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Balancing of current ewar and new types of ewar

Author
Akkaata Shiyurida
Doomheim
#1 - 2014-04-22 00:14:41 UTC  |  Edited by: Akkaata Shiyurida
At the moment ewar is probably the most imbalanced way to attack. Caldari have the probably most OP ewar but only that one, whereas other factions get bonuses to two ewar types and but they all are only mediocre and rather supportive.
The power of ewar should be equaly distributed amongst the factions.

Each faction should have three ewar systems out of four together with logistics ewar that all fit to them and their combat philosophy. The types would be targeting ewar, weapon ewar, ship ewar and defensive ewar.

Targeting ewar modules effect the enemies target systems, weapon ewar disables or cripples the enemies weapon systems and ship ewar affects the enemy ship directly. Defensive ewar affects your own ship and comes in a projected and on board version.

Each faction should specialize on one of the ewar types and leave away another type of ewar. Its logistics ewar would then work in a similar way their specialization works.

Amarr would specialize in ship ewar and leave away targeting ewar
Caldari would specialize in targeting ewar and leave away ship ewar
Gallente would specialize in weapon ewar and leave away defensive ewar
Minmatar would specialize in defensive ewar and leave away weapon ewar

The Amarr would have capacitor warfare as ship warfare and thus energy transfers as logistics ewar. Their defensive ewar would create fake ship clones of the ship that lead to failed attacks and targeting attempts. As weapon ewar they´d have tracking disruption.

The Caldari would have ECM and its variants as targeting ewar. Their logistics ewar would be something that improves their targeting systems. Their defensive ewar would be ECCM and increase the ships sensor strength and their weapon ewar would completely shut down the enemies weapons for a certain time.

The Gallente weapon ewar would be a module that reduces either bandwidth or operation distance while their logistics ewar would increase their drone capabilities possibly even raise the drone limit. Their targeting ewar would remain damps and their ship ewar would be warp disruption.

Minmatar would have something that reduces the signature radius as defensive ewar. They´d have Target Painting and webbing as their ship ewar and something that reduces the enemies max locks by its half as targeting ewar..

Amarr defensive ewar: It should work kinda like a Target Spectrum Breaker just without effect on your own locks.
Caldari weapon ewar: It would have a percentage of success per remote module that is defined by the sensor strength. E.g. percentage is 25% per remote module means that each remote module has a chance of 25% to be shut down for a certain time.

Together with this certain changes should be made:
All weapon and targeting ewar systems should work based on sensor strength and have a percentage to be successful. That should be calculated like ECM percentage now.
ECM needs a rework so that it doesn´t completely shut down the targeting system anymore. Instead each lock should have a percentage to be broken and there´s a percentage that a new targeting attempt fails.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#2 - 2014-04-22 05:39:17 UTC
No.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Alvatore DiMarco
Capricious Endeavours Ltd
#3 - 2014-04-22 05:49:41 UTC
Rivr Luzade wrote:
No.


It looks like I'm empty quoting, but I'm really not.
Akkaata Shiyurida
Doomheim
#4 - 2014-04-22 06:46:32 UTC
Alvatore DiMarco wrote:
Rivr Luzade wrote:
No.


It looks like I'm empty quoting, but I'm really not.


Do you have reason for that or are you just playing jerk?

And I thought the DUST community was stubborn
Rivr Luzade
Coreli Corporation
Pandemic Legion
#5 - 2014-04-22 07:17:14 UTC
I hate generalization and monotoning things. Besides, you are shaking up the Ewar landscape for no reason. For instance, your shift of Tracking Disruptors from Amarr to Minmatar makes absolutely no sense and with 3 of the most effective Ewar types in the game combined in 1 race it would make them overpowered beyond reason.

The ewar distribution is fine as it is. Period. More Ewar can be added and some of your ideas are sound and interesting, but the basic and current Ewar types should not be changed.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Seliah
Red Cloud Vigil
#6 - 2014-04-22 07:24:29 UTC
Akkaata Shiyurida wrote:
other factions get bonuses to two ewar types and but they all are only mediocre and rather supportive.


I stopped reading at this, because you obviously have very little knowledge of the game if you think ewar such as damps or target painters are "mediocre".

So, no.
Akkaata Shiyurida
Doomheim
#7 - 2014-04-22 07:40:44 UTC
Rivr Luzade wrote:
I hate generalization and monotoning things. Besides, you are shaking up the Ewar landscape for no reason. For instance, your shift of Tracking Disruptors from Amarr to Minmatar makes absolutely no sense and with 3 of the most effective Ewar types in the game combined in 1 race it would make them overpowered beyond reason.

The ewar distribution is fine as it is. Period. More Ewar can be added and some of your ideas are sound and interesting, but the basic and current Ewar types should not be changed.


You're talking about Caldari, aren't you? I described at the end how ECM should work then so that it's not completely OP. Same with ECCM and their weapon ewar. ECCM would be the weakest of the defensive ewar modules and the weapon ewar would also have a chance per module to shut that down so it will usually shut down like 2-3 modules per circle.

Your point on Tracking disruption is valid though
Akkaata Shiyurida
Doomheim
#8 - 2014-04-22 07:46:10 UTC
Seliah wrote:
Akkaata Shiyurida wrote:
other factions get bonuses to two ewar types and but they all are only mediocre and rather supportive.


I stopped reading at this, because you obviously have very little knowledge of the game if you think ewar such as damps or target painters are "mediocre".

So, no.


Mediocre in comparison to ECM. They're still good but in comparison to ECM they're a bit behind. Read at least the whole post before complaining.
Seliah
Red Cloud Vigil
#9 - 2014-04-22 07:55:25 UTC
Akkaata Shiyurida wrote:

Mediocre in comparison to ECM. They're still good but in comparison to ECM they're a bit behind. Read at least the whole post before complaining.


I did read the whole post actually, but it was more dramatic to say I stopped reading at the 2nd line :). On a more serious note, I don't really like the idea because you want to completely rework the ewar for all 4 races, when your problem is really just about the Caldari ewar. I think most forms of ewar are fine right now, so I'd rather see the Caldari ewar reworked to be more in line with the others, rather than change everything for the sake of changing things, especially when there are much more important things to work on.
Akkaata Shiyurida
Doomheim
#10 - 2014-04-22 08:12:14 UTC
Seliah wrote:
Akkaata Shiyurida wrote:

Mediocre in comparison to ECM. They're still good but in comparison to ECM they're a bit behind. Read at least the whole post before complaining.


I did read the whole post actually, but it was more dramatic to say I stopped reading at the 2nd line :). On a more serious note, I don't really like the idea because you want to completely rework the ewar for all 4 races, when your problem is really just about the Caldari ewar. I think most forms of ewar are fine right now, so I'd rather see the Caldari ewar reworked to be more in line with the others, rather than change everything for the sake of changing things, especially when there are much more important things to work on.


Yes, reworking Caldari ewar should be primary (idea for solution at the bottom) but also should all races have a balanced mix of ewar against the different systems. This should rather be done when there's time indeed. Also forget that with tracking disruption on Minmatar, I changed it back as I had to realize it makes no sense
Daichi Yamato
Jabbersnarks and Wonderglass
#11 - 2014-04-22 12:26:17 UTC
ECM is not OP.

generalisation is bad

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Kaerakh
Obscure Joke Implied
#12 - 2014-04-22 20:04:32 UTC  |  Edited by: Kaerakh
If ewar wasn't as effective as it is now then no one would use it. An ewar pilot takes a really big risk that he can nullify the offensive capabilities of what ever threats he encounters. The reason this is a huge risk is because ewar ships have almost no tanking capabilities and usually very limited conventional offensive modules(guns, missiles, drones(not a module fyi)). That means that if they fail to neutralize or stay away from a target with teeth they're utterly toast. The time to kill on an ewar ship is a fraction of the time it takes to kill a conventional combat ship is a very large gap in favor of the more conventional combat boat. So really, it's a necessity that it be very powerful.


On that note the OP should really get to know Luminus Aardokay's 3rd song. I'll link it for you here:
http://myfreemp3.eu/music/Luminus+Aardokay
Akkaata Shiyurida
Doomheim
#13 - 2014-04-23 14:22:03 UTC
Kaerakh wrote:
If ewar wasn't as effective as it is now then no one would use it. An ewar pilot takes a really big risk that he can nullify the offensive capabilities of what ever threats he encounters. The reason this is a huge risk is because ewar ships have almost no tanking capabilities and usually very limited conventional offensive modules(guns, missiles, drones(not a module fyi)). That means that if they fail to neutralize or stay away from a target with teeth they're utterly toast. The time to kill on an ewar ship is a fraction of the time it takes to kill a conventional combat ship is a very large gap in favor of the more conventional combat boat. So really, it's a necessity that it be very powerful.


On that note the OP should really get to know Luminus Aardokay's 3rd song. I'll link it for you here:
http://myfreemp3.eu/music/Luminus+Aardokay


I did not say ewar should be not effective just that they all should be equally effective and every race should have a type of ewar against each different system. Caldari should have a bit stronger ewar simply by their philosophy but it should be not that much more powerful.
Harvey James
The Sengoku Legacy
#14 - 2014-04-23 15:45:20 UTC
i think caldari should get Target painter as there secondary e-war

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

Hopelesshobo
Hoboland
#15 - 2014-04-23 17:35:33 UTC
Seliah wrote:
Akkaata Shiyurida wrote:
other factions get bonuses to two ewar types and but they all are only mediocre and rather supportive.


I stopped reading at this, because you obviously have very little knowledge of the game if you think ewar such as damps or target painters are "mediocre".

So, no.


But...being able to bring a logistics lock range down to 15km is so very lackluster.
I'm not even going to being up giving a vindicator having the edge of its falloff at 1 km either.
But ECM is just so OP....

The only reason why people complain about ECM over the other Ewar modules is because damps and tracking disruptors give people the illusion that they can still do something, while ECM just slaps them in the face with a rotting fish and tells them you can't do anything.

Lowering the average to make you look better since 2012.

Kaerakh
Obscure Joke Implied
#16 - 2014-04-23 19:19:14 UTC
Akkaata Shiyurida wrote:
Kaerakh wrote:
If ewar wasn't as effective as it is now then no one would use it. An ewar pilot takes a really big risk that he can nullify the offensive capabilities of what ever threats he encounters. The reason this is a huge risk is because ewar ships have almost no tanking capabilities and usually very limited conventional offensive modules(guns, missiles, drones(not a module fyi)). That means that if they fail to neutralize or stay away from a target with teeth they're utterly toast. The time to kill on an ewar ship is a fraction of the time it takes to kill a conventional combat ship is a very large gap in favor of the more conventional combat boat. So really, it's a necessity that it be very powerful.


On that note the OP should really get to know Luminus Aardokay's 3rd song. I'll link it for you here:
http://myfreemp3.eu/music/Luminus+Aardokay


I did not say ewar should be not effective just that they all should be equally effective and every race should have a type of ewar against each different system. Caldari should have a bit stronger ewar simply by their philosophy but it should be not that much more powerful.



Then what is wrong with them now? They're all equally effective and the only ewar with a gap in effectiveness are the amarr ewar boats and that's mostly made up for by giving them energy neutralizers and tracking disruptors. The Caldari are the only race that don't get bonuses to two different types of ewar and for very good reason. ECM is very effective and doesn't need to be paired with anything to bring it in line with other types of ewar.

Your post seems to be made from an ill informed standpoint or a simple desire to change things up just because(Maybe both?). Neither make your ideas compelling, and are not at all helped by the vague, as well as strange, wording that you have used.

Quick and rough break down:
Amarr:

  • Energy Neutralizers: Very effectively destroy a majority of offensive and defensive capabilities of a target after a period of time dictated by how many you are using on a given target. While still capable of being split between targets, it suffers a great deal more when you do so.
  • Tracking disruptors: Effectively destroying a target's ability to project damage with two different methods for doing so. This system works on 3/4ths of possible targets in the game. Arguably one of the more powerful ewar systems.


Caldari:

  • ECM: Is a chance based system for completely shutting off a ships targeting computer, and is fairly easily countered with a single ECCM. This renders most targets ineffective, but there are still weapon systems that are not affected by this. It benefits from being easy to split between targets without much loss of effectiveness(dependent on the situation).


Gallente:

  • Warp Disruption/Scramblers: Increased range for warp disruption. I shouldn't need to explain the applications for it.
  • Sensor Dampening: One of the most effective single target ewar systems available and pairs exceedingly well with ECM and its own Warp Disruption bonus. When applying your full rack of sensor damps and using a targeting range script you can indefinitely keep a target tackled and incapable of attacking you, while on the flip side you can switch to scan resolution scripts if ecm is being employed and prevent a target from reacquiring a lock after a failed jam cycle from an ECM pilot.


Minmatar:

  • Stasis Webifiers: By slowing down your target you can prevent their escape from a bubble or disruption range and increase nearly all forms of DPS projection by limiting the targets ability to provide a mitigating speed factor in the function that determines damage.
  • Target Painters: Increases signature and makes a target take more damage and lock quicker. Sounds underwhelming, but it's arguably one of the most effective ewar systems when without bonuses.


