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

First post
Author
Muad 'dib
State War Academy
Caldari State
#41 - 2013-07-08 19:42:25 UTC
Commander Ted wrote:

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!



why are you assuming the only thing on the field for either side with tackle at any time is a boosted rapier/arazu.

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Commander Ted
Caldari Provisions
Caldari State
#42 - 2013-07-08 19:47:24 UTC  |  Edited by: Commander Ted
Muad 'dib wrote:


why are you assuming the only thing on the field for either side with tackle at any time is a boosted rapier/arazu.


I am not, I am simply pointing out that your change will leave you with omgwtfbbq tacklers from 100km away with no meaningful drawbacks.

Also your idea will do nothing for other ships other than make a web a mandatory mod to fit if your fighting someone with a web fit, and your reasoning against my idea is flawed.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Muad 'dib
State War Academy
Caldari State
#43 - 2013-07-08 20:13:29 UTC
Commander Ted wrote:
Muad 'dib wrote:


why are you assuming the only thing on the field for either side with tackle at any time is a boosted rapier/arazu.


I am not, I am simply pointing out that your change will leave you with omgwtfbbq tacklers from 100km away with no meaningful drawbacks.

Also your idea will do nothing for other ships other than make a web a mandatory mod to fit if your fighting someone with a web fit, and your reasoning against my idea is flawed.


why shouldnt a web = a web ?!?!?!?!?!

webs work for cruiser and BC, but for BS or frigates they are underwhelming and combine a cross size difference its basically a waste of a slot in most cases.

i love the pirate ships with the strength bonus because fitting a web means actually holding something for your dps and range. normal webs are weak when compared to say a point.

webs currently FAVOUR rockets, small ranged dps, medium mid or large close (multiples needed in most cases)

The old 90% web i remeber well an d was too strong, but 60% is too weak and has no options to increase its strength (would LOVE a rig for this)

its not been seriously thought of worth improving because, general webs do work, but they could do with being more interesting and more effective outside special epic bonuses.

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Commander Ted
Caldari Provisions
Caldari State
#44 - 2013-07-08 20:21:31 UTC
Muad 'dib wrote:


why shouldnt a web = a web ?!?!?!?!?!

webs work for cruiser and BC, but for BS or frigates they are underwhelming and combine a cross size difference its basically a waste of a slot in most cases.

i love the pirate ships with the strength bonus because fitting a web means actually holding something for your dps and range. normal webs are weak when compared to say a point.

webs currently FAVOUR rockets, small ranged dps, medium mid or large close (multiples needed in most cases)

The old 90% web i remeber well an d was too strong, but 60% is too weak and has no options to increase its strength (would LOVE a rig for this)

its not been seriously thought of worth improving because, general webs do work, but they could do with being more interesting and more effective outside special epic bonuses.


You said webs should make you vulnerable to webs, that is dumb.

If you don't have a web you will be ******.

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Kahega Amielden
Rifterlings
#45 - 2013-07-08 21:02:56 UTC
I wouldn't mind seeing modules/rigs to increase web strength IF only one web module could be active on a target at a time. This way, in larger engagements 5 random ships with a single web each wouldn't be able to completely stop a target...But a single dedicated tackler can.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#46 - 2013-07-08 21:14:14 UTC

1x web reduces your target's velocity to 40%.
2x webs reduces your target's velocity to 19.1% (cause the second web is stacking penalized).
3x webs reduces your target's velocity to 12.6% (cause the third web is stacking penalized).

An AB adds roughly ~165% for a t2 AB (it varies with skills and mods, from +135-195%). Now, the +165% boost from a t2 AB ship, which is then webbed, is now traveling at 1.06 their normal velocity. This is 1.02 for an experimental ab, and 1.18 for a deadspace AB. A second web will then reduce your speed to 50% of original. If you look at these numbers, the AB is superior to a web, which is harder to fit, requires more cap, which also effects your ship rather than an opponents ship. These are almost perfect counters, with the AB being superior for range control.

Your suggestion, with a 70% web (instead of a 60%):
1x web reduces your target's velocity to 30%.
2x webs reduces your target's velocity to 11.7% (cause the second web is stacking penalized).
3x webs reduces your target's velocity to 7% (cause the third web is stacking penalized).

Put that same situation, of a webbed AB ship, and now it is traveling at 0.8 of their normal velocity. This makes the web a superior choice for range control than the AB. And while you can overheat the AB to go 1.05% your normal velocity, this is hardly the range control device it currently is.

So, my question is, why should a web be a superior form of range control than an AB?

