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[NERF] Serpentis web bonus change

First post First post First post
Author
King Rothgar
Deadly Solutions
#321 - 2013-11-29 09:00:44 UTC
The web bonus is what makes these ships. It should not be altered. The Ashimmu relies on the unique combination of neuts and a 90% web (must be faction with links to work, plain t2 is terribly ineffective) to shut down targets. It can't kill most of what it catches on its own, but it's a hell of a tackler for a small gang. As a tackler, it does things no other tackler can do. The web and neuts shut down AB fits which is something that a HIC or fast lock T3 cannot do. It is not OP however, stabbed targets get away, often even faster than they normally do due to being webbed into warp. The ship is different, nothing else is like it and that's what makes it cool. It is in no way OP, I've yet to see someone claim it is. In a straight 1v1 fight vs another faction cruiser, the Ashimmu will typically lose and be forced to warp away. It isn't that kind of ship. And that is good. It has a unique role that only the Ashimmu can do but it isn't this wonderful universal tool of destruction either. It's perfectly unbalanced I suppose.

The Bhaalgorn and Serpentis ships are the same way. Their EW bonuses are unique, not something you see on t2/t3 or navy ships. They aren't overly powerful either, just different. If you want raw brawling power, you don't take an ashimmu, you bring a Legion. At the BS level, you don't bring a Bhaalgorn, you bring the undisputed ruler of mid range dps, the navy geddon. The blood raider ships offer a unique ability. It would be a terrible shame to see them just rolled in as just another faction ship.

The Serpentis ships are the same way. They have this fantastic point blank range brawling ability. They can't do anything else, they are true specialists but within that small area they are the masters. They are arguably the most specialized ships in the game for that reason. But to fill that specialization, they absolutely have to have the 90% web. You can have all the dps in the world but if you can't hit the target, it won't do you a damned bit of good. For them, the web bonus isn't just a tackle bonus, it's a tracking bonus.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Anomaly One
Doomheim
#322 - 2013-11-29 09:16:03 UTC
I like how ITT people claiming webs are OP coming out of the woodworks that never appeared before and supporting their "facts" with [nothing]

Never forget. http://www.youtube.com/watch?v=a8sfaN8zT8E http://www.youtube.com/watch?v=5l_ZjVyRxx4 Trust me, I'm an Anomaly. DUST 514 FOR PC

TinkerHell
Nocturnal Romance
Cynosural Field Theory.
#323 - 2013-11-29 09:22:58 UTC
The way CCP is with their nerfs now(including the Adrestia warp speed from 6 AU to 3 AU? lol?) Their opinion matters more than the players.

Just kiss goodbye to the webs now.
Henk Brombir
The Scope
Gallente Federation
#324 - 2013-11-29 11:16:20 UTC  |  Edited by: Henk Brombir
Sniper Smith wrote:
Nyancat Audeles wrote:
Thaddeus Eggeras wrote:
Webs don't need nerfed, and pirate ships will still be mostly used for incurs. The webs aren't used much in incurs anyway, ships die too fast for that, or missiles boats would be used more.

Vindis are one of the most popular ships in Incursions BECAUSE of webs. I don't know if you run with shield or armor, but I have spent hundreds of hours running incursions in many armor fleets and FCs absolutely love Vindis because of the 90% web.

Even without the webs, Vindi's are by far the highest DPSing Battleships. They can easily pass 2,000 DPS.

The Vindi is the base BS by which all others should be judged. A Vindi's bonuses are ideal for what it does, Webs are short range, as are it's DPS. Bhaal is another good one, long range webs to slow down the prey, neuts to render it inerte.

They don't need to be changed. It's perfect, and should be the BS by which all others are measured against.

As for people complaining over pirate BS only incursion fleets, Suck it up Princess. They are Pirate BS's, they are SUPPOSED to be superior to T1 BS's, that's the advantage for costing 4-6x more, and oh ya, always being called Primary in PVP situations. I pay a Bil+ for a Vindi it sure as hell better be a lot better than a Navy Mega.


I'd rather see only T2 or T1 ships in incursions than Pirate ships.

