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[Rubicon 1.1] Tracking Disruptor and Sensor Damp Strength Changes in Conjunction with Heat Iteration

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Author
Kane Fenris
NWP
#61 - 2014-01-16 21:53:57 UTC
Vinyl 41 wrote:
rly were nerfing TPs now ? is that some sort of a hidden war against pve missle users ?



i too dont like the pve tp nerf the change implies
FT Diomedes
The Graduates
#62 - 2014-01-16 22:01:23 UTC
Overheating is something you do situationally, not all the time. When would you ever really, really need to overheat your target painter?

You overheat your point and web to get initial tackle. You overheat your ECM to get that first jam. Overheating your sensor damp or tracking disruptor makes sense. But your TP? No. You just ruined it for the only use it has.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Dariusz Betonowy
Doomheim
#63 - 2014-01-16 22:19:13 UTC
Gah! Another nerf to ratting and PVE in general, if you are going to nerf TP usage in PVE, change the missile application bonus on the Golem to explosion radius, like it's on CNR.
Jack Miton
School of Applied Knowledge
Caldari State
#64 - 2014-01-16 22:40:44 UTC
Really dont like this. In particular, TPs are used heavily in PVE when youre never going to heat them so this is a flat nerf to them.

There is no Bob.

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Sabriz Adoudel
Move along there is nothing here
#65 - 2014-01-16 22:47:03 UTC  |  Edited by: Sabriz Adoudel
Target painters should remain 100% of present effectiveness, but be 90% of present range baseline and 112.5% of present range overheated. I agree they are considerably weaker than webs while doing a broadly similar thing.

The RSD changes will really shake up some nullsec subcapital fights. I'm glad I am not at all invested in the Celestis/meta 4 RSD market at the moment as I feel they will be weaker overall with these changes.

One thing to keep in mind is how stacking penalties magnify the effect of the baseline decrease. In numbers:


Presently - Decreased targetting range 34% on non-bonused ship, 34% * 1.375 = 46.75% on a Celestis, Lachesis or Arazu

One module: Range = (1-0.4675) = 0.5325 x baseline
Two modules: Range = (1-0.4675) (1-0.4675*0.87) = (approx) 32% baseline
Three modules: Range = (1-0.4675) (1-0.4675*0.87) (1-0.4675*0.57) = approx 24% baseline

New:
One module: Range = ~58% baseline
Two modules: ~38% baseline
Three modules: ~29% baseline

Note that the changes make diminishing returns more significant than before. 29% baseline is more than 20% 'less effective' than 24%.



Suggestion: Those modules that are subject to diminishing returns should be tested at 95% of present strength baseline, with +15% effectiveness OH'ed. In practice, a -5% penalty will feel like the module is 10% worse anyway.

I support the New Order and CODE. alliance. www.minerbumping.com

Sabriz Adoudel
Move along there is nothing here
#66 - 2014-01-16 22:52:14 UTC
Jack Miton wrote:
Really dont like this. In particular, TPs are used heavily in PVE when youre never going to heat them so this is a flat nerf to them.



I do PVE (mostly to rebuild sec status) and I most certainly put overheating to use there. It's not uncommon for me to finish a mission with my local repair module 25% heat damaged, my MWD damaged, and my webs damaged or (rarely) burnt out.

Only takes 5 seconds to interact with the station repair interface to repair the damage, so if overheating aggressively can save me more than five seconds (and double-webbing a frigate rat at 12km rather than 10 makes a very big difference to medium blaster damage application) then I will definitely do so.

Really the only reason not to overheat in PVE content is if you want to keep your heat racks at 0 in case of unexpected PVP.

I support the New Order and CODE. alliance. www.minerbumping.com

Kesthely
Mestana
#67 - 2014-01-16 23:18:46 UTC
With -10% reduction to TP values, your also making the choice of RLML vs HAM or HML even more abundantly clear: Do not touch them:

A 10% reduction in TP values reduces the damage application of a missile by 5% when overheating it increases the damage application for 4% vs current values. If the TP doesn't get any base reduction, the overheat damage application increases to 8%

For full effect against a target of similar size, you need 2 target painters now to get full effect of sig radius, with the nerf you still need 2 target painters for full effect. With the overheated value, you still need 2 target painters.