IMO, I think the balance is just about perfect at the moment!
Kusum Fawn
Perkone
Caldari State
#47 - 2013-07-09 03:53:24 UTC
I want, like as has been suggested in this thread, more range/strength variation in webs.

also you all talk like boosters and the web range/strength bonuses on ships dont also need to be addressed.

5km 90% web.
10km 60%
15km 40%
20km 20%

Im not entirely sure if they would get used but they would make some things interesting. Im also not entirely sure that these are the numbers and ranges that are needed.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Muad 'dib
State War Academy
Caldari State
#48 - 2013-07-09 08:07:35 UTC  |  Edited by: Muad 'dib
Yeah perhaps i should have made the thread title "webs are boring and too simple and predictable"

Flown a serpentis blaster boat with a 90% web, its pretty great you can not only stop things getting away with apply that high dps.

All the other blaster boats are crying in the corner, hiding from anything but a class size above them to get their actual dps numbers close to the paper dps.

I like the idea above about limited the serious stone wall webbing of 90% to a lesser range, if it means that a softer 15k+ web can exist as well as a 10km web thats more than 60%.

I see what you mean about an AB would be better than a web, but inside 10k is that really such a bad thing.

A mwd brawler must close to 10k to web then close a further 5k to do some good dps, all while under fire potentially from their target - the answer then is to either fit two webs or a web and dual prop - which seems a bit unfair since the serpentis ships get a single web thats more than 4x as powerful to use their guns.

seems like something needs a tweak when the answer to doing something properly is using a special and some what rare ship, expensive ship.

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Lallante
Blue Republic
RvB - BLUE Republic
#49 - 2013-07-09 10:39:25 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!



Lol no.

In fact, ships with web strength bonuses need a nerf.
Meditril
Hoplite Brigade
Ushra'Khan
#50 - 2013-07-09 14:13:41 UTC
No, the opposite is true. Webs are still too powerful!
After the cruiser buff now almost every cruiser can fit two webs which easily reduces the enemy speed by 80%. This is a death trap for every frigate, including Assault Frigates. Not to mention the bonused ships which can reduce your speed by 90% with just one web.

In my opinion webs should be nerved by either the introduction of a web effect reducing module or rig, or by buffing Assault Frigates with an static web effect reducing bonus.
Muad 'dib
State War Academy
Caldari State
#51 - 2013-07-09 14:20:18 UTC
Meditril wrote:
No, the opposite is true. Webs are still too powerful!
After the cruiser buff now almost every cruiser can fit two webs which easily reduces the enemy speed by 80%. This is a death trap for every frigate, including Assault Frigates. Not to mention the bonused ships which can reduce your speed by 90% with just one web.

In my opinion webs should be nerved by either the introduction of a web effect reducing module or rig, or by buffing Assault Frigates with an static web effect reducing bonus.


i fail to see the problem with a frigate dieing to a cruiser that has the foresight to avoid dieing to a frigate and so fits a second web.

Perhaps the issue here is that webs work the same regardless of mass, perhaps if they did, aka the more mass you have the better a web works on you, type deal, things wouldnt seem so broken when you go outsize of one class when balancing a module like this.

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Mike Voidstar
Voidstar Free Flight Foundation
#52 - 2013-07-09 14:36:07 UTC
That should work in reverse of what you suggest.


The more mass something has, the harder it should be to make changes in it's movements.

This effect is currently true for propulsion mods and agility. If webs worked that way it would be the same deal, you either would need more power to get the same slowing effect as on a lighter target, or else the web would have less effects on bigger targets.

I suppose that would be one way to make webs more interesting. Alter their cap use by the mass of what they are affecting. Slowing a frigate should be easy for a battleship, while attempting the reverse should make the frigates power core up and die. The cap use could vary for range too, the further away, the more it takes to get the same effect.

I don't really suggest it, the very idea breaks interceptors, but it would make for interesting tactical choices.
Muad 'dib
State War Academy
Caldari State
#53 - 2013-07-09 14:53:47 UTC
Yeah i picked on mass because its more of less directly relates to the ships size class, i didnt mean for there to be any direct relation to the mass factor because you are right when you say that more mass means harder to slow.

Perhaps a modifier like mass or agility that makes the webs strength on the target more or less, like eccm strength vs ecm strength.

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Gizznitt Malikite
Agony Unleashed
Agony Empire
#54 - 2013-07-09 15:25:35 UTC
Muad 'dib wrote:
Yeah perhaps i should have made the thread title "webs are boring and too simple and predictable"

Flown a serpentis blaster boat with a 90% web, its pretty great you can not only stop things getting away with apply that high dps.