On first glance, Caldari and Minmatar seem like they might get the short end of the stick(when approached without previous contextual history), but a majority of Caldari ships are missile based which negates the effectiveness of energy neutralizers and tracking disruptors, and if equipped with auto targeting missiles can further negate ECM and sensor damps.
The Minmatar get the only ewar systems that increase DPS projection, while retaining an immunity to energy neutralizers effectiveness on their offensive systems due to projectile and missile based weaponry.

All the races get really good ewar systems and have their own quirks in relation to them. I doubt I covered everything, but this is what is most obvious and apparent from a cursory glance. Tampering with this balance on any scale is hazardous at best and most ill-advised. So again, in closing, your argument seems ill-informed and not very worthwhile to risk such radical changes. Especially when you consider the game is arguably balanced as is.
Akkaata Shiyurida
Doomheim
#17 - 2014-04-23 20:21:41 UTC
Kaerakh wrote:

Then what is wrong with them now? They're all equally effective and the only ewar with a gap in effectiveness are the amarr ewar boats and that's mostly made up for by giving them energy neutralizers and tracking disruptors. The Caldari are the only race that don't get bonuses to two different types of ewar and for very good reason. ECM is very effective and doesn't need to be paired with anything to bring it in line with other types of ewar.

Your post seems to be made from an ill informed standpoint or a simple desire to change things up just because(Maybe both?). Neither make your ideas compelling, and are not at all helped by the vague, as well as strange, wording that you have used.
[...]
On first glance, Caldari and Minmatar seem like they might get the short end of the stick(when approached without previous contextual history), but a majority of Caldari ships are missile based which negates the effectiveness of energy neutralizers and tracking disruptors, and if equipped with auto targeting missiles can further negate ECM and sensor damps.
The Minmatar get the only ewar systems that increase DPS projection, while retaining an immunity to energy neutralizers effectiveness on their offensive systems due to projectile and missile based weaponry.

All the races get really good ewar systems and have their own quirks in relation to them. I doubt I covered everything, but this is what is most obvious and apparent from a cursory glance. Tampering with this balance on any scale is hazardous at best and most ill-advised. So again, in closing, your argument seems ill-informed and not very worthwhile to risk such radical changes. Especially when you consider the game is arguably balanced as is.

1) What´s wrong with my English? Sorry, I´m not a native
2) I know how they all work and against what and for what reason. Look at it from a lore or rp side: Caldari are almost immune to cap warfare and tracking disruption, Amarr ewar, their allies. cap warfare against minmatar is still very effective because they´re active tanker as well as Gallente. I never said that minmatar come short, they´re indeed one of the better combos in my eyes.
Caldari get a better ewar instead of two not as good ones but it is still better than both target painting and webbing combined because it shuts down everything. If it would just have a percentage that the enemy lock breaks or fails it would still give the enemy a chance, all current counter are fitting wise A fully skilled ecm boat would still be able to prevent a lock like 2/3 of the time but the target could still counter. So would other targeting and weapon ewar systems.

The full set of ewar of each race should in my eyes ensure the superiority of the race in one point so that it works best at a whole.

Amarr would keep the defensive superiority. They would shut down active defenses with neuts and nosfets and reduce incoming damage with tracking disruptors and their defensive ewar that could lead the enemy ships electronics to believe the ship somewhere else.

Caldari would ensure the electronic superiority. They would hinder enemy locks at them with ECM, their weapon ewar and ECCM would hinder attacks should the enemy still maintain locks.

Gallente would keep the range superiority. Damps would keep the enemy in range of their blasters, their weapon ewar would reduce enemy drones as they would do the main dps as their long range weapons would be only slightly effective anymore and warp scramblers and disrupters would prevent them from warping out to engage again at longer distances.

Minmatar would keep the damage superiority. Webs and target painters would like you said improve the fleets damage application, while their targeting ewar would reduce the max locks so the enemy´d have to re-lock often especially when combined with hit´n´run tactics. The reduction of their signature radius would make targeting and hitting them even harder.

Keep in mind that all the systems are lore-wise meant to work with a (enter faction here) fleet only and are meant to be used against other ships not their own. That should be like with fitting, you can fit a laser/drone dps based caldari with armor tank but any shield tanked caldari ship with rails or missiles will do better. The same should be for fleets.

Ananya Stetille
Doomheim
#18 - 2014-04-24 19:51:23 UTC
Having decoy ships and more drones would be nice indeed. Though, except for that ECM rework there is no urge for the other stuff and more important things to do.