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New dev blog: Hybrid weapon and Tech II ammo balancing

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m0cking bird
Doomheim
#1121 - 2011-11-11 23:23:48 UTC
Gallente have almost no ships able to project damage and as a result are the least desirable (frigates are a exception for the most part). Minmatar had this issue, before the changes to projectiles and Artillery. Not to the extent of Gallente of course, but Amarr was more favourable in fleets and small gang as a result. There was no doubt auto-cannons could preform close range as well as they do now, but most suggested Amarr could do the same and better (using the Harbinger and Hurricane as an example here). So, the general consensus @ the time was ships lacking damage projection are limited, with regards to the dynamics of this game. They're destroyed alot more, less useful in fluid situations, less useful in fleets and are less desirable as a result.

That is'nt just an issue for Gallente, but all ships that operate close range. Which would mean. CCP needs to take a serious look @ Stasis webifier range, warp scramler range and a change to armour plates and rigs. Maybe, even lower warp disruption range to 22.000 or 20,000 meters. This would make it more difficult for more mobile ships to maintain range and hold a target within warp disruption range.
m0cking bird
Doomheim
#1122 - 2011-11-11 23:28:34 UTC
Another very interesting Idea I've heard that I fully endorse. Is a boost to sentry drones. Allowing sentry drones to warp, while having limited to no base speed. For example; a fleet warping to a interceptor 200,000 meters on grid to engage another fleet. Also a boost in heavy and medium drone hit points, tracking, velocity and damage output. The changes to sentry drones will give Gallente the 'fleet option' (Cry Havoc + Ishtar).
Tanya Powers
Doomheim
#1123 - 2011-11-12 01:40:53 UTC  |  Edited by: Tanya Powers
m0cking bird wrote:
Another very interesting Idea I've heard that I fully endorse. Is a boost to sentry drones. Allowing sentry drones to warp, while having limited to no base speed. For example; a fleet warping to a interceptor 200,000 meters on grid to engage another fleet. Also a boost in heavy and medium drone hit points, tracking, velocity and damage output. The changes to sentry drones will give Gallente the 'fleet option' (Cry Havoc + Ishtar).



Very carefull with drone bruffs.

Every race drones should be usefull ? -yes, sure it's dumb to carry only warriors hobgobs hammers ogres shield/armor drones and vespas 600/Hornets 300.

There should be somehow ways to improve all those drones useless either dps ones or warfare ones.

Is it ridiculous heavy drones are that slow? -of course it is, if we can see it I hope CCP can see it too one day.

When I say very carefull with drone buffs and specially sentry is just because you don't want to change from fleet canes and arty maels for spider rep/remote energy sentry Domis or Rattles, you can't even imagine the räpe face a fleet of those can be.

EDIT: Imagine a 250man fleet of Rattlesnakes tanking 1600dps with no effort +logis, yes alpha can take them down even if heavy tanked (EHP) but I guess improved sentry s (more than they are now) would also **** the maels fleet fingers in the nose.
Veryez
Hidden Agenda
Deep Space Engineering
#1124 - 2011-11-12 02:28:48 UTC  |  Edited by: Veryez
Grimpak wrote:

it still doesn't increase damage beyond "paper" stats tho, and "paper" stats are pretty much optimal circumstances.

in the end it's still not enough damage, considering both pulses and AC's that hit far better, altho, granted, at much longer ranges.


You are misrepresenting the facts. Pulses and AC's do not "hit better", with a 20% tracking boost and a 5% damage boost the megathon with null outperforms an equivalently setup Tempest with barrage inside 20k. outside 20k, the tempest will outperform the Mega. Since the Tempest must engage w/in disrupter range to hold the mega in place, it's window of superiority is 4k. Yes I want improvements to Hybrids, but I do not want them OP and the FoTM. CCP has gone a long way to make up for their shortcomings without forcing us to fit additional mods to make them perform. And next to EM, Kinetic damage is always a good choice.

Switching to RF Fusion vs CN Antimatter, the cross over point is around 12k, but the difference in damage jumps up by an additional 28% in favor of the Mega.