All the other blaster boats are crying in the corner, hiding from anything but a class size above them to get their actual dps numbers close to the paper dps.

I like the idea above about limited the serious stone wall webbing of 90% to a lesser range, if it means that a softer 15k+ web can exist as well as a 10km web thats more than 60%.

I see what you mean about an AB would be better than a web, but inside 10k is that really such a bad thing.

A mwd brawler must close to 10k to web then close a further 5k to do some good dps, all while under fire potentially from their target - the answer then is to either fit two webs or a web and dual prop - which seems a bit unfair since the serpentis ships get a single web thats more than 4x as powerful to use their guns.

seems like something needs a tweak when the answer to doing something properly is using a special and some what rare ship, expensive ship.


1.) Serpentis ships, and Marauders have the 90% webs. It is one of their "specialties", and it helps make those ships very unique. They aren't ubiquitously used, and generally make excellent semi-squishy blingy primaries (compared to other ships in their class).

2.) I solo a lot in frigates, and there is a major choice you have to make between fitting AB, MWD, Scram, Web, Point. Kiting setups are fairly easy, as they are pretty much MWD + Pt, and simply try to stay away (but have no tank). A solid brawl fit though has superior range control when fit with AB+Scram+Web. However, the MWD is great for getting into range of a target (or catching it), as well as for general survive-ability. Lucky for us, frigates don't have the slots to fit everything they want, and so you must make fitting decisions. Frankly, I think the current setup is pretty spot on.

3.) "I see what you mean about an AB would be better than a web, but inside 10k is that really such a bad thing." This would be an ABSOLUTELY TERRIBLE thing!!!!!!!! Trust me, I've solo'd Ruptures, Stabbers, Vaga's, Rapiers, Thorax, and more in frigate hulls! I have a great combat record, know what I'm talking about, and am not just brain storming for *****'n'giggles. The primary reason for fitting an AB in PvP is to give yourself range control inside of 10 km's. You remove the superiority of an ab over a web, and you remove one of the major reasons for fitting an AB, leaving the AB a generally useless module (unless oversized).

4.) What is the primary reason you want this change? Is it so you can engage frigates in a Battleship? I really get the impression that your annoyed a frigate can fly under your guns. Remember, there is not supposed to be a "I win" setup. You have to chose when to engage, how to engage, where to engage, and what to engage. Every good setup has a weakness (or several), as well as strengths. Please elaborate why this change is even remotely a desired thing!!!

5.) One of the special abilities of minmatar is enhancing web range. If you create "softer" 15 km webs, you suddenly have EAF's and Recons with pretty ridiculous web ranges. Given the "speed" of the rusty race, this needs to be kept in mind. Furthermore, most kiting ships depend on speed and range to stay alive. You catch one, and it gets destroyed faster than a porcelain dolls in a day care center! Adding a ranged web to all ships really attacks that play style, but I don't particularly see that style as overpowered or in need of nerfing. So why do we think longer ranged webs are a good thing?

Muad 'dib
State War Academy
Caldari State
#55 - 2013-07-09 16:03:45 UTC
Gizznitt Malikite wrote:
So why do we think longer ranged webs are a good thing?


You made some good points there and thank you for responding, i will tackle (get it) this one primary.

I dont want longer range webs with the same strength, they must be weaker. If everyone happy as larry with 60% at 10km then we can use that as a sliding scale.

We go up 50% in range we go down 50% in strength (or perhaps a more unbalanced amount like, 25% more range 50% less strength)

I guess i started the thread saying that one 60% is not very effective at stopping a same sized, much less smaller, target gate crashing or stopping it sig tank. In frig VS frig webs dont really do much except stopping escape, dps isnt really that effected unless you stack them or have a strong bonus (DD). Fitting two best webs shouldnt be necessary for damage application for same size targets (esp HAMs!).

I wanted to see if i was alone thinking this, and while im not alone most are happy with how it is.

Theres been some good and interesting ideas to make the business of webbing more interesting and unpredictable so guess its moved more in that direction instead of just upping the webbing a bit.

Anyone who says the DD bonus isnt overpowered is both right and wrong. Those that use it like it because it slams a ships speed into the floor and enable its to hit with its very close guns, but they arnt alone using those weapons, how does everyone else feel about one web from a special ship doing four times as much as one normally does.

look at ecm, we got rid of the mid slot multispec by upping the bonus on ecm ships a lot and reducing the modules effectivness, people seem to agree the falcons works great and random ecm on non ecm bonus ships pretty bad. But look closer, those ecm modules are being increased upto 250% to make effective. Now look at the lowerly popular web, on a strength bonus ship, it goes from 60% to 90%, thats a 500% increase! Well of course webs work on serp ships! dur, right? :P

Im saying that a module as popular and as widely used as the web, should not need a 500% increase to work like its meant to! other brawlers (esp unguided missiles) are left saying wtf. This is what screamed out to me that actually giving up a precious mid slot for just 60% a bit unfair and even with 4 webs you still cant get the 90% that the strength bonused do.

