These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Odyssey 1.1] Dominix bonus change

First post First post
Author
William Darkk
Garoun Investment Bank
Gallente Federation
#341 - 2013-08-14 21:48:52 UTC
CCP Rise wrote:
Quote:
(Remember how in the T1 BS changes thread people said that no-one would ever fly a Dominix over a Geddon?)


Glad someone else remembers this =)

I gotta admit I was wrong about that one, I thought that bombing would preclude Dominix doctrines and that they'd only be used for brawling and PVE.

I still don't like the change, because I'm worried it'll make the Ishtar obsolete the Domi.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#342 - 2013-08-14 22:04:28 UTC
Mike Voidstar wrote:
Tyberius Franklin wrote:
Mike Voidstar wrote:
Malcanis wrote:

I hope you're not comparing long range weapons with short range;

Raven, 6x T2 CMLs with Fury: 507DPS
Abaddon, 8x T2 Megabeams (good luck fitting Tachys) with IN Multi: 485 DPS
Megathron: 7x T2 425mm Rails with CN AM 429 DPS

Etc.

Not to mention that the Domi's Gardes currently have over 3x better tracking than the Mega's 425mms and better optimal to boot.

tl;dr: Nice try, son.


I hope you are not comparing Gardes to a long range system. Their base optimal is 20k'ish, and their fall off is like 5. Their closest comparable turret probably is pulse lasers, except they can be shot out of space and can't move.

Pulses occupy an odd point in the lineup. They get ranges comparable to long range weapons, with tracking and damage associated with short range weapons.

Sentries as a whole are effectively a long range system, gardes functioning like the short range ammo for that group. Their base range is 24km by the time you can use them and their falloff is actually 12km.



Either way, Gardes are fine. They are directly comparable to Pulse Lasers, except for the differences between sentries and turrets. They can be stretched out to enormous ranges for their damage, but only with the dedication of a specific ship, multiple mid slots, at least one high slot, and a rig or two. I daresay you would see similar results if you did the same for Pulse Lasers, except you have more options and flexibility in the use of the lasers.

I'm not saying there is an issue with them, neither was Malcanis from what I could tell, he is of course free to correct me if I'm wrong. The issue being taken is viewing gardes as a weapon system in isolation to justify comparisons for DPS across SR weapons systems. Even your own standard draws upon the outlier by far regarding optimal range to make the relation. In contrast sentries as a whole clearly operate at LR gun ranges with Grades doing well to replicate the lower range ammo end.
Mike Voidstar
Voidstar Free Flight Foundation
#343 - 2013-08-15 00:08:50 UTC
Tyberius Franklin wrote:
Mike Voidstar wrote:
Tyberius Franklin wrote:
Mike Voidstar wrote:
Malcanis wrote:

I hope you're not comparing long range weapons with short range;

Raven, 6x T2 CMLs with Fury: 507DPS
Abaddon, 8x T2 Megabeams (good luck fitting Tachys) with IN Multi: 485 DPS
Megathron: 7x T2 425mm Rails with CN AM 429 DPS

Etc.

Not to mention that the Domi's Gardes currently have over 3x better tracking than the Mega's 425mms and better optimal to boot.

tl;dr: Nice try, son.


I hope you are not comparing Gardes to a long range system. Their base optimal is 20k'ish, and their fall off is like 5. Their closest comparable turret probably is pulse lasers, except they can be shot out of space and can't move.

Pulses occupy an odd point in the lineup. They get ranges comparable to long range weapons, with tracking and damage associated with short range weapons.

Sentries as a whole are effectively a long range system, gardes functioning like the short range ammo for that group. Their base range is 24km by the time you can use them and their falloff is actually 12km.



Either way, Gardes are fine. They are directly comparable to Pulse Lasers, except for the differences between sentries and turrets. They can be stretched out to enormous ranges for their damage, but only with the dedication of a specific ship, multiple mid slots, at least one high slot, and a rig or two. I daresay you would see similar results if you did the same for Pulse Lasers, except you have more options and flexibility in the use of the lasers.