The mega has almost double the tracking of the Tempest, which results in significantly better hits thus the paper damage difference is actually smaller than the actual damage difference. But 1 vs 1's are not realistic on TQ, nor are these ships setup equivalently. In general the Tempest makes up for it's lacking performance (as does the hurricane) by incorporating a buffer shield tank and loading up damage and tracking mods in lows. But those are ship differences, not weapons differences, and the Rokh can fit a very nice shield buffer tank and load up the lows with damage mods and TE's and perform well. BTW, start fitting TE's on your Blaster ships in place of one Mag Stab, I have.

But this is all theory, the days of jumping around in a mega and soloing a small gang are over. CCP does not want these ships to perform like this and if they start to, they will nerf them into uselessness (again). In gangs, I consider anything within Optimal + .6*Falloff to be in my advantage range w/Blasters. Using Blasters does not always mean engaging in optimal (which is actually always larger than AC's optimal - another falsehood spouted here often). The closer I get to optimal the more advantage I have. Lets face it, we have to make a decision to engage in a very short time period and forcing a bad situation often leads to a lost ship. But this is no different than arguably the best short ranged brawler in the game the Geddon, which never has the option of running (but I still love that ship).

The changes to projectiles made mini pilots have to change setups to take advantage of them, As I said before I can use all T2 large weapons, I just adjust my fittings sometimes using setups I learned on other ships. Don't get me wrong, I want to use my Mega again (badly), I just don't want to have use it all the time. If they improve it but don't make it OP, it should be safe from future nerfs for a long time (at least that's my hope). BTW, have you tried the daredevil on sisi yet?
Rip Minner
ARMITAGE Logistics Salvage and Industries
#1125 - 2011-11-12 07:29:10 UTC
Lo Res wrote:
I'm sure this was probably mentioned somewhere in the 50+ pages here, but....


Do you really want to give a speed and inertia buff to the Falcon?

It's not flown like a blaster boat. It sits at range from a fight and jams people to hell.

So now it can sit at range and kite a brawl even better?

As a pilot that loves to kill off enemy ewar boats in a vaga, I don't like it.

And if you're going to show love to the falcon, why not do the same for its Tech 1 brother, the Blackbird?

Please pull the falcon off the list of ships getting a speed and inertia buff. or at least explain the rationale for the buff on the forums.

thanks.



If you get killed by any ship at range your ether out numbered or just unwilling to go to warp. Ether way it's just fine that you die.

Is it a rock point a lazer at it and profit. Is it a ship point a lazer at it and profit. I dont see any problems here.

Rip Minner
ARMITAGE Logistics Salvage and Industries
#1126 - 2011-11-12 07:32:25 UTC
Tiger's Spirit wrote:
Grimpak wrote:
Jack Dant wrote:
Grimpak wrote:
Jack Dant wrote:
That would let it match tempest/mael performance inside warp disruptor range. While retaining the option to use high damage ammo at close range with just 5s swap time.


there you go, you just exposed the reason why more is needed to be done to blasters and their hulls.


I don't follow.

If blasters are as good as ACs inside long point range (28km), and better inside web/scram range (11km), then they are balanced against each other, no?



on paper, they are better than AC's inside web range.

in reality, they aren't, since they need to get close (which they can't 99 times out of 100) only to do marginally better damage than AC's and pulses.



If you want i will show you, how much better in short range a Blaster than AC without any paper blabla.



kk when do you want to meet on sisi. You fly that Talon and I wil get in a Tornado and you show me you bad ars that blaster dmg projection is. Pirate

Is it a rock point a lazer at it and profit. Is it a ship point a lazer at it and profit. I dont see any problems here.

Tiger's Spirit
Templars of the Shadows
#1127 - 2011-11-12 09:51:12 UTC  |  Edited by: Tiger's Spirit
Rip Minner wrote:


kk when do you want to meet on sisi. You fly that Talon and I wil get in a Tornado and you show me you bad ars that blaster dmg projection is. Pirate


I see, you want fight with two unbalanced ships. 600dps ship vs 1126dps ship. Very tricky.
I think this is your AC better than Blaster in short range blabla truth.

You will flight with a tempest and i will with a megathron or dominix, that's a fair fight and those ship not unbalanced.But don't cry when i melting you.
Naomi Knight
Ministry of War
Amarr Empire
#1128 - 2011-11-12 10:24:10 UTC
Tiger's Spirit wrote:
Rip Minner wrote:


kk when do you want to meet on sisi. You fly that Talon and I wil get in a Tornado and you show me you bad ars that blaster dmg projection is. Pirate


I see, you want flight with two unbalanced ship. 600dps ship vs 1126dps ship. Very tricky.
I think this is your AC better than Blaster in short range blabla truth.