So what you are essentially saying, is: We are not changeing in any way shape or form the amount of target painters you need to use in pvp to get your sig radius up in similar sized categories, but we are drasticly reduceing your ability to fight off smaller targets, and were reducing the effectiveness of any missile based shield ship in pve situations.

Currently Rubicon has done this for missile players:

-Remove all practical use of RLML in pve Situations, Makeing the transition from Frigate / Destroyer sized to Cruiser / Battlecruiser size a lot harder.
-Increase frustration levels of RLML users in pvp, cause a decline in use of all medium missile launcher ships, while simultaneously making frigate and Destroyer pilots that still encounter a RLML ship, even more pissed, since this change hasn't benefitted them, but made their lives even more miserable.
-Made PvE Caldari missile users happy that the Golem Finally is on par or better then a Tengu in PvE
-Made PvE Caldari Missile users mad cause they now have to switch from tengu to Golem
-Have done absolutly nothing that implies that the missile situations are beeing looked at

And now with the proposed changes your doing the following:
-Reduce the damage application for missile users in most situations by 5%
-Increase the damage application for gun and drone users in some situations by 15%

Yankunytjatjara
Ministry of War
Amarr Empire
#68 - 2014-01-16 23:21:16 UTC
With the change as it is now frigates will be basically forced to have one a TD: their fights are already like "overheat all the things" by default and TDs compete already with the web on an almost even level. With this move frigs with many mids get a buff, and frigs with few mids a nerf, something that really isn't needed...

Please differentiate between the mods. I don't see the same problem happening for TPs. TDs should get a generic nerf/specialized buff (buffing the bonus of specialized ships perhaps), TPs could actually live with a straight buff.

My solo pvp video: Yankunytjude... That attitude! Solo/small gang proposal: Ship Velocity Vectors

Oxide Ammar
#69 - 2014-01-16 23:36:50 UTC
Even the lower cycle for TP they promised to introduce with rubicon never saw the light till date, and now this ?

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#70 - 2014-01-16 23:44:22 UTC
I like this proposal, but the TP does will not appreciate this nerf- who in PVE overheats? This is a huge hit to Missile users in general, and especially the Golem, if you ask me- leave it be but do the rest of the modules.
James Amril-Kesh
Viziam
Amarr Empire
#71 - 2014-01-17 00:04:40 UTC
Oxide Ammar wrote:
Even the lower cycle for TP they promised to introduce with rubicon never saw the light till date, and now this ?

I don't support the changes either, but you should at least do some extremely basic fact checking so you don't look like an idiot.

Enjoying the rain today? ;)

Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#72 - 2014-01-17 00:05:22 UTC
Oxide Ammar wrote:
Even the lower cycle for TP they promised to introduce with rubicon never saw the light till date, and now this ?

They did do it- how do you not notice that?
Landrik Blake
Sebiestor Tribe
Minmatar Republic
#73 - 2014-01-17 00:14:21 UTC
This is going to cause problems.

TPs are mostly used in PvE over extended periods, so this change is just a nerf to an already underpowered module.

As for the rest... heat on mid racks is already tricky to balance, with prop mods burning out as quick as they do. Forcing a ship to keep their TD or RSD overheated (which is basically what this change means) is just asking for trouble. They're already situational modules that are often better replaced with another web. Why keep them if they're just going to add heat to my mid rack?
Sabriz Adoudel
Move along there is nothing here
#74 - 2014-01-17 00:15:28 UTC
The numbers on remote sensor dampeners, redone properly (not just 'in my head' calculations):


4 non-bonused meta 4 sensor dampeners, scripted for range reduction (not really used unbonused but included anyway):
- Now: 62.5% decrease in lock range (Decreased by a factor of 2.66)
- Post changes: 58% decrease in lock range (Decreased by a factor of 2.38)
- Overheated: 66% decrease in lock range (Decreased by a factor of 2.94)


More practical: Celestis with Gallente Cruiser 5, or Arazu, or Lachesis:
- Now: 76.8% decrease (Decreased by a factor of 4.31)
- Post changes: 72.1% decrease (Decreased by a factor of 3.58)
- Overheated: 80.2% decrease (Decreased by a factor of 5.05)



Once more, I am glad that I've not been actively trading these hulls and their relevant modules during this war. As it is, these changes will dramatically cause these modules to fall in effectiveness.

I support the New Order and CODE. alliance. www.minerbumping.com

I am disposable
Republic University
Minmatar Republic
#75 - 2014-01-17 00:16:11 UTC
I'm losing all hope in you people. A nerf to TPs? Do you even play your own game?
Kesthely
Mestana
#76 - 2014-01-17 00:45:50 UTC
Posted in the Rapid Missile V2 treat, but i think its equally, or perhaps more relevant here as well:

Kesthely wrote:
The TP "Buff" in reality is a nerf, since its base value is dropped by 10%.

In any regards, against similar sized (eg medium sized ship with medium sized missile) you still need 2 target painters, and then it doesn't matter if its with the reduced -10%, its current value or its +8% increased value. Overheating in this case has little or no effect.

The difference starts when your trying to shoot smaller stuff (Eg frigates with Heavy missiles) Because of the ratio of Required Sig radius to actual sig radius the +8% of overheated, does little or no effect vs the -10%. In overall use there both aproximatly 1% of current values. So yes, for the duration you can overheat you do 1% more damage application, for all the time that you can't you do 1% less.

Target Painters have a 5 second cycle time. That means that they will have a verry high Heat to duration time, wich fixes the overheat time to a verry limited time.

10 seconds of overheating probably already causes damage to it, 1 minute or more, probably made one or more midslot modules burn out. And thats not even considering overheating with a Mwd, or Point, scram or web next to your target painter.

In effect theres really a verry small margin in PvP where you truelly benefit from overheating it.

So, with that explained, you have the -10% reduced stats while not overheating, combine that with the fact that tracking computers (a gun only module) gets a +15% (Yes double in effect that the actuall targetpainter) bonus while overheating, with no reduction of its base statistics. You get a better value, allowing for more range, or better tracking, outscaleing the gun even more in comparison to missiles, with no drawback.

A last thing to remember is that Tracking Computers in comparison to Target painters have a really long cycle time. This means that they generate relatively low amounts of heat for the duration that there overheating.
stoicfaux
#77 - 2014-01-17 01:53:10 UTC
TPs? Really?

-1


Also, I am beginning to think that the influx of consumables, i.e. deployables, fixing damaged modules, etc., is to drain isk from the economy.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Topher Basquette Dusch-shur
Montana Freedom Fighters
#78 - 2014-01-17 01:57:23 UTC
I spent about a year working towards the Golem, I am very happy with it right now, please don't make me burn out my shield booster by overheating TPs just so that I can kill frigates with precision ammo.

What if you made the overheating changes to Meta and T2 and excluded faction? That way the cheaper models can me made "better", but people who mission can but faction and be left in piece.
Bullet Therapist
Caldari Provisions
Caldari State
#79 - 2014-01-17 02:19:18 UTC  |  Edited by: Bullet Therapist
Maybe this is the time to consider the weakness of unbonused TPs relative to missiles when compared to webs relative to missiles. TPs are already pretty weak as a form of ewar, they don't need to be nerfed anymore.

Also, please, please CCP take a second look at the golem, its powergrid is far too low and it's the only marauder which still carries an ewar bonus. Don't make us wait years on this. Keeping the ewar bonus on the golem was a mistake that shouldn't take you years to fix.

While were on the topic of marauders, you really need to take a second look at all of them. The hulls need to be balanced better against the bastion module; i.e. they should offer some advantage over t1 hulls outside of bastion module.
FT Diomedes
The Graduates
#80 - 2014-01-17 02:24:31 UTC
Sabriz Adoudel wrote:
Jack Miton wrote:
Really dont like this. In particular, TPs are used heavily in PVE when youre never going to heat them so this is a flat nerf to them.



I do PVE (mostly to rebuild sec status) and I most certainly put overheating to use there. It's not uncommon for me to finish a mission with my local repair module 25% heat damaged, my MWD damaged, and my webs damaged or (rarely) burnt out.

Only takes 5 seconds to interact with the station repair interface to repair the damage, so if overheating aggressively can save me more than five seconds (and double-webbing a frigate rat at 12km rather than 10 makes a very big difference to medium blaster damage application) then I will definitely do so.

Really the only reason not to overheat in PVE content is if you want to keep your heat racks at 0 in case of unexpected PVP.


Overheating your tank makes sense. Overheating your prop mod makes sense. Overheating webs makes sense. Overheating a target painter is pants on head stupid.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.