I'm not saying there is an issue with them, neither was Malcanis from what I could tell, he is of course free to correct me if I'm wrong. The issue being taken is viewing gardes as a weapon system in isolation to justify comparisons for DPS across SR weapons systems. Even your own standard draws upon the outlier by far regarding optimal range to make the relation. In contrast sentries as a whole clearly operate at LR gun ranges with Grades doing well to replicate the lower range ammo end.



I tend to think of each type of sentry as a separate weapon system, which is perhaps a bit blinkered. I do not consider Gardes as long range at all. Sentries as a whole do have useful range, in fact most of them have more range than they can use due to the limitations of drone control range. If you look at the ranges on 425 Rails, Antimatter goes quite a bit further than a Garde will without substantial support with other modules on the ship. Javelin is a fair comparison, being even a bit shorter range really, but Javelin is just horrible ammo.

I think the point that most making the comparisons are trying to highlight is that the damage and tracking on current gardes is no more out of place for it's range than Pulse Lasers are. The situations are simply reversed, Pulse Lasers are extremely long ranged versions of short range turrets, while Gardes have very short range of a mostly long ranged class of weapon. They simply meet at about the same point.

Drones have always been about damage application. Its entirely appropriate for them to have the tracking and damage they do, given their other balancing factors and the sacrifices that must be made to achieve that kind of performance.
Aversun
Systems Federation
#344 - 2013-08-15 09:12:34 UTC
PS: I know at least one Dominix pilot whose primary weapons are the target of choice by anything smaller then a destroyer. Maybe bug, maybe the AI hates him.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#345 - 2013-08-15 14:05:56 UTC  |  Edited by: Sergeant Acht Scultz
William Darkk wrote:
CCP Rise wrote:
Quote:
(Remember how in the T1 BS changes thread people said that no-one would ever fly a Dominix over a Geddon?)


Glad someone else remembers this =)

I gotta admit I was wrong about that one, I thought that bombing would preclude Dominix doctrines and that they'd only be used for brawling and PVE.

I still don't like the change, because I'm worried it'll make the Ishtar obsolete the Domi.


My thought on this "fleet comp" was a bit like yours and based on previous experiencewhen domi fleets were already used by some known dudes back then, they were erased because of bombing runs and suicide smartbomb battleships.
We see now a lot mode domi fleet then before but I also have to say seems no one really takes them serious or can't fit a smartbomb suicide BS, doom portals or does successful bomb runs.
BL still use doom portal and bomb runs but I haven't seen many groups countering sentry domi/carriers with these techniques so either these domi fleets are not considered as a true issue to deal with or players lost "skills" to get rid of them.

Edit: and that 10% tracking bonus is way too powerful, even 7.5% might still be a bit op, time will show if yes or not.

removed inappropriate ASCII art signature - CCP Eterne

Edam Neadenil
Bax Corporation
#346 - 2013-08-16 06:11:28 UTC
Two comments:

1) Just because good FCs like to choose a single ship and have everyone train to level 5 in that ships skills and then mobilize large fleets of that one ship (recently the Domi and Prophecy have been flavors of the month) is no reason to nerf the current ship of choice that 99% of the time in PvE and small gang PvP is perfectly balanced.

2) Whats with this trend towards "balancing" by fiddling with the skill related bonuses all the time ? (recent example resistances) It may be an easy out for the devs but a rebalance downgrading skills is guaranteed to pss off way more people than some other ship balance change.

BTW ... I fly a Domi and think a 2.5% per level is annoying but not a gamebreaker for the Domi, its more the precedent of diddling with skill related bonuses to tweak ships for no reason other than changing big fleet battle dynamics that is a concern.



Lak'ca Antollare
Nexus Cartel
#347 - 2013-08-17 19:09:34 UTC
First off, those who think any form of cruiser should be "better" than a battleship should probably not comment on anything.

Second, I "LOVE" how a damage platform, that can be systematically reduced in it's effectiveness, is being "tinkered" with...after the Alliance tournament. Should every dominix pilot be penalized for the ineptitude of the alliance tournament LOSERS? Even if what they say is true about the alliance tournament not being a deciding factor, it stands to reason that one of the most easily destroyed weapon platforms should be 2.5% better than other weapon platforms.

Third, you will never have a doctrine that will defeat every type of fleet that is thrown at you. Apologies for bursting your bubble.