You will flight with a tempest and i will with a megathron or dominix, that's a fair fight and those ship not unbalanced.But don't cry when i melting you.

Pff dont listen to this noob pls, he is a noob hungarian,with bigger mouth than brain ,nobody likes him thats for sure.
Grimpak
Aliastra
Gallente Federation
#1129 - 2011-11-12 13:21:49 UTC  |  Edited by: Grimpak
Veryez wrote:
BTW, have you tried the daredevil on sisi yet?



if any, the boosts they are doing to blasters shouldn't be applied to small ones at all. that was always my opinion since before all this conudrum, so if they are giving the same changes to small blasters, then I guess that the DD now tramples over the "overpowered" status with ease.



also the outperforming margin of blasters vs AC's damage wise isn't anything new, they (blasters) already did more *paper* dps than AC's by a relatively good margin. the issue vs AC's is both application and platform-wise. the AC's can hit farther than blasters, and still do respectable damage, all tided up to a very mobile platform. However, range isn't where blasters should fail vs AC's but the actual platforms, where blaster ships are too slow and cumbersome for the ranges they apply.


where they do trail behind in every aspect (xcept platform, damage, damage types and absolute tracking) is pulses. before changes the differences are abysmal. a mid range weapon that trades off ~5-10% raw damage for 300% more range and even ability to track much better at optimal than blasters. tracking boost of the blasters is nice, but it still makes them struggle when in comparision to pulses. Adding the shallow damage margin between both and you can see why people have been asking for more damage, even if a need to make them have even shorter ranges is required to keep them balanced.

many don't really mind shorter ranges for blasters if they actually do damage proportional to that range, and have platforms that allow the blasters to to reach that range, something that still doesn't happen today and still won't be happening after the boosts.


blasters should do overwhelming damage at point blank ranges, but require the ships themselves to act like their damage projection stat. that's how blasters were back in 2005, and that's how they should be, even if that means that the blaster ships achieve mobility that surpasses minmatar hulls.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Ho'Taru
Aliastra
Gallente Federation
#1130 - 2011-11-12 15:49:43 UTC
Before I start, I fully admit that I have little in the way of PvP experience yet, so the following is just a random idea from following the conversations on Gallente/hybrids.


I noticed a bit of an uproar about the idea of just a single Gallente ship getting a webifier strength bonus, so I'm guessing that there's been a bit of a history on that front. I do think though that a good way to deal with the Gallente needing to get up close is to have a difference in effectiveness of webifiers between a blasterboat and the opponent. It struck me that instead of making Gallente webifiers more effective, you could get a similar effect by making the opposing webifiers less effective. Give the webifiers a longer ranger (or add some varient webifiers that are weaker but with the longer range), and I think it would go a long way towards fixing the problem.

Basically, Minmatar would be the fastest/most nimble race, but Gallente would use more of a steamroller approach to speed whereby silly little things like webifiers aren't going to slow them down much.


As for actual implementation, I can think of 2 methods off the top of my head:
- Change the mechanics for webifiers so that they have a strength rating that is compared to the target's propulsion strength rating. If the target's propulsion is stronger than the webifier, the speed reduction is only partially applied to the target. I think that this would be the more powerful and flexible option in the long term, but would involve more of a core change to the game mechanics, so may not be doable in time for the winter update.

- Give appropriate Gallente ships a bonus that reduces the effect of webifiers targeting them. This could either be as a flat role bonus, or as a bonus per level of skill. If it is a per level bonus that replaces an existing bonus, I would fully expect it to be a stong reduction in webifier effect, possibly even to the point of adding up to a -100% bonus in some cases. This I expect would be doable within the current game mechanics.


Any thoughts on this approach?
m0cking bird
Doomheim
#1131 - 2011-11-12 18:15:22 UTC
Well, pilots are already able to field very powerful drone fleets. I can reference Cry havoc (Ishtar), space perverts and forum warriors united (Vexor), with regard to successful use of sentry drones in low security and no security space. Both entities utilizing sentry drones very effectively.