Ive been pvping a long time and in all sizes of ships, this is just one mans opinion, right or wrong, i bring it up for discussion. I certainly feel that having more options when it comes to webbing outside of using an expensive rare ship (which will be primary instantly) is a good way around it.

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Meditril
Hoplite Brigade
Ushra'Khan
#56 - 2013-07-09 16:13:53 UTC
Muad 'dib wrote:
Meditril wrote:
No, the opposite is true. Webs are still too powerful!
After the cruiser buff now almost every cruiser can fit two webs which easily reduces the enemy speed by 80%. This is a death trap for every frigate, including Assault Frigates. Not to mention the bonused ships which can reduce your speed by 90% with just one web.

In my opinion webs should be nerved by either the introduction of a web effect reducing module or rig, or by buffing Assault Frigates with an static web effect reducing bonus.


i fail to see the problem with a frigate dieing to a cruiser that has the foresight to avoid dieing to a frigate and so fits a second web.

Perhaps the issue here is that webs work the same regardless of mass, perhaps if they did, aka the more mass you have the better a web works on you, type deal, things wouldnt seem so broken when you go outsize of one class when balancing a module like this.


The original role of Assault Frigates was to catch light cruisers. Unfortunatelly the recent buff to T1 cruisers completely obsoleted this role. Currently Assault Frigates are just stuck in the middle. If you need speed, you better go with Faction Frigates. If you need dps you better use Destroyers. If you need tank you better take a cruiser, since speed tanking is not possible when double webbed.
Muad 'dib
State War Academy
Caldari State
#57 - 2013-07-09 16:17:34 UTC
Meditril wrote:

The original role of Assault Frigates was to catch light cruisers.


A light cruiser wont have that many mids and wont be fitting two webs, and they will still die as per, to a brawler AF.

Dont forget that cruiser got a total redo recently and that t2 ships of lal sizes are next now that BS are done, i expect the 'new' AFs to be far better able to deal with dual web cruisers :)

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Sonja Anthari
Anthari Syndicate
#58 - 2013-07-09 18:48:49 UTC
Why can't we just make webbing drones useful and buff them like 40-50% increased speed and remove their web's stacking penalties? That would make them actually useful and give a buff to webs like you're wanting. While not really increasing the effect across the board, there's enough ships with drone bays to make use of them if you're hell bent on slowing a target to near zero. Yeah, its giving up damage, but if they buff them correctly then I think it would be a viable trade-off.
Milton Middleson
Rifterlings
#59 - 2013-07-10 00:31:28 UTC
Quote:
normal ships however, two 60% webs is only 80% and speedy ships can still very easily avoid damage.


I'm going to need a citation for people speed-tanking vs dual web fits, unless we're talking long range guns vs below class ships or something like that. Maybe a really fast ship can mitigate some damage while dual-webbed (I doubt it's meaningful, though), but considering that going really fast generally entails trading in either tank or damage, that hardly seems unreasonable.

Arguably, webs are too immobilizing when stacked, since once a fight scales past a few people on either side, you can generally count on the primary being virtually immobile.

Quote:
The primary reason for fitting an AB in PvP is to give yourself range control inside of 10 km's. You remove the superiority of an ab over a web, and you remove one of the major reasons for fitting an AB

This is true, and you've also got to consider that you can only have one afterburner. While one afterburner is better than a single web, you can be webbed multiple times, which pretty much negates any speed/sig tank you might be fielding vs a similar sized target (afterburner or no).
Meditril
Hoplite Brigade
Ushra'Khan
#60 - 2013-07-10 08:32:36 UTC
Milton Middleson wrote:

This is true, and you've also got to consider that you can only have one afterburner. While one afterburner is better than a single web, you can be webbed multiple times, which pretty much negates any speed/sig tank you might be fielding vs a similar sized target (afterburner or no).


You hit the nail perfectly! This is the main issue.
While you can use an AB to mitigate one web. You can't use 2 or more ABs to mitigate several webs. Especially if you run into a blob you get usually tripple or more webbed which basically makes you standing still and therefore die fast.

Maybe we should consider to not allow web stacking which means, only the web with the highest webbing strength will get applied while all other webs should be ignored. (Drones needs to be excluded from this mechanics.)