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Indirect "nerf" for Artys - was that intended???

First post
Author
Cade Windstalker
#21 - 2013-09-05 21:49:36 UTC
Malcanis wrote:
To put it another way: assume that this "feature" never existed. What would your arguments for introducing it into the game be?


I think I'm going to save this post just so I can link back to it every time someone is arguing for something bat-ship overpowered.

Never stop posting Malcanis.
Phaade
LowKey Ops
Snuffed Out
#22 - 2013-09-05 21:52:58 UTC
Edward Olmops wrote:
Today I found this in the patch notes:

"Odyssey 1.1" wrote:
Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.


I think this is HUGE.
...and I have never read anything about this before.

Ok, it's a good idea to remove strange and undocumented features. But this one severely affects balance - especially the power of Arty fittings.
Basically anything that tries to one-hit or two-hit enemies (Thrashers, Ruptures, Tornados etc. with Atries) will have A LOT more trouble now.
Many kills will need an extra volley which - incombination with the typically long cycle times on these weapons - means a much lower efficiency in PvE. In PvP an opponent will very often get away in deep structure, because the whole deal with this type of fittings is that they surprise someone (one-hit upon undock or the like) or at least rely on an opponent completely misjudging his health bar (the final hit did way more damage than usual).

While one can discuss whether this is good or bad, ganks in Highsec should be easier/less easy and all that...
My point is: this was never announced or discussed here and it is likely to render complete tactics/doctrines completely useless (or in a much worse shape).

Were Alpha-Fittings (especially Artilleries) considered too powerful?
Will there be something to compensate?
(not talking about medium Long Range Turret Rebalance that happened for different reasons).

Please discuss.
And maybe we could get a short statement from our balancing experts at CCP?
Am I exaggerating?



Well that explains of few of my bullshit deaths to artillery.

WTF was this ever in the game for? I'm hoping it was a bug and not intended.......
Edward Olmops
Gunboat Commando
#23 - 2013-09-05 21:55:55 UTC
I don't have a problem with a bug being fixed. As I have said, I even support the removal of such undocumented arcane features/bugs/whatever.
Why should someone have less structure tank o n his Taranis than he "deserves"? Why not?
This is not my point.
This is also not about whining or what Nados or industrials should or should not kill or survive.

I just wanted to stress this:
As of Tuesday, the vast majority of kills will need ONE HIT MORE. Be it PvP or PvE, Titan or frigate.
Do your math. One hit will almost always take more than half of the remaining structure and that hit will not kill any more.

In many situations this is irrelevant.
Fleets using focus fire: target is taking tons of hits anyway, one more does not matter.
1v1s: both ships sustain one hit more, so there is no real advantage on eiter side as long as they use similar weapons.

But it DOES become relevant if you are either killing lots of things (like in missions, incursions, sleeper sites, whatever).
All those guys who measure completion of sites in seconds will see that there is a drop in income.

And it's also getting more important the longer your weapon cycle is (because that is what the one more hit takes).

The balance of things has changed and those who liked to kill rats with artillery are affected most. Followed by those Nado gankers...

Kahega Amielden
Rifterlings
#24 - 2013-09-05 22:00:06 UTC
Interesting question is whether or not a full rack of grouped guns counted as "one shot" or not..
Gizznitt Malikite
Agony Unleashed
Agony Empire
#25 - 2013-09-05 22:03:22 UTC

I can understand your frustration that this change made it so ships you used to one-shot now take two shots, which adds extra time to complete a mission / anomaly, which potentially alters the equation for alpha gankers, etc. I think the change is for the better, and the fact it was not previously announced means you haven't had the chance to investigate how this alters your playstyle before the patch hit.

I still think the change made complete sense though, and thing it is for the better.

Note: It has had several unintended consequences:

Drones become disabled rather than destroyed more often (this happens when they hit 25% structure).
There is a bug where some ships experience strange behaviors when they reach low structure. There are several reports of NPC's gaining crazy hull resists that require several extra shots to "finish off" despite having only 5% structure. A dev mentioned player ships might experience this too, but I haven't heard of it yet.