In the past I started suggesting using alternatives to what was becoming a very popular fleet doctine (Abaddon). One of the alternatives I suggested was Armageddon's, setup like Abaddons. Which was theory until Draketrain and Evoke (earliest entities to do this) put them into practice. Interesting enough! Evoke has been assimilating Gallente battleships into fleets for awhile. They've been using Megathrons with dual tracking computers. So, Evoke fleets were not uniform in terms of ships, but set-ups (Megathrons with dual tracking computers = 400dps @ 35km and other armour battleships with dual tracking computers). All of this was long before it became standard for AAA.

The advantages to using Dominix and Armageddon is cost for performance (one fourth the price of Abaddons). Both have alot of hit-points, projected and applied damage. The Dominix advantage is the 'assign drones' command. The limitation of ships that use sentry drone is control range, not mobile and drones can be destroyed.

I've already lead fleets of Dominix 4 times, with upward of 100 pilots. Versus conventional fleets of Drakes, Tempest and Abaddons. You quickly notice the limitations (No movement, better for defence = fleet engaging you and not the other way around). Although, they still preform very well. In terms of damage, target switching projecting and applied bla bal bla...

Allowing sentry drones to warp. Will make drone ships better @ skirmishing. Making a Myrmidon a alternative to Drakes in smaller engagements. Would also be a big NERF to ECM.
Veryez
Hidden Agenda
Deep Space Engineering
#1132 - 2011-11-13 00:41:57 UTC
Grimpak wrote:


also the outperforming margin of blasters vs AC's damage wise isn't anything new, they (blasters) already did more *paper* dps than AC's by a relatively good margin. the issue vs AC's is both application and platform-wise. the AC's can hit farther than blasters, and still do respectable damage, all tided up to a very mobile platform. However, range isn't where blasters should fail vs AC's but the actual platforms, where blaster ships are too slow and cumbersome for the ranges they apply.


where they do trail behind in every aspect (xcept platform, damage, damage types and absolute tracking) is pulses. before changes the differences are abysmal. a mid range weapon that trades off ~5-10% raw damage for 300% more range and even ability to track much better at optimal than blasters. tracking boost of the blasters is nice, but it still makes them struggle when in comparision to pulses. Adding the shallow damage margin between both and you can see why people have been asking for more damage, even if a need to make them have even shorter ranges is required to keep them balanced.

many don't really mind shorter ranges for blasters if they actually do damage proportional to that range, and have platforms that allow the blasters to to reach that range, something that still doesn't happen today and still won't be happening after the boosts.


blasters should do overwhelming damage at point blank ranges, but require the ships themselves to act like their damage projection stat. that's how blasters were back in 2005, and that's how they should be, even if that means that the blaster ships achieve mobility that surpasses minmatar hulls.



There would have to be some fundamental changes in EvE before I'd agree with that last statement. AC's have lowest optimal and lowest base damage in optimal. Their advantage of damage projection would be completely nullified if they weren't fastest. However your points are basically correct. Blasters need something, the changes so far are a step in the correct direction, however making blaster boats the fastest (even w/plates on) would simply remove AC's from the game. If you couldn't maintain range with the lowest damage weapons why would you ever use them?

Again we run into the issues that revelations forced down our throats. By shifting tanking from active tanking to passive tanking, the speed difference between shield tanks and armor tanks was made significant. Speed is important in small gang warfare (which wh's boosted nicely). If we did not have to plate up armor tanks, the speed difference would be minimalized, and the extra low might even be used to neutralize any speed difference.

Perhaps you're solution is the easiest, though boosting damage into significant levels really should be met with removing these speed boosts (though leaving the agility ones) or reducing optimal range below AC's. Other changes would be too hard (changing webber ranges and/or scrambler/disrupter ranges) and would take a much longer time to properly test. Like I said, I want to use my blasters again, but I don't want to use them all the time.

And yes, on Sisi, the Dram is nerfed and the DD gets the boosts, nuff said.
Grimpak
Aliastra
Gallente Federation
#1133 - 2011-11-13 02:30:26 UTC
Veryez wrote:
Grimpak wrote:


also the outperforming margin of blasters vs AC's damage wise isn't anything new, they (blasters) already did more *paper* dps than AC's by a relatively good margin. the issue vs AC's is both application and platform-wise. the AC's can hit farther than blasters, and still do respectable damage, all tided up to a very mobile platform. However, range isn't where blasters should fail vs AC's but the actual platforms, where blaster ships are too slow and cumbersome for the ranges they apply.