1st, Pirate ships are OP for incursions. (Fact) I'd rather see them play a bigger role in PVP
2nd, Not accessible for younger players because almost every fleet demands people to fly in Pirate ships(Fact)
3rd, Pirate ships battling Pirate ships don't fit in the context of incursions. (This is my own opinion. But on the otherside it is a Militia, so you can expect people to join with a different background etc)
Nag'o
Sebiestor Tribe
Minmatar Republic
#325 - 2013-11-29 11:19:47 UTC
Anya Klibor wrote:
Once again, if webs are so powerful why are the Cruor and Ashimmu considered among the weakest ships in the game? If webs are that powerful shouldn't they make up for how bad the hulls are?


Talking about the Cruor my guess is because poor ship speed, agility and slot distribution. But I could be wrong.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nevyn Auscent
Broke Sauce
#326 - 2013-11-29 11:29:06 UTC
Kagura Nikon wrote:
Pointless maths....

You are missing the point, the maths is not absolute, because it all depends on interpretation as to how you judge the power of a web. Which is dependant on how you personally use a web. Which therefore dictates which maths you use to judge said power, Saying a 90% web is only 30% better is also mathematically true.
Rab See
Stellar Dynamics
#327 - 2013-11-29 11:57:59 UTC
Oddly reminiscent of the changes to webs from long ago.


My Huggin got screwed badly by that - midslot Ewar is crap ewar on a shield tanker. 2 webs mandatory these days due to speed increases across the board. Try active tanking that at the same time before ancillary.

Most annoying is seeing those lovely 90% webs on ships that are only used for this reason. The Station/Gate games used to have Minnie webbers - now, its just Serp, the occasional Ashimuu. Are these the moaners?

90% webs are and were brutally overpowered. An odd mechanic, related heavily to how DPS is applied, and so far past target painting that its not worth discussing.

One thing that might be nice for the future is web strength related to distance. At 10k its the '60%' or a revised 77% or whatever. Overheat and this falls off to the max overheat range. Gang links can be changed from range to strength - 1 point becomes 2, 2 to 3 etc. Or a combination of both. But the range is falloff extension not straight range extension.

Heyy - or make Serpentis take the Painter Bloom bonus - Vindi can paint a frigate to the size of a BS.
Jake Sake
Doomheim
#328 - 2013-11-29 12:15:46 UTC  |  Edited by: Jake Sake
Kagura Nikon wrote:
[quote=NightmareX][quote=Kagura Nikon]...
0.6 is the modifier. F(Y,X) is (1-y)*x. Y is the web modiifier 0.6 X is the speed. When you apply th web on a ship going 100ms you fo F(0.6,100) = 40. Now you fixate that Y in an F'(x) function andyou can say that F'(X) is a functiont that reduces enemy speed by 60%.

You apply a modifier G(X) over the parameter Y . Resulting in F(g(Y),X). THe G(X) equation is the serpentis bonus of 50%, that can be described as G(x)= 1.5* X. Therefore when you merge the functions you have F(g(0.6),100) It becomes ->

F( 1.5 * 0.6 ,X) ---> (1- (1.5 *0.6)) * X that results in (1 - 0.9) * x that equals 0.1 * X. The resultign function when the serpentis modifier is applied is F''(x) that reduces enemy speed to 1/10 of its origninal value. F'(x) / F''(X) will result in 4.

((1- 0.6)*X) / ( 0.1 *X) -> You remove the equivalents and your result is 4.

...

And Serpentis web bonus makes a web 4 times stronger....


The logic is such a hooker...
The Serpentis web bonus makes a web 50% more stronger.
The web with Serpentis bonus applied on a ship give an effect which is 4 times stronger then a web without a Serpentis bonus.
The strength is 50% higher. But effect it causes is 4 times more dramatic = 400% (aka 4 times stronger).
Veshta Yoshida
PIE Inc.
Khimi Harar
#329 - 2013-11-29 12:18:15 UTC
CCP Rise wrote:
You guys really don't need to lose your minds so far ahead of time...

What!?! And lose out on the adrenaline/serotonin high that comes from paranoid theorycrafting .. you really have a lot to learn about the mechanics of human being prior to the onset of full-on mass hysteria Big smile

Kill the God Webs.

The ships that currently sport them can get a high moved to mids to compensate ... without damage mod adjustments mind you! Straight up dps hit in exchange for superior versatility, the pirate way.