Aryex
Bastard Children of Poinen
#26 - 2013-09-05 22:12:48 UTC
Edward Olmops wrote:
I don't care whether this feature was good or bad. I don't care whether it's a bug or a feature or how it came into the game.
I just say that this is a change that in my opinion significantly affects the balance and thus gameplay of many ships.


I'm confused. You based your gameplay on the ability to ignore up to 49% of your target's structure EHP?

Next thing you'll ask for is to nerf afk cloaking...
Edward Olmops
Gunboat Commando
#27 - 2013-09-06 09:52:40 UTC
Gizznitt Malikite wrote:

I still think the change made complete sense though, and thing it is for the better.


THIS.

Gizznitt Malikite wrote:

Note: It has had several unintended consequences:


AND THIS.

Again:
I do not complain about things that have changed for me. Please check the killboards - I am not a butt-hurt Jita-ganker Twisted (and I promise I don't post here for one of my 500 Jita gank alts).

But it is clear that weapons with long cycle times (Artilleries, Light/Heavy/Cruise Missiles, Rails, Beam Lasers) lose power compared to weapons with shorter cycle times.

I think the change itself is GOOD (agree with all these posts above), because it makes the rules more transparent (if you ignore this odd drone capture thing).
BUT I would have expected something like:
... and all Artys, Rails etc. get +5% damage to compensate for the disadvantage they have now because they now need an extra volley that takes much longer than for blasters or ACs.

EVE is awesome, because you have multiple options to fit your ships, different tactics etc.
Remember Retribution and the tiericide initiative? This is all to make ALL ships and ALL weapon systems viable options. They are putting so much effort in this.
And now we get this change, I read it and I thought: "oh, that will weaken all long range weapons significantly. I will definitely use them less (if at all) in this environment."

That is why I ask: Has the balancing team considered this effect?
If they say "yes, don't worry. All weapons will still be in a fine place and we still expect long range variants to be popular", then I am perfectly fine with the change.

Was that now clear enough?
Cade Windstalker
#28 - 2013-09-06 10:07:26 UTC
Edward Olmops wrote:
I just wanted to stress this:
As of Tuesday, the vast majority of kills will need ONE HIT MORE. Be it PvP or PvE, Titan or frigate.
Do your math. One hit will almost always take more than half of the remaining structure and that hit will not kill any more.


[Citation Needed]

Seriously, "vast majority of kills"? A single volley from 8 1400mm Artillery on a Tornado does in the ballpark of 10,000 damage. I can not think of a single sub-capital ship in the game that has this much hull except for a Freighter and that's unaffected because you can't take 50% of its HP in one volley anyway.

Cruiser? Rupture does ~2100+ with 720mm T2 arty and three gyro stabs. It has 1875 structure HP. Not enough to cut through half of a Battleship's structure but enough to blow through a Cruiser's in one shot (still).

Thrasher is ~1450 alpha, but fires fast enough it's unlikely to matter much unless you're suicide ganking something really squishy.

The entire theory here is that a "vast majority" of artillery kills somehow land a target between 49% structure and 1% structure and then need to be finished off...

I think I'll believe that when someone runs a very detailed analysis and proves it. Until then I'm going with "why is this thread still going?!?"
Crysantos Callahan
Imperial Shipment
Amarr Empire
#29 - 2013-09-06 11:31:59 UTC
This is worse than carebear tears, a bug has been fixed - no need for discussion.
ExcalibursTemplar
CANZUK
#30 - 2013-09-06 12:21:08 UTC  |  Edited by: ExcalibursTemplar
Crysantos Callahan wrote:
This is worse than carebear tears, a bug has been fixed - no need for discussion.