where they do trail behind in every aspect (xcept platform, damage, damage types and absolute tracking) is pulses. before changes the differences are abysmal. a mid range weapon that trades off ~5-10% raw damage for 300% more range and even ability to track much better at optimal than blasters. tracking boost of the blasters is nice, but it still makes them struggle when in comparision to pulses. Adding the shallow damage margin between both and you can see why people have been asking for more damage, even if a need to make them have even shorter ranges is required to keep them balanced.

many don't really mind shorter ranges for blasters if they actually do damage proportional to that range, and have platforms that allow the blasters to to reach that range, something that still doesn't happen today and still won't be happening after the boosts.


blasters should do overwhelming damage at point blank ranges, but require the ships themselves to act like their damage projection stat. that's how blasters were back in 2005, and that's how they should be, even if that means that the blaster ships achieve mobility that surpasses minmatar hulls.



There would have to be some fundamental changes in EvE before I'd agree with that last statement. AC's have lowest optimal and lowest base damage in optimal. Their advantage of damage projection would be completely nullified if they weren't fastest. However your points are basically correct. Blasters need something, the changes so far are a step in the correct direction, however making blaster boats the fastest (even w/plates on) would simply remove AC's from the game. If you couldn't maintain range with the lowest damage weapons why would you ever use them?

Again we run into the issues that revelations forced down our throats. By shifting tanking from active tanking to passive tanking, the speed difference between shield tanks and armor tanks was made significant. Speed is important in small gang warfare (which wh's boosted nicely). If we did not have to plate up armor tanks, the speed difference would be minimalized, and the extra low might even be used to neutralize any speed difference.

Perhaps you're solution is the easiest, though boosting damage into significant levels really should be met with removing these speed boosts (though leaving the agility ones) or reducing optimal range below AC's. Other changes would be too hard (changing webber ranges and/or scrambler/disrupter ranges) and would take a much longer time to properly test. Like I said, I want to use my blasters again, but I don't want to use them all the time.

And yes, on Sisi, the Dram is nerfed and the DD gets the boosts, nuff said.




thus why I said decrease of range on blasters, even removal of falloff from them. (L) blasters should be able to dish overwhelming damage below 12-15km tops, even going as far as dropping the range to 10km if neeeded. If you have a ship that is very fast, but can only deal damage on ranges where it needs to commit fully (below 10km), then said ship needs to have an overwhelming advantage. In case of blasters, supposedly the weapon that deals the most damage of the game, this doesn't happen at all in current game mechanics (xcept for frigate blaster ships, but those, as I said above, shouldn't really had received any kind of boost), since you have too slow ships that deal marginally better damage. Currently an AC ship is faster by a good margin, running circles around you with ease while shaving off your armour 1 layer at a time, while a pulse boat can start doing damage at 3x your range and increase damage instantly according the close you get to him.
So what's wrong for a fast ship only being able to deal damage inside the 10km barrier?

Also, AC's aren't used on optimal. they have their humongous falloff for that. it's not hard for AC's to deal respectable dps on ranges above 20km while maintaining a much superior speed than both pulse and blaster platforms.


and finnally, no, the easiest solution to the blaster issue is deleting them, followed to making them into poor copycats of AC's.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Veryez
Hidden Agenda
Deep Space Engineering
#1134 - 2011-11-13 03:51:17 UTC
Grimpak wrote:
thus why I said decrease of range on blasters, even removal of falloff from them. (L) blasters should be able to dish overwhelming damage below 12-15km tops, even going as far as dropping the range to 10km if neeeded. If you have a ship that is very fast, but can only deal damage on ranges where it needs to commit fully (below 10km), then said ship needs to have an overwhelming advantage. In case of blasters, supposedly the weapon that deals the most damage of the game, this doesn't happen at all in current game mechanics (xcept for frigate blaster ships, but those, as I said above, shouldn't really had received any kind of boost), since you have too slow ships that deal marginally better damage. Currently an AC ship is faster by a good margin, running circles around you with ease while shaving off your armour 1 layer at a time, while a pulse boat can start doing damage at 3x your range and increase damage instantly according the close you get to him.
So what's wrong for a fast ship only being able to deal damage inside the 10km barrier?


Absolutely nothing, in fact other than perhaps adjusting the range for cruiser sized weapons. This is a very reasonable suggestion. In this scenario Blaster boats could have straight line speed, while AC boats could have agility. It would be interesting to test this on sisi.