PS: There a blog coming Soon™ about the internal ramblings/rumblings regarding command links or is it still just "still waiting to make it technically possible to bring them on-grid before further thought"?
elitatwo
Zansha Expansion
#330 - 2013-11-29 12:19:32 UTC
Nevyn Auscent wrote:
Kagura Nikon wrote:
Pointless maths....

You are missing the point, the maths is not absolute, because it all depends on interpretation as to how you judge the power of a web. Which is dependant on how you personally use a web. Which therefore dictates which maths you use to judge said power, Saying a 90% web is only 30% better is also mathematically true.


HA! Shocked
Hahahahahahahahahahahaha!!!!!11111one1

No,
you are wrong again. 90/60 = 1.5, not 1.3. In your case, you do not calculate 90 - 60 = 30, which is true but not the case we already talked about.

Your approach has to be 60 of 90.

Math may not be for everyone but it holds true for everyone, even if they don't comprehend it.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Venkata Chandrasekhara Raman
Republic Military School
Minmatar Republic
#331 - 2013-11-29 14:40:02 UTC
I think the Serpentis ships should have a unique bonus, much like the other pirate factions.

Would love to see the web bonus removed and replaced with a boost for combat boosters.

Something like:

37.5% reduced chance of negative side effect, role Bonus
10% increase in Combat booster strength and 5% negative sideffect strength per level of Gallente spec

this would give solo PVP'ers a very powerful tool to engage bigger groups, which comes with a risk and cost.

Certainly not a I-win button for large fleets, and yet making solo PVP more attractive
Zenso Vici
Brain Farmers Inc
#332 - 2013-11-29 15:07:07 UTC  |  Edited by: Zenso Vici
I think the web bonus will be nerfed.

I only have experience in fighting the solo daredevil so I cannot speak for the other serpentis ships or the DD's role in fleets.
The daredevil is a hard counter to a dram, but the DD doesn't seem to be overpowered compared to other frigs, In either variety of fits (blaster or rails).

The 90% allows for perfect range dictation in solo frig/dessie fights. But the big downside is there resist profile, you can only rep 77 Omni damage with a standard tank and AAR in a daredevil. There ehp in EFT is usually around 5k which is nothing really, you can get similar tank and more gank in a catalyst. The only benefit you have is your ability to GTFO if you decide to do it soon enough. But with such a week tank it's not always easy.

http://eve.battleclinic.com/killboard/killmail.php?id=20944143

In this fight for example he had void loaded, which makes sense because he had an Enyo scramed and 90% webbed. It was a standard t2 brawling enyo with antimatter loaded, he just decided to leave too late. A cata with neutrons and anitimatter can have a 4k ehp tank with over a hundred dps more than that DD even with void OH. similar situation happens even with the rail devils. A coercer projecting significant damage at whatever kiting range will probably kill you, even if you took an orbit you would most likely out track your own guns. The huge advantage you have is the GTFO ability, which for a ship usually worth at least 100 million isk is reasonable.

I've noticed a lot of people talking about the DD and on why it's overpowered, but the truth is the DD is in no way the king of solo, but it's usually the king of shiny kill mails. Again I cannot speak for Vindi's or Vigi's.
Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#333 - 2013-11-29 16:42:56 UTC  |  Edited by: Nyancat Audeles
Zenso Vici wrote:

I only have experience in fighting the solo daredevil so I cannot speak for the other serpentis ships or the DD's role in fleets.
The daredevil is a hard counter to a dram, but the DD doesn't seem to be overpowered compared to other frigs, In either variety of fits (blaster or rails).

The 90% allows for perfect range dictation in solo frig/dessie fights. But the big downside is there resist profile, you can only rep 77 Omni damage with a standard tank and AAR in a daredevil. There ehp in EFT is usually around 5k which is nothing really, you can get similar tank and more gank in a catalyst. The only benefit you have is your ability to GTFO if you decide to do it soon enough. But with such a week tank it's not always easy.

http://killfeed.eveuniversity.org/?a=kill_detail&kll_id=117579

In this fight for example he had void loaded, which makes sense because he had an Enyo scramed and 90% webbed. It was a standard t2 brawling enyo with antimatter loaded, he just decided to leave too late. A cata with neutrons and anitimatter can have a 4k ehp tank with over a hundred dps more than that DD even with void OH. similar situation happens even with the rail devils. A coercer projecting significant damage at whatever kiting range will probably kill you, even if you took an orbit you would most likely out track your own guns. The huge advantage you have is the GTFO ability, which for a ship usually worth at least 100 million isk is reasonable.