A bug has been fixed by crippling high Alpha low rate of fire weapon system. Also its added another much worse bug to the game were players, npc and structures that are in low hull are really hard to apply damage to. So instead of it taking an extra volley to kill a target it could take an extra couple of hits to them or it (structure/npc) to finally get the kill.
Malcanis
Vanishing Point.
The Initiative.
#31 - 2013-09-06 12:51:41 UTC
ExcalibursTemplar wrote:
crippling



Roll

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

ExcalibursTemplar
CANZUK
#32 - 2013-09-06 13:12:12 UTC
Malcanis wrote:
ExcalibursTemplar wrote:
crippling



Roll


v..
Olaf4862
Dragoon Industries Limited
#33 - 2013-09-06 13:23:14 UTC
Game play that developes based on a bug is bad game play. Fixing the bug fixes the bad game play and is not a nerf.
Malcanis
Vanishing Point.
The Initiative.
#34 - 2013-09-06 13:59:44 UTC
Rengerel en Distel wrote:
Malcanis wrote:


It feels like you think we should be mad about a bug being fixed.


Can we at least be mad that the bug was fixed and added a new bug? If they had informed people of the change, perhaps it could have been tested to have prevented that bug? Of course, that would entail them actually taking test server feedback into account, which most of them appear to not do at all.


Whats the new bug?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#35 - 2013-09-06 14:17:05 UTC
if you read and understand english. that change makes complete sense.

NO it isnt a nerf.

Amarr Militia Representative - A jar of nitro

ExcalibursTemplar
CANZUK
#36 - 2013-09-06 14:22:23 UTC
Malcanis wrote:
Rengerel en Distel wrote:
Malcanis wrote:


It feels like you think we should be mad about a bug being fixed.


Can we at least be mad that the bug was fixed and added a new bug? If they had informed people of the change, perhaps it could have been tested to have prevented that bug? Of course, that would entail them actually taking test server feedback into account, which most of them appear to not do at all.


Whats the new bug?


ExcalibursTemplar wrote:
Crysantos Callahan wrote:
This is worse than carebear tears, a bug has been fixed - no need for discussion.


A bug has been fixed by crippling high Alpha low rate of fire weapon system. Also its added another much worse bug to the game were players, npc and structures that are in low hull are really hard to apply damage to. So instead of it taking an extra volley to kill a target it could take an extra couple of hits to them or it (structure/npc) to finally get the kill.


Basically what that means is an NPC/Structure/Player could be down to a couple of bars of hull life. You can fire like a mad man at the bloody things and it just wont die as the damage wont apply. Also according to a dev this a very old bug and it definatly applies to players, npc and structures although i've not seen that myself yet.

Its not a rare occurrence either i.e. I've not long run Angels Extravaganza and near enough every other bloody battleships would not take damage once they were down to the last couple of bars of their hull. They were taking an additional two or three volleys to kill.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#37 - 2013-09-06 15:12:36 UTC
ExcalibursTemplar wrote:
Malcanis wrote:
Rengerel en Distel wrote:
Malcanis wrote:


It feels like you think we should be mad about a bug being fixed.


Can we at least be mad that the bug was fixed and added a new bug? If they had informed people of the change, perhaps it could have been tested to have prevented that bug? Of course, that would entail them actually taking test server feedback into account, which most of them appear to not do at all.


Whats the new bug?


ExcalibursTemplar wrote:


A bug has been fixed by crippling high Alpha low rate of fire weapon system. Also its added another much worse bug to the game were players, npc and structures that are in low hull are really hard to apply damage to. So instead of it taking an extra volley to kill a target it could take an extra couple of hits to them or it (structure/npc) to finally get the kill.


Basically what that means is an NPC/Structure/Player could be down to a couple of bars of hull life. You can fire like a mad man at the bloody things and it just wont die as the damage wont apply. Also according to a dev this a very old bug and it definatly applies to players, npc and structures although i've not seen that myself yet.

Its not a rare occurrence either i.e. I've not long run Angels Extravaganza and near enough every other bloody battleships would not take damage once they were down to the last couple of bars of their hull. They were taking an additional two or three volleys to kill.


I read about this bug release day. I've ran a almost two dozen missions since then just to see how things have changed, and this bug never surfaced. I've also participated in several PvP engagements, and again this bug hasn't surfaced. I know it is possible, but I simply have yet to see it.

In truth, if most players new about how up to 50% of your hull HP didn't "count", there would have been more pressure to fix this earlier. The change is appropriate, even if it makes alpha principles more difficult.