Grimpak wrote:

and finnally, no, the easiest solution to the blaster issue is deleting them, followed to making them into poor copycats of AC's.


Well you can forget that thought with fully 1/2 of the eve races using Hybrids, deleting them simply isn't an option. Since CCP's stopped responding to this thread, it sounds like their mind's pretty well made up. The solution isn't ideal, but it's a noticible improvement and should get blaster and rail boats back out of the hanger. I'll at least keep trying to utilize them, and for small hybrids this is a very large boost, if you're not flying them in PvP after this, you should be.
Tanya Powers
Doomheim
#1135 - 2011-11-13 06:00:57 UTC  |  Edited by: Tanya Powers
Veryez wrote:
Well you can forget that thought with fully 1/2 of the eve races using Hybrids, deleting them simply isn't an option.


1/2 of the races supposed to use hybrids don't.

1 uses missiles

1 doesn't have the choice but to cross train minmatar/amarr or be stuck at gate/station games and finally train for carriers/supers to have something decent to fly.

Indeed hybrids are fücking awesome for 50% of the game races.
Nimrod Nemesis
Doomheim
#1136 - 2011-11-13 22:09:18 UTC
Fully support the laser-caldari initiative. Make it happen ccp!
Rip Minner
ARMITAGE Logistics Salvage and Industries
#1137 - 2011-11-13 23:34:38 UTC
Nimrod Nemesis wrote:
Fully support the laser-caldari initiative. Make it happen ccp!



I fully support the Projectial-gallente initiative. Make it happen CCP! Just remove Hybird weapons altogether.

Is it a rock point a lazer at it and profit. Is it a ship point a lazer at it and profit. I dont see any problems here.

Tacct
Redemption Road
Affirmative.
#1138 - 2011-11-14 02:43:03 UTC
Ho'Taru wrote:
Before I start, I fully admit that I have little in the way of PvP experience yet, so the following is just a random idea from following the conversations on Gallente/hybrids.


I noticed a bit of an uproar about the idea of just a single Gallente ship getting a webifier strength bonus, so I'm guessing that there's been a bit of a history on that front. I do think though that a good way to deal with the Gallente needing to get up close is to have a difference in effectiveness of webifiers between a blasterboat and the opponent. It struck me that instead of making Gallente webifiers more effective, you could get a similar effect by making the opposing webifiers less effective. Give the webifiers a longer ranger (or add some varient webifiers that are weaker but with the longer range), and I think it would go a long way towards fixing the problem.

Basically, Minmatar would be the fastest/most nimble race, but Gallente would use more of a steamroller approach to speed whereby silly little things like webifiers aren't going to slow them down much.


As for actual implementation, I can think of 2 methods off the top of my head:
- Change the mechanics for webifiers so that they have a strength rating that is compared to the target's propulsion strength rating. If the target's propulsion is stronger than the webifier, the speed reduction is only partially applied to the target. I think that this would be the more powerful and flexible option in the long term, but would involve more of a core change to the game mechanics, so may not be doable in time for the winter update.

- Give appropriate Gallente ships a bonus that reduces the effect of webifiers targeting them. This could either be as a flat role bonus, or as a bonus per level of skill. If it is a per level bonus that replaces an existing bonus, I would fully expect it to be a stong reduction in webifier effect, possibly even to the point of adding up to a -100% bonus in some cases. This I expect would be doable within the current game mechanics.


Any thoughts on this approach?


This is something I was also thinking and support. Sure, blasters can melt ships at close ranges, but that doesn't matter if those ships can break away once you engage them. Maybe gall ships shouldn't have the highest speed, but they should be able to stay on an enemy once they are already there. Blaster gall ships should also not be penalized for doing what their ship is meant to do, get in close.

By introducing a resistance to webifiers to Gallenete blaster boats they would not trade spaces with Minmatar ships in terms of speed. They would still have to manage to get in range first. But this would also allow them to keep up with ships attempting to run/kite once already engaged at close range. It would also prevent their weapon system from working against them as they do now through forcing them to get within web/scram range. Whether to add a set resistance or a per level one, that would all need testing to determine, as well as to which ships it should apply to.