I've noticed a lot of people talking about the DD and on why it's overpowered, but the truth is the DD is in no way the king of solo, but it's usually the king of shiny kill mails. Again I cannot speak for Vindi's


This, pretty much.

Also, this:
King Rothgar wrote:
The web bonus is what makes these ships. It should not be altered. The Ashimmu relies on the unique combination of neuts and a 90% web (must be faction with links to work, plain t2 is terribly ineffective) to shut down targets. It can't kill most of what it catches on its own, but it's a hell of a tackler for a small gang. As a tackler, it does things no other tackler can do. The web and neuts shut down AB fits which is something that a HIC or fast lock T3 cannot do. It is not OP however, stabbed targets get away, often even faster than they normally do due to being webbed into warp. The ship is different, nothing else is like it and that's what makes it cool. It is in no way OP, I've yet to see someone claim it is. In a straight 1v1 fight vs another faction cruiser, the Ashimmu will typically lose and be forced to warp away. It isn't that kind of ship. And that is good. It has a unique role that only the Ashimmu can do but it isn't this wonderful universal tool of destruction either. It's perfectly unbalanced I suppose.

The Bhaalgorn and Serpentis ships are the same way. Their EW bonuses are unique, not something you see on t2/t3 or navy ships. They aren't overly powerful either, just different. If you want raw brawling power, you don't take an ashimmu, you bring a Legion. At the BS level, you don't bring a Bhaalgorn, you bring the undisputed ruler of mid range dps, the navy geddon. The blood raider ships offer a unique ability. It would be a terrible shame to see them just rolled in as just another faction ship.

The Serpentis ships are the same way. They have this fantastic point blank range brawling ability. They can't do anything else, they are true specialists but within that small area they are the masters. They are arguably the most specialized ships in the game for that reason. But to fill that specialization, they absolutely have to have the 90% web. You can have all the dps in the world but if you can't hit the target, it won't do you a damned bit of good. For them, the web bonus isn't just a tackle bonus, it's a tracking bonus.



Both of these posts accurately describe why this bonus can not be changed.
Thaddeus Eggeras
Urkrathos Corp
#334 - 2013-11-29 19:20:39 UTC
How are pirate ships OP for anything? They aren't. They should be better then T1 ships and even navy faction ships as they take 2 races to fly. They aren't better then Marauders at all anymore, and really weren't ever better, as long as you trained Marauder to L5. OP in incurs, you are crazy, they are good in incurs, as they should be, just like Maruarders are and navy ships are, OP no. What is wrong with people anymore, NO pirate faction ship is OP, but MAYBe the Mach, and honestly I doubt it is even. And the take the Guardian angel web bonus away and blood raiders is just stupid and crazy, it isn't OP at all, or these ships would be king of PvP and PvE, and they aren't for either.
Thaddeus Eggeras
Urkrathos Corp
#335 - 2013-11-29 19:29:34 UTC

Quote:
The logic is such a hooker...
The Serpentis web bonus makes a web 50% more stronger.
The web with Serpentis bonus applied on a ship give an effect which is 4 times stronger then a web without a Serpentis bonus.
The strength is 50% higher. But effect it causes is 4 times more dramatic = 400% (aka 4 times stronger).


Wrong, webs already do -60% before this bonus, with it they can do -90%, so that is a 30% not 50%. So math there is off.
Also it does slow someone down a good deal, no doubt about that, but you don't get extra range like recons and such, so you have to get within 19km, and that's with them overloaded. And even then I have seen a daredevil web and scram a Harpy or Enyo, or etc and get rocked, same with it's bigger brothers. This bonus isn't OP at all and has been around long enough to should it isn't OP. If it was SO OP, Blood and Guardian ships would be used all the time for PvP and PvE, but as they aren't use for either very much; that right there shows this ships and their bonuses aren't OP and in anything these ships need a bit of a buff.. Also if you are stupid enough to get within 15km of a vindy or it's cruiser brother in a smaller ship without back up, you deserve what you get. Half of PvP in EVE is knowing what you are fighting. doing something stupid doesn't make a ships bonus OP, it makes what you did unwise.
NightmareX
Pandemic Horde High Sec Division
#336 - 2013-11-29 21:18:46 UTC  |  Edited by: NightmareX
Now, as i know what the Vindicator is capable of doing as i use it actively, i'm thinking on one thing that you might like or not like. But this idea is still to be able to keep the Serpentis ships unique when it's about webbing and applying DPS and still not be to powerfull at ranges without making those ships pretty useless.