The whole "some things get big resists when in low structure" is interesting, and potentially annoying (especially for carebears trying to maximize their isk). It is being looked into though, and in my limited experience so far, isn't common enough to be game breaking.
ExcalibursTemplar
CANZUK
#38 - 2013-09-06 15:29:04 UTC
Gizznitt Malikite wrote:
I read about this bug release day. I've ran a almost two dozen missions since then just to see how things have changed, and this bug never surfaced. I've also participated in several PvP engagements, and again this bug hasn't surfaced. I know it is possible, but I simply have yet to see it.

In truth, if most players new about how up to 50% of your hull HP didn't "count", there would have been more pressure to fix this earlier. The change is appropriate, even if it makes alpha principles more difficult.

The whole "some things get big resists when in low structure" is interesting, and potentially annoying (especially for carebears trying to maximize their isk). It is being looked into though, and in my limited experience so far, isn't common enough to be game breaking.



I've probably run well over a hundred missions since the patch maybe even a couple of hundred and i see this bug all the time. Mainly with Angel Commanders, EOM Archon and Blood raider Archon battleships. The reason i see it all the time is probably because with two Volleys of Fury cruise missiles i leave those ships with around 3 or 4 bars of hull pretty much everytime.

What weapon system are you using ?
Trudeaux Margaret
University of Caille
#39 - 2013-09-06 15:30:22 UTC
FWIW, I have run into the new bug a few times while running missions. Actually, now that I think of it, I have run into it multiple times in the same mission but not at all in most others, which is interesting. Anyway, I have found that untargeting the NPC in question does the trick -- the next time you get it targeted, the next volley will finish it off as normal. For those of you reading the thread who have encountered this and who are genuinely frustrated, give it a try instead of having to waste ammo.

> anyone willing to give me like a 5 min politics crash course?

> grr goons, lowsec is full of elitist sh*s, all roads lead to the bittervet pl

Edward Olmops
Gunboat Commando
#40 - 2013-09-06 15:34:04 UTC  |  Edited by: Edward Olmops
Cade Windstalker wrote:

Seriously, "vast majority of kills"? A single volley from 8 1400mm Artillery on a Tornado does in the ballpark of 10,000 damage. I can not think of a single sub-capital ship in the game that has this much hull except for a Freighter and that's unaffected because you can't take 50% of its HP in one volley anyway.

Cruiser? Rupture does ~2100+ with 720mm T2 arty and three gyro stabs. It has 1875 structure HP. Not enough to cut through half of a Battleship's structure but enough to blow through a Cruiser's in one shot (still).

Thrasher is ~1450 alpha, but fires fast enough it's unlikely to matter much unless you're suicide ganking something really squishy.

The entire theory here is that a "vast majority" of artillery kills somehow land a target between 49% structure and 1% structure and then need to be finished off...

I think I'll believe that when someone runs a very detailed analysis and proves it. Until then I'm going with "why is this thread still going?!?"


Ok, I'll do it for you. ;-)

"Odyssey 1.1" wrote:
Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.


If you received more than 50% of CURRENT structure, you died.
Not "of maximum structure" or anything else.

Example:
You have an enemy ship with 20.000 Shield, 30.000 Armor, 50.000 structure, all resists 0% (whatever that would be). Total EHP = 100.000.
You shoot at it with some sort of missiles and do 3000 DMG per volley.
After only 32 volleys, shield and armor are gone, 4.000 hull HP remaining.

Volley number 33:
-old system: hit for 3000/4000 HP > 50% -> kill after 33 volleys.
-new system: hit for 3000, then need another volley to kill. Total 34 volleys.

This can basically happen with any kill. I won't for ALL, because damage per volley normally varies. Maybe you have 5000 HP hull left, then something hits you for 2000 (<50% of the remaining 3000) then something else for 4000 (>100% of the remaining 3000).

So, one more volley for maybe 30%, maybe 50% of all targets. (ok that is not "the vast majority", but a significant part)
In most cases you might say: I dont care.
But if you either have to kill a LOT of targets (PvE) or your one volley more takes significantly longer (long weapon cycles), you will see a difference.
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