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Stasis Web Scaling

Author
Kahega Amielden
Rifterlings
#1 - 2013-07-11 00:09:28 UTC  |  Edited by: Kahega Amielden
Stasis webs suffer from a problem of scaling. In a one on one fight, pretty much everyone will agree that webs are fine. Most ships will only fit a single web; the effect of which can be fought with an afterburner. With double webs you're SOL, but the cost of throwing yet another midslot at it means that being able to make your opponent virtually stop comes at a steep enough price that we don't see it everywhere.

However, in fights beyond two members, the above doesn't really apply. In practice, the primary is going to be basically stationary because by the time the stacking penalty kicks in, the target has been webbed too many times to matter - he isn't going anywhere. Because of this, there is no room for tactical movement in a close range fight involving multiple people. The primary is going to be pretty much stationary, period.

This causes problems, especially for smaller ships - speed ceases to be a factor in these larger fights entirely. While AFs and other frigate hulls are very popular for solo and very small gang work, larger gangs of them are almost unheard of because of this scaling problem.


Thus, I propose a change to webs that will offer additional fitting options and flexbility, maintain the current web balance in low-population fights, while helping to fix the scaling problem.

First, introduce a new module that increases the velocity effect of stasis webifiers. Instead of dual webs, I could fit web + web enhancement module to achieve effectively the same slowdown as two stacking webs. These could come in different forms (midslot mods, lowslot mods, utility highs, rigs...) allowing dedicated tacklers to specialize more in making the target not move while not allowing the mere accumulation of more and more general purpose pew ships to remove speed from the equation.

Secondly, webs shouldn't stack. The web effect applied to the target is the strongest one currently activated on him. If you have multiple webs you can still use them to hold down multiple targets, but merely slapping moar webs on your target will not work.

Thoughts?
Petrus Blackshell
Rifterlings
#2 - 2013-07-11 00:10:48 UTC
Kahega Amielden wrote:

First, [...]

Second? Third?

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Milton Middleson
Rifterlings
#3 - 2013-07-11 00:25:24 UTC  |  Edited by: Milton Middleson
Are we having a posting CTA?

Also, you seem to be missing your follow up point, which I presume based on your comments elsewhere was that webs shouldn't stack.
Kahega Amielden
Rifterlings
#4 - 2013-07-11 00:35:10 UTC
Milton Middleson wrote:
Are we having a posting CTA?

Also, you seem to be missing your follow up point, which I presume based on your comments elsewhere was that webs shouldn't stack.


You are clearly wrong. Look again.
Harvey James
The Sengoku Legacy
#5 - 2013-07-11 09:17:57 UTC
interesting OP i don't see the web enhancement thing as likely to happen though.
But i do think webs are too effective as they are so i would call for a strength nerf instead of about 15% at least the off the basic web and increase skill requirement for the T2 web to prop jamming skill lv5 as all T2 mods should need lv5.
so T2 web
- reduce range down to 9km
- increase prop jamming skill to lv5 maybe increase rank to 4 or 5.
- weaker web strength by at least 5%

Also i think AB's need to be stronger in general
- reduce mass of AB by 75%
- built in web stacking modifier say 15% against stacking of webs

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

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#6 - 2013-07-11 10:35:15 UTC
Harvey James wrote:
interesting OP i don't see the web enhancement thing as likely to happen though.
But i do think webs are too effective as they are so i would call for a strength nerf instead of about 15% at least the off the basic web and increase skill requirement for the T2 web to prop jamming skill lv5 as all T2 mods should need lv5.
so T2 web
- reduce range down to 9km
- increase prop jamming skill to lv5 maybe increase rank to 4 or 5.
- weaker web strength by at least 5%

Also i think AB's need to be stronger in general
- reduce mass of AB by 75%
- built in web stacking modifier say 15% against stacking of webs



This will not change anything to current status but requirement for more webs.