So i'm just brainstorming on this anyways. So here comes an idea.

How would it work if that we have had a system where the web strength bonuses would come into use after how your range is?

Just to take an example. If you use a normal ship with a webber, you will have 60% web strength with any webbers at any of the ranges they have. What if the system had been so that the 90% web strength of the ships that can have a 90% web strength would only have the 90% web strength inside the normal 10 km range and then drop to 60% web strength after that?

So for a Federation Navy Stasis Webifier, it have 14 km web range, so it would have 90% web strength up to 10 km and then it drops to 60% web strength from 10 km to 14 km. For a Tobias Modified Stasis Webifier (like i actually can fit on my current Vindicator), it have 20 km web range, so the 90% web strength would still only work inside 10 km and for the rest of the 10 km web range it have, it would only be 60% web strength for any ships that lets you have 90% web strength.

So if you overload a Federation Navy Stasis Webifier, you would have 18 km web range, but still, the 8 km out of 10 km would still be 60%.

How would that work?

Here is a list of my current EVE / PVP videos:

1: Asteroid Madness

2: Clash of the Empires

3: Suddenly Spaceships fighting in Tama

Harvey James
The Sengoku Legacy
#337 - 2013-11-29 22:05:25 UTC
i think e-war should be falloff based..... so further you get into your falloff the weaker the strength and higher the cap usage on e-war mods... but is always effective i.e. can't miss.

the point being if you want the full effect/potency of your mods .. say ecm you have to keep in your optimal range which should be shrinked so maybe 20km optimal 60km falloff basic mod/skills .... thus making e-war a risk - reward tradeoff
sit at 80km in your falcon but lose a lot of ecm strength and much higher cap usage but at least your relatively safe ....
or stay in your optimal which might be 30km with skills/ range rigs and get full strength normal cap usage but are in a much more precarious place in terms of safety.....

this could be applied to neuts/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

NightmareX
Pandemic Horde High Sec Division
#338 - 2013-11-29 23:10:36 UTC
Or if my idea over isn't going to work, then at least give the Vindicator 30% more tracking to make up for the web bonus loss (only if it gets removed) so the ship can hit the targets good it's supposed to hit.

Here is a list of my current EVE / PVP videos:

1: Asteroid Madness

2: Clash of the Empires

3: Suddenly Spaceships fighting in Tama

Anomaly One
Doomheim
#339 - 2013-11-30 03:43:29 UTC
Quote:
I'd rather see only T2 or T1 ships in incursions than Pirate ships.

1st, Pirate ships are OP for incursions. (Fact) I'd rather see them play a bigger role in PVP
2nd, Not accessible for younger players because almost every fleet demands people to fly in Pirate ships(Fact)
3rd, Pirate ships battling Pirate ships don't fit in the context of incursions. (This is my own opinion. But on the otherside it is a Militia, so you can expect people to join with a different background etc)


1st. they use the best ships offered, get rid of what makes them use the pirate ships they will use an other [insert best ship offered] fact, nothing changes.
2nd. not everything should be accessible to 3 months old newbies, some things take time. fact.
3rd. sense? none, see 1st.

Never forget. http://www.youtube.com/watch?v=a8sfaN8zT8E http://www.youtube.com/watch?v=5l_ZjVyRxx4 Trust me, I'm an Anomaly. DUST 514 FOR PC

The Djego
Hellequin Inc.
#340 - 2013-11-30 04:12:58 UTC  |  Edited by: The Djego
CCP being bad whenever they touch blasters or close range mechanics since 2008, no big surprise here.

As for god/overpowered webs, I think people need to fly a close range ship herself, with the actual goal to do more damage there than at medium range(pro tip this is impossible since 2008 with 60% webs) to realize how ******* overpowered a web actually has to be to make up for the broken tracking formula(where less range means no dps at all, even at optimal), **** range control compared to nano setups, poor chances in 1 vs X engagements and guaranteed death if you have to commit to a fight against the odds(because you pvp in hard tackle range and lost your mobility).

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread