1 both sides are now equalized somewhat.


nah cant do that, by the same rational falcons jam themselves HOWEVER being more suseptibel to them.... that i like..


Every web you have active makes any web on you Xx and strong
.....same as if: every time a falcon jams it lowers its own eccm strength X amount

interesting :D

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Commander Ted
Caldari Provisions
Caldari State
#40 - 2013-07-08 19:08:30 UTC  |  Edited by: Commander Ted
Muad 'dib wrote:


nah cant do that, by the same rational falcons jam themselves HOWEVER being more susceptible to them.... that i like..


Every web you have active makes any web on you Xx and strong
.....same as if: every time a falcon jams it lowers its own eccm strength X amount

interesting :D


Your falcon analogy isn't apt because jamming themselves means they can't jam. Your idea also means that the only real counter to falcons is more jams, but that leaves jamming in the exact same place it is now because jamming the other guys falcon first is still the best way to win an ECM war, however now there is 0% chance of the guy who didn't click the button first of ever getting the edge back.

If having a web makes you weaker to webs that makes no sense.
A kiting ship now webbing you in your web range means he is STILL going faster than you and is about to escape. Unless he is going only 50m/s faster than you he is still going to get away. That also leaves the 90% webs as being completely OP and a death sentence for any ship that falls into web range without a web fitted. Also how does being weaker to webs affect 100km rapiers unless you have 100km rapiers to!

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