Just some thoughts for everyone to ponder.
Cygnet Lythanea
World Welfare Works Association
#348 - 2013-08-19 00:58:46 UTC
I'm opposed to the domi nerf. The reality is that people are already bleeding drones to the new AI that still for some reason sees a drone as the love child of Adolf Hitler and Judas Iscariot. Seriously, I still see battleships breaking off attacking my ship to chase a light drone.

Though, it's nice to see players who tout themselves as 'the best' fail utterly against doms.... not because doms are good, but because they were unexpected.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#349 - 2013-08-19 07:47:56 UTC
Has anyone tested this nerf on Sisi, to see what the real effect is?

I use the domi for WH pve (shield tank, 4 drone damage mods, 2 omnis), and sanctums etc (single armour repper).

Its ability to batter any sleeper at any range with gardes was a huge and pleasant surprise to me since it makes money-making easy.

It does kind of seem to me though that this setup makes all sentries other than gardes obsolete with the domi, so the buff probably did go too far for this role at least.

I have no problem with this tweak.

I also occasionally use the domi for small scale pvp. The domi is not a good ship for solo pvp, but as part of a fleet its a very welcome asset.

I'd have preferred to have kept it as a brawler with a hybrid bonus, but there we are. Can't have it all can we?

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Whitehound
#350 - 2013-08-19 08:46:47 UTC
Please take a look at the drones' targeting timers. They are all set to 2 seconds. Does this really still reflect the current state?

It seems as if these timers were set with the idea that drones would always only be used against their primary targets, i.e. light drones against frigate and sentries against battleships and so would all take about the same time, but it does not seem to reflect the whole truth. Light drones are also used against any other targets where if they had to full locking mechanics implemented locked their targets much faster. The opposite is true for sentry drones. With the new bonuses to drone tracking will these more often be used against smaller targets and an increase in targeting time would more accurately reflect it.

Seeing how drone assist mechanics are also more often being questioned could a change of these targeting timers be helpful, too. Even fighters and fighter bombers have a 2 seconds targeting timer, which seems incredibly short.

Here a suggestion:

Light drones: 1 second
Medium drones: 2 seconds
Heavy drones: 4 seconds
Sentry drones: 5 seconds
Fighters/bombers: 8 seconds

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

Debora Tsung
Perkone
Caldari State
#351 - 2013-08-19 09:19:30 UTC
Anharat wrote:

Only because the declination you use of a word is widely accepted in the community doesn't make it correct.
That's like saying that voting for ****** is the correct thing just because the majority of people did it.


But... since it's part of a living language, wouldn't that mean that it would be made correct if the majority of the people thought that it is correct? Question

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Obearoth HuanTao
School of Applied Knowledge
Caldari State
#352 - 2013-08-19 10:21:19 UTC  |  Edited by: Obearoth HuanTao
Not to worry, we wil thoroughly wreck it in a matter that will make you fix it.
Until then, we'll relish in the OP and kills it bring, with little risk to our selfs.
So plz devs, take your good time, thank you!

CCP Rise wrote:
We are obviously aware of the conversation around drone assist and this change doesn't really aim to have a massive effect on sentry-doctrines as a whole. Drone assist is a much larger issue and we aren't looking to make any changes to it for 1.1. We would love to do work on drones overall, but for now I can't make any promises about when that will happen or how it will look.


As for your tinkering with stuff that works, and as such do your best to **** it up; There are tons of issues within eve, from the beginning of time I've been told, that really needs your attention and being fixed.
May I suggest that you actually fix stuff, not make new fuckups?
And making such a change right after tourney, clearly stating it is not related, well it just becomes a bit to obvious
Cygnet Lythanea
World Welfare Works Association
#353 - 2013-08-19 12:33:18 UTC
Whitehound wrote:
Please take a look at the drones' targeting timers. They are all set to 2 seconds. Does this really still reflect the current state?

It seems as if these timers were set with the idea that drones would always only be used against their primary targets, i.e. light drones against frigate and sentries against battleships and so would all take about the same time, but it does not seem to reflect the whole truth. Light drones are also used against any other targets where if they had to full locking mechanics implemented locked their targets much faster. The opposite is true for sentry drones. With the new bonuses to drone tracking will these more often be used against smaller targets and an increase in targeting time would more accurately reflect it.