This will make MWD pointless and oversize AB fits totally OP, the only way to fit properly every single ship, which is already possible in game and makes them rather op: 100mn T3's/attack BC/10MN AB frigates just for a couple examples

removed inappropriate ASCII art signature - CCP Eterne

Harvey James
The Sengoku Legacy
#7 - 2013-07-11 10:53:55 UTC
Sergeant Acht Scultz wrote:
Harvey James wrote:
interesting OP i don't see the web enhancement thing as likely to happen though.
But i do think webs are too effective as they are so i would call for a strength nerf instead of about 15% at least the off the basic web and increase skill requirement for the T2 web to prop jamming skill lv5 as all T2 mods should need lv5.
so T2 web
- reduce range down to 9km
- increase prop jamming skill to lv5 maybe increase rank to 4 or 5.
- weaker web strength by at least 5%

Also i think AB's need to be stronger in general
- reduce mass of AB by 75%
- built in web stacking modifier say 15% against stacking of webs



This will not change anything to current status but requirement for more webs.


This will make MWD pointless and oversize AB fits totally OP, the only way to fit properly every single ship, which is already possible in game and makes them rather op: 100mn T3's/attack BC/10MN AB frigates just for a couple examples



oversized AB's are easily fixed by making them class specific much like the MJD

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

Meditril
Hoplite Brigade
Ushra'Khan
#8 - 2013-07-11 13:02:22 UTC
I definatelly agree this is an issue!

However, maybe just disallowing web stacking is enough. If several webs are used on your ship then only the strongest one should have an effect. The others should be just ignored.
Katia Echerie
The Tuskers
The Tuskers Co.
#9 - 2013-07-11 13:50:59 UTC
100% disagree. Webs are fine. If you fly Gallente its pretty much mandatory to have a web, some ships need two. With this **** poor range on blasters and the fat and slow Gallente ships a nerf to webs would mean Gallente ships would be borderline unusable.
Kahega Amielden
Rifterlings
#10 - 2013-07-11 14:01:19 UTC
Katia Echerie wrote:
100% disagree. Webs are fine. If you fly Gallente its pretty much mandatory to have a web, some ships need two. With this **** poor range on blasters and the fat and slow Gallente ships a nerf to webs would mean Gallente ships would be borderline unusable.


Did you even read my post?

What about this post would in any way harm Gallente ships?
Onomerous
Caldari Black Hand
Caldari Tactical Operations Command
#11 - 2013-07-11 15:15:10 UTC
No

What's the point of everyone in the fleet having a web if only one will actually be allowed to work? I don't see anything wrong with what is going on currently. If you are primary, you are pretty much screwed unless you have logi with you (wait a second... could logi be a way to counter the effects of multiple webs + DPS??)
Gorgoth24
Aliastra
Gallente Federation
#12 - 2013-07-11 16:16:21 UTC
I came into this thread with a negative opinion, but after reading your post I've been pleasantly surprised.

I fully endorse this

+10

Thoughts:
It may be constructive to assign slots and numbers to these web-enhancing modules. I would suggest low-slot modules as they seem to be more conducive to small-ship (namely frigate) tackling.

And have you given thought to how these modules would affect web-based ships like the hyena, rapier, huginn, and loki?
Petrus Blackshell
Rifterlings
#13 - 2013-07-11 16:20:44 UTC
Onomerous wrote:
No

What's the point of everyone in the fleet having a web if only one will actually be allowed to work? I don't see anything wrong with what is going on currently. If you are primary, you are pretty much screwed unless you have logi with you (wait a second... could logi be a way to counter the effects of multiple webs + DPS??)

What's the point of everyone in the fleet having a point if only one point matters to keep someone from warping out? Oh! That's right! Redundant points in case one is lost, and spreading points to other non-primary targets too!

Seconly, logi can only do so much. Even if theoretically a Scimitar repairs more than the incoming DPS on an AF (to use the example ship from the OP), it is still possible for the AF to simply explode because its 10k EHP simply cannot resist being instantly shot by 10 other ships which track perfectly (due to the stacking webs).