As an example: CCP has released the Talos supposedly as an anti-capital, anti-battleship vessel. One inherent problem with this is that once the Talos gets in range of the target, it becomes webbed and scrammed, thus nullifying the speed tanking aspect of the ship class. Sure you can stay outside that range but then you reduce your damage as well as the angular velocity, once again making the speed pointless. At the same time the battleships and capitals you are attacking are releasing drones and/or fighters.

The biggest part to take from this change would be that you wouldn't be buffing blaster damage but only their ability to apply that damage once they are within usable range.
Nimrod Nemesis
Doomheim
#1139 - 2011-11-14 06:10:01 UTC  |  Edited by: Nimrod Nemesis
Rip Minner wrote:
Projectial-gallente initiative.


Spelling like minmatar is the first step! Good show!
Rip Minner
ARMITAGE Logistics Salvage and Industries
#1140 - 2011-11-14 07:13:26 UTC  |  Edited by: Rip Minner
Tacct wrote:
Ho'Taru wrote:
Before I start, I fully admit that I have little in the way of PvP experience yet, so the following is just a random idea from following the conversations on Gallente/hybrids.


I noticed a bit of an uproar about the idea of just a single Gallente ship getting a webifier strength bonus, so I'm guessing that there's been a bit of a history on that front. I do think though that a good way to deal with the Gallente needing to get up close is to have a difference in effectiveness of webifiers between a blasterboat and the opponent. It struck me that instead of making Gallente webifiers more effective, you could get a similar effect by making the opposing webifiers less effective. Give the webifiers a longer ranger (or add some varient webifiers that are weaker but with the longer range), and I think it would go a long way towards fixing the problem.

Basically, Minmatar would be the fastest/most nimble race, but Gallente would use more of a steamroller approach to speed whereby silly little things like webifiers aren't going to slow them down much.


As for actual implementation, I can think of 2 methods off the top of my head:
- Change the mechanics for webifiers so that they have a strength rating that is compared to the target's propulsion strength rating. If the target's propulsion is stronger than the webifier, the speed reduction is only partially applied to the target. I think that this would be the more powerful and flexible option in the long term, but would involve more of a core change to the game mechanics, so may not be doable in time for the winter update.

- Give appropriate Gallente ships a bonus that reduces the effect of webifiers targeting them. This could either be as a flat role bonus, or as a bonus per level of skill. If it is a per level bonus that replaces an existing bonus, I would fully expect it to be a stong reduction in webifier effect, possibly even to the point of adding up to a -100% bonus in some cases. This I expect would be doable within the current game mechanics.


Any thoughts on this approach?


This is something I was also thinking and support. Sure, blasters can melt ships at close ranges, but that doesn't matter if those ships can break away once you engage them. Maybe gall ships shouldn't have the highest speed, but they should be able to stay on an enemy once they are already there. Blaster gall ships should also not be penalized for doing what their ship is meant to do, get in close.

By introducing a resistance to webifiers to Gallenete blaster boats they would not trade spaces with Minmatar ships in terms of speed. They would still have to manage to get in range first. But this would also allow them to keep up with ships attempting to run/kite once already engaged at close range. It would also prevent their weapon system from working against them as they do now through forcing them to get within web/scram range. Whether to add a set resistance or a per level one, that would all need testing to determine, as well as to which ships it should apply to.

As an example: CCP has released the Talos supposedly as an anti-capital, anti-battleship vessel. One inherent problem with this is that once the Talos gets in range of the target, it becomes webbed and scrammed, thus nullifying the speed tanking aspect of the ship class. Sure you can stay outside that range but then you reduce your damage as well as the angular velocity, once again making the speed pointless. At the same time the battleships and capitals you are attacking are releasing drones and/or fighters.

The biggest part to take from this change would be that you wouldn't be buffing blaster damage but only their ability to apply that damage once they are within usable range.



You could base it off of ship Mass and add a new ship Attirbute called Engine thurst. Were by Gallente/Amarr Ships have the heavyest weight and strongest ship thurst to move them with would be less effected by Webbers as well as webbers would effect smaller ships more then larger ones do to Mass/Engine str. Just a ideal.

And with this new ship stat Galante ships would be the least effected by webbers with Amarr second and Winmatar/Caldarie can sort them selfs out some were in 3/4 place depending on just how ship Mass and Engine thurst work them selfs out.

That still leaves Minmatar the fastest most agl. ships in game.

Is it a rock point a lazer at it and profit. Is it a ship point a lazer at it and profit. I dont see any problems here.