Seeing how drone assist mechanics are also more often being questioned could a change of these targeting timers be helpful, too. Even fighters and fighter bombers have a 2 seconds targeting timer, which seems incredibly short.

Here a suggestion:

Light drones: 1 second
Medium drones: 2 seconds
Heavy drones: 4 seconds
Sentry drones: 5 seconds
Fighters/bombers: 8 seconds



The problem with that is that battleships are not the only thing that carry those heavies and sentries. Ishtars use them on fellow HACs, for example. This sort of nerf would make drone carriers other than the dominix pretty useless as for a lot of them five seconds is a long time.
Roime
Mea Culpa.
Shadow Cartel
#354 - 2013-08-19 13:07:00 UTC  |  Edited by: Roime
Why should drone ships suffer from double targeting times?

.

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#355 - 2013-08-19 14:00:20 UTC
Roime wrote:
Who should drone ships suffer from double targeting times?


this.

for a dominix to unleash it's drones on a cruiser takes something like 8 seconds to lock the cruiser, plus another 2 for the drones to lock it and engage.

10 seconds seems like a hell of a long time if it's you in the dominix.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Goldensaver
Maraque Enterprises
Just let it happen
#356 - 2013-08-20 05:11:56 UTC
Mournful Conciousness wrote:
Roime wrote:
Who should drone ships suffer from double targeting times?


this.

for a dominix to unleash it's drones on a cruiser takes something like 8 seconds to lock the cruiser, plus another 2 for the drones to lock it and engage.

10 seconds seems like a hell of a long time if it's you in the dominix.

I really isn't an elegant solution, and it really screws it over for solo play. However one could argue that they only lock once if there's another person in the fleet because they can just assign.

It really is a damn shame. Aside from hard limiting the number that can be assisted, I can't think of any way to nerf blob drone assigning without hurting the solo/small gang pilot more.
IbanezLaney
The Church of Awesome
#357 - 2013-08-20 06:14:50 UTC
Harvey James wrote:

Drake is still epically better than the ferox


Blaster Ferox is a beast.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#358 - 2013-08-20 09:03:00 UTC
Goldensaver wrote:
Mournful Conciousness wrote:
Roime wrote:
Who should drone ships suffer from double targeting times?


this.

for a dominix to unleash it's drones on a cruiser takes something like 8 seconds to lock the cruiser, plus another 2 for the drones to lock it and engage.

10 seconds seems like a hell of a long time if it's you in the dominix.

I really isn't an elegant solution, and it really screws it over for solo play. However one could argue that they only lock once if there's another person in the fleet because they can just assign.

It really is a damn shame. Aside from hard limiting the number that can be assisted, I can't think of any way to nerf blob drone assigning without hurting the solo/small gang pilot more.


There are already counters for blob drone assignments - bomber runs and pipebombs, used to great effect in the recent Fountain war as far as I have read.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Whitehound
#359 - 2013-08-22 18:49:02 UTC
Mournful Conciousness wrote:
Roime wrote:
Why should drone ships suffer from double targeting times?


this.

for a dominix to unleash it's drones on a cruiser takes something like 8 seconds to lock the cruiser, plus another 2 for the drones to lock it and engage.

10 seconds seems like a hell of a long time if it's you in the dominix.

I have explained why.

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

Onictus
Federal Navy Academy
Gallente Federation
#360 - 2013-08-22 19:04:04 UTC  |  Edited by: Onictus
Tyberius Franklin wrote:
. Even your own standard draws upon the outlier by far regarding optimal range to make the relation. In contrast sentries as a whole clearly operate at LR gun ranges with Grades doing well to replicate the lower range ammo end.



Sounds just like pulse lasers on an APOC. Put EIGHT mods into weapon support and see what those pulse lasers can do (they can hit past the ships lockrange I'll tell you now)

Except that you would really, because of stacking you would go 2/3 TCs and x3 heatsinks, presto, 90+ km pulse lasers....

Where a domi needs three Omni, three DDAs and at least one (better two) link augmentors to fill the same roll.