Another way to sum up the OP is: "The way webs currently work makes the mechanics of sig radius, transversal velocity, tracking, and explosion velocity irrelevant in fights of over 2-3 people. That's boring and it sucks. Change it."

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Balthazar Lestrane
Dirt 'n' Glitter
Local Is Primary
#14 - 2013-07-11 16:23:48 UTC
Assault Frigate fleets are used to counter bomber camps on a regular basis, go play EVE before suggesting crap ideas. Webs are fine.
Kahega Amielden
Rifterlings
#15 - 2013-07-11 16:30:17 UTC  |  Edited by: Kahega Amielden
Quote:
It may be constructive to assign slots and numbers to these web-enhancing modules. I would suggest low-slot modules as they seem to be more conducive to small-ship (namely frigate) tackling.

And have you given thought to how these modules would affect web-based ships like the hyena, rapier, huginn, and loki?


With regards to web-bonused ships - It could be seen as either a buff or a nerf. Most people would probably fit web + web enhancer instead of dual webs, which would lose you the slightest amount of flexibility as you could no longer single-web multiple targets. However, you'd also have the option of two webs + enhancer which would let you effectively double-web multiple targets which you cannot do now.

Overall I don't see these ******* with the balance of these ships too much.


With regards to numbers and slots: I'd avoid making it a low slot mod. That might make it too easy to fit for too many ships. I'd make it a midslot mod so that it fulfills the same function as a second web...And possibly add rigs towards the same effect? Either rigs or low slots potentially cause problems with web range bonused ships, however.
Milton Middleson
Rifterlings
#16 - 2013-07-11 18:34:12 UTC  |  Edited by: Milton Middleson
Onomerous wrote:
What's the point of everyone in the fleet having a web if only one will actually be allowed to work?


A coordinated fleet could use webs to manipulate positioning, e.g. slowing down approaching attackers while the primary attempts to pull range or increase angular velocity, or spreading out an enemy fleet. So having numerous people fit webs would still serve a significant function, completely aside from redundant tackle. (Your notion with respect to logistics is bad; it reduces the primary to a passive role in their own survival).
Ash Katara
Brutor Tribe
Minmatar Republic
#17 - 2013-07-11 22:11:59 UTC
I have never understood that any module effects are allowed to stack. It makes balancing the effects very difficult from a dev standpoint as any fights which become lopsided quickly magnify to make the conflicts one sided. Effect stacking should be reserved for redundancy not ma
Kahega Amielden
Rifterlings
#18 - 2013-07-12 14:00:32 UTC
It can make sense in cases where the target's defense is not effected (ECM, TDs...)

The problem with webs specifically is that in a gang fight, everyone shoots the primary - which means everyone webs the primary - which means the primary will never move, ever.




An ancillary benefit to this change is that because webs are no longer necessary on every combat ship in a fleet, you might see some more interesting variety in midslot usage.
Onomerous
Caldari Black Hand
Caldari Tactical Operations Command
#19 - 2013-07-12 20:21:56 UTC
Some great ideas... Have specialized roles for people. Awesome.


Oh wait... I hope the guy with the point is in the right place. And the guy with the web is in the right spot too. If something doesn't go quite the way we had hoped, well WTF. It's only a ship right? Yeah, let's base our strat around making sure that exactly the right person is in exactly the right spot to do what they need to do when we meet someone to shoot at. We all know your battle plans always work exactly as expected!!!

I certainly hope our fleet has a chance to meet your specialized fleet. I suspect you will do very well!! ;)
Kahega Amielden
Rifterlings
#20 - 2013-07-12 21:34:09 UTC
Someone moving 40% of their base speed isn't going to be going anywhere fast. Unless they have an AB, in which case they'll be moving about their base speed, but will still not be going anywhere quickly.

PVP does not depend on your target being completely stationary.
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