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bastion module turret projection tweak

Author
chaosgrimm
Synth Tech
#61 - 2014-01-25 02:51:18 UTC
hmskrecik wrote:

Name one of them. Point me where I made a mistake.

on solely the math side:
x% contribution to total y%.
x was calculated using both optimal and falloff to show the effects activating bastion had on total range. The overall effect of falloff is hit harder than optimal when stacking penalized. y is represented as either falloff or optimal, so although close, those statements are just not correct and x cant just be carried over to falloff or optimal...

Also, at max range, you dont take ~9% of the vargur's range into consideration nor ~20% of the pally's.

hmskrecik wrote:

And if I didn't, why do you accuse me of trolling?

You join the conversation in a thread about bastion module projection balance.
You refuse to claim that bastion is or is not currently balanced: " I don't claim the bastion is balanced (which doesn't mean I claim it isn't)"

Further down in this post you claim that you "honestly don't care what bastion's contribution is"

You continue to never commit to a position, and just take the opposite position (presumably just for kicks)



hmskrecik wrote:

...
I honestly don't care what bastion's contribution is. I use it for ubertank and for EWAR immunity and if it had no gun bonus at all I wouldn't give a damn.

If you dont care what bastion's contribution is, why do you care about 1:2?
No projection bonus would mean that every marauder receives an equal range change of 0% regardless of mods equipped. If you believe this to be an acceptable implementation, then you cannot believe that bastion is currently balanced. You also cannot factor tracking computers or hull bonuses into the balance of bastion mode, which is what you are trying to do in your current argument.

hmskrecik wrote:

It's you who started to compare Paladin's optimal to Vargur's falloff. But if we go this way, let's go further and include hull bonuses.
...
While we're at it, you have used as a reference the fact that TC and TE give 1:2 split bonus. But have you noticed that ship's bonuses are 7% and 10% respectively?

it's 7.5% and 10%. (and just in case you believe im nitpicking. its over V skills levels so 0.5% makes a difference of 2.5% over the course of training)
I understand the point that you are trying to argue here, and I am willing to have that discussion and make my points supporting 1:2. But beforehand, let's at least narrow the scope of your position and have you actually take one. You had stated earlier that it was not valid for me to say 1:1 was "being unfair". You are now using the ratio of hull bonus to show an instance where the ration is less than 1:2. Are you willing to say now that an optimal bonus > a falloff bonus in terms of usefulness/effectiveness and therefore the optimal bonus should be smaller than the falloff bonus? If you dont believe this, then you cant use hull bonuses to make your argument of keeping bastion 1:1. If you do believe this, then bastion is currently not balanced.


hmskrecik wrote:

...
Since my early days, after the ohmygod-I-can-run-l4s adrenaline rush waned I started to pay attention to how long does it take to complete my missions. Not long after I noticed my walled icon blinking from time to time and upon closer inspection I learned about bounties and ticks, of which I started to observe both trends and variances. Not to the point of keeping full records of every mission, just enough to have good grasp how things are going. This way when I switched from Myrmidon to Ishtar I knew my typical ticks raised from 4 mil to 6 mil, then I could see what improvement I got when used Proteus, what Megathron Navy was good for, how old Kronos compared to Vindi, how Vargur rocked and how Machariel was awesome. And precisely this is why I claim that new Kronos is on the same level as new Vargur.

Yet it seems I'm the only one doing it because every time I ask anyone to provide me similar kind of data, I get forum equivalent of blank stare.

Come on! If you measure your performance in any way, all I ask is to share this exact data. And if you don't measure, how the hell do you know which ship is weaker and which is stronger?


To solve a problem like: "If there is 1 apple in a basket and I place another apple in the basket, how many apples are in the basket?" I dont need to actually log and play out the scenario to find the answer.

Here's the other issue. You mention in the above terms like 'measuring' and 'exact data'. how precise do you believe that the data you collected is? In this thread the concern would be the effectiveness while bastioned, but let's set that aside for a moment and focus on the data you've collected on general mission running. There are obviously factors that are going to play a role in making the data inaccurate:
* variance in mob spawn location
* distance to the mission
* mob variance/bounty variance
* other random factors like hit chance
* not running the mission in quite the same way every time
* inaccurate recording.

How 'precise' are these numbers? What is your margin of error? Have you calculated one? Would you be able to see a 15% difference in performance? 12.5% 10% 7.5%? 5%? 2.5%? Or only ridiculous figures like 25%
Ritsum
Perkone
Caldari State
#62 - 2014-01-25 09:37:31 UTC
With all the high slots marauders have why not put them to use and give them a "Assaulter" module that boosts combat over instead of tank like the "Bastion" mainly does.

Give it a shorter duration with either a high cap usage or reduced cap recharge while active to help balance it out

Purpose would be to choose what you want when you want, either tank when needed or dps when needed.


On the same note you could even go on and give it a "MWD" bonus to it, give it a agility bonus and allow movement but prevent warp.

Take away the anti ECM bonus and allow assistance, as it would be a dps module and not a tank module it would have no bonus to tank but have a sig increase and mass increase or something to even out the movement capability the module gives it.

I personally think a module along these lines [Not this exact module] would make it very viable for pvp and people with the isk would fly it.


Something like this would allow the bastion module to be more balanced toward Pve/bait tanks and still allow the Marauders to have a option for combat in pvp and such.

Play EvE how you want to play it and do not let others dictate how you play. Evolve your playstyle to protect yourself from others! Even in "PVE", "PVP" is there, lurking in the shadows.

R3aliti
GV Dark Roast Ground Coffee
#63 - 2014-01-25 10:32:25 UTC  |  Edited by: R3aliti
The math seems correct to me, I have no complaints.

Then again I just noticed that bastion activation changes the appearance of my Golem. Nice effect.

However after seeing several posts stating that it had been fixed, I am still seeing the ship explosion from ships 80 KM away show up right next to my Golem. I really do not think this has been fixed.

Just a wish list thing. I would like to see Tech II for the ( FOF missiles) now known as Auto-targeting missiles. I always carry a stock of these, really handy when you are getting target jammed. It is so much fun to load them and have no worry about the jammer they will get him soon enough. LOL go ahead and target jam me, I will still hit you.

R3
Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#64 - 2014-01-25 11:59:03 UTC
chaosgrimm wrote:
hmskrecik wrote:

That would be correct if other things were equal. But they are not, as we both know it. You're talking Vargur vs. Paladin aren't you? You conveniently ignored that the Paladin has non-selectable damage profile while the Vargur has almost twice the tracking to compensate for shooting in falloff.

Mind you, I am not strictly against having moar falloff. I occasionally fly Vargur and my Kronos would benefit from it too. I'm just not convinced that this bonus asymmetry is that important to have. Especially when considering that both of those ships are already being flown while stacked to roof.


I think you're breaking off topic toward the balance between weapon systems and not the balance of the bastion module... things like selective damage types are balanced within the inherent properties of the weapon.... really doesnt have much of anything to do with the balance of the bastion module. While tracking plays a role in balance between weapon system, it still doesnt change the fact that optimal has more value than falloff and is weighed that way is just about all areas of the game. If you are really trying to say that bastion is okay 1:1 because pulse tracking makes up the difference. then why arent you complaining about 1:2 on tracking computers and tracking enhancer. Hull bonuses for optimals @ 7.5 while falloff is at 10%?

Just for comparison:
@ lvl V
Vargur w/ 1 TE II, 2 TC II w/ opt range, 1 ambit I
bastion adds:
~0.6+3 to HAIL / FUSION
~1.3+6 to BARRAGE

Kronos w/ 1 TE II, 2 TC II w/ opt range, 1 ambit I
bastion adds:
~1.7+1 to VOID
~0.9+2 to AM
~3+3 to NULL

Paladin w/ 1 TE II, 2 TC II w/ opt range, 1 locus I
bastion adds:
~3+2 to CONFLAG / MF
~10+2 to SCORCH

It's not just the pally, it's the kronos as well. I choice the numbers I did to make the difference in utility value of opt and falloff more apparent. Alvatore reminded us in this thread that the paladin's range with pulses as well as the kronos' range with null play a significant role in the attributes of the bastion module....

:( devs werent really concerned at all about the vargur. reworking the bonus such that the total range bonus was weighted more heavily in falloff would help add balance IMO, and a smaller bonus w/o a stacking penalty would help ensure that the module focused on the marauders' T2 specialization: tanking and projection, would provide significant tank and projection regardless of fit.



I'm pretty sure the devs considered the vargur's damage type flexibility when they were working on the changes. If you want a game where the vargur has the same damage/range as the paladin AND capless weapons AND better tracking AND selective damage types....go find another game. Until then, try to be content that the vargur should rip through all but sansha/blood rats quicker than a paladin ( and that depending on the range).
chaosgrimm
Synth Tech
#65 - 2014-01-25 13:19:30 UTC
Templar Dane wrote:

I'm pretty sure the devs considered the vargur's damage type flexibility when they were working on the changes. If you want a game where the vargur has the same damage/range as the paladin AND capless weapons AND better tracking AND selective damage types....go find another game. Until then, try to be content that the vargur should rip through all but sansha/blood rats quicker than a paladin ( and that depending on the range).

Selectable damage type is present regardless of bastion. Damage selection is balanced within the inherent properties of the weapon system. Lasers usually aren't suffering a f/o penalty and have higher raw dps than projectiles. This is also true outside the scope of marauders.

The problem with bastion is that the projection bonus doesn't scale properly. Weapon systems with large amounts of optimal sync much better than those with large amounts of falloff. The pally increases its range by proportionally more than the vargur when stacking is in play, yet both equally take the penalties incurred by bastion, such as immobility (although the vargur is arguably taking more of a penalty by becoming immobile). It's not about making the vargur better than the pally. The bastioned pally will still hold its unique weapon system advantages over the bastioned vargur, but the margin of those advantages will be brought closer to the opt/fo scale of the rest of the game.
hmskrecik
TransMine Group
Gluten Free Cartel
#66 - 2014-01-25 18:24:36 UTC  |  Edited by: hmskrecik
chaosgrimm wrote:
x% contribution to total y%.
x was calculated using both optimal and falloff to show the effects activating bastion had on total range. The overall effect of falloff is hit harder than optimal when stacking penalized. y is represented as either falloff or optimal, so although close, those statements are just not correct and x cant just be carried over to falloff or optimal...

Also, at max range, you dont take ~9% of the vargur's range into consideration nor ~20% of the pally's.

What I did was to put your demands in the perspective. You cry that Vargur gets "only" 14,6% of falloff from bastion, while I point that 2 TC and bastion give overall 87% falloff bonus, 180% from gun's base range without hull bonus.

At the same time, while you denounce "unfair" 17,4% bastion's optimal bonus on Paladin, I note that again, 2 TC and bastion give it combined 53,3% bonus to optimal, 110% from gun's base.

I skipped considering optimal on ACs and fallof on Mega Pulses because this is not the point. The point is that while I am not sure if the situation pictured above is balanced or not, I am damn sure that proper balancing takes much more than just comparing 14,6 to 17,4.

Quote:
You join the conversation in a thread about bastion module projection balance.
You refuse to claim that bastion is or is not currently balanced: " I don't claim the bastion is balanced (which doesn't mean I claim it isn't)"

Further down in this post you claim that you "honestly don't care what bastion's contribution is"

You continue to never commit to a position, and just take the opposite position (presumably just for kicks)


Gah, my argumentation is inconsistent indeed. This is embarassing. Ok, let me recap. My claims and objections are as follows:

1. When no stacking penalties are considered, 1:1 split is fair.
2. When taking stacking into full extent, I can be argued that 1:2 split is fair too, however I object claims that it's the only proper way.
3. In practice, bastion's effect on guns range is weak at best and negligible at worst, thus it doesn't matter what is actual split of bonuses, as long as they themselves aren't too powerful (unstacked for example). Because of this argument I believe it to be a mistake to try to treat bastion as a serious range improving module. This aspect is a cherry on top and shouldn't be factored into normal operational range.
4. I object the claim that Vargur is at serious disadvantage compared to other marauders, whether bastioned or not, without any kind of practical proof. If your only argument about it is that it looks bad in EFT, my interest in this discussion ends here.

Quote:
Are you willing to say now that an optimal bonus > a falloff bonus in terms of usefulness/effectiveness and therefore the optimal bonus should be smaller than the falloff bonus?


Not really. Or rather, it depends. For ACs optimal bonus is worthless. To have actual effect it would have to be outrageously big, like unstacked 100% or more.

Quote:
To solve a problem like: "If there is 1 apple in a basket and I place another apple in the basket, how many apples are in the basket?" I dont need to actually log and play out the scenario to find the answer.


Of course, if we were playing apples counting game. But we play a game involving spaceships floating in kind of aetheric fluid and shooting each other, where the net effect depends on no less than dozen parameters last time I counted. Now we can go full monty and start analyzing those parameters, what is their influence and how they interact. If you're into that, go ahead, just don't get me involved because I find it counterproductive and extremely boring. Instead, I prefer to measure this net effect, which may still be not too easy to do but definitely is less complex.

Quote:

Here's the other issue. You mention in the above terms like 'measuring' and 'exact data'. how precise do you believe that the data you collected is?
[....]
How 'precise' are these numbers? What is your margin of error? Have you calculated one? Would you be able to see a 15% difference in performance? 12.5% 10% 7.5%? 5%? 2.5%? Or only ridiculous figures like 25%


Glad you raised this issue because this is what we would talk about if you happened to provide the data I asked for.

But first, the focus is not on me (hmskrecik) but on you (chaosgrimm). My question was on what your data have you based your conclusions? The thing is, hmskrecik has been flying both Kronos and Vargur and found both awesome and bastion very useful. Now chaosgrimm is claiming that Vargur has been effectively nerfed, because of bastion. So the obvious question is what chaosgrimm was doing and what were this doing effects, on which he bases his claim? The only sort of answer received so far was that hmskrecik flies his Vargur wrong. Even if it was sort of proper argument (it is not), it does not even answer how much wrong?

And if you're really interested in my error margin, it's rather big. I measure as accurate as I can but upon flying numerous missions I learned that even in quite similar conditions the tick value or ISK/hr can vary as much as 10% thus if two ships have performance difference within this margin, I assume them practically equal. I think that my current skills and experience allow me to lower this margin to 5% but I'm also grinding missions not as much as I used to, so I have no base for proper calibration.

By the same token, yes, if you were able to show that certain two ships or certain two fittings yield 25% performance difference then yes, you'd get my full attention. Even on claiming 15% you'd get my ear but still it would have to be shown as a difference in performance on live server.