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Redefine the rail gun niche

Author
Baden Luskan
Freeworlds Collective
#1 - 2011-12-01 00:05:06 UTC  |  Edited by: Baden Luskan
After playing around with Rails in this expansion, I must say that I am severly disappointed. The way CCP has intended these turrets to be used, the damage buff does not really help make this a viable PvP weapon, atleast for Caldari pilots.

Rate of fire does not win battles this day and age in Eve. Any compident fleet commander will have a host of logistic ships in his fleet, and their ability to repair any ship taking damage totally mitigates any rate of fire a comperable sized fleet can attain. The only way to maintain any successful consistancy in destroying ships is by destroying it before logistic pilots can react. This means you need a BIG alpha to destroy the ship within the few seconds before a logistic ship can lock onto the ship taiking damage. This is why Projectile wepaons, and specifically artilery wepaons are so popular.

With the above being a confirmed fact of Eve warfare, how then, CCP, can you consider rails being a useful weapon platform? I understand that DPS can be acomplished through high damage volleys, or through high rates of fire, but DPS is not what carriers a victory in the game you have designed. The only thing that any compident PvP worries about sustaining is his tank long enough to be repped, and that only has ot last a few seconds usually. Add to this the fact that the damage types railgins do are the two most heavily tanked types of damage on player ships, and you end up with a weapon that struggles to find a way to be useful.

It seems to me the role of the rail gun needs to be re-defined. The niche the rail gun fills in Eve is no longer used. It is like trying to figure out tactics for using calvery when armored tanks are used by the other side. Instead of trying to make calvery viable, a commander would just get tanks instead. Its time to change rail guns from calvery to something that would be used on a current Eve battlefield.

Whatever direction is taken, one thing needs to happen: their volley damage needs to come more in line with other turret types. Rate of fire is great, but it is not the primary trait of the turret systsms that win wars.

*quick edit* Rate of fire could be useful, IF you are able to fire two or more vollies of ammo (and do comperable damage of other turret systems) in the time it takes logistics to lock onto a target and repair them. Railguns, however, are far from that in their current state.
Sephiroth Clone VII
Brothers of Tyr
Goonswarm Federation
#2 - 2011-12-01 00:43:20 UTC
if rate of fire is useless then what you are saying is not just rails are underpowered for pvp but so is any ship that uses anything but arts.

If you complaining about slow or gradual damage, pray you never touch a missile or laser boat, lasers fire fast, and missiles take TIME to reach target, call out a primary and the missiles will slowboat it long after the fleet killed it.

I think you are looking at this the wrong way, as long as hybrids are viable for small gang pvp, and PVE, thats a godsend from being failcannons at everything.
Baden Luskan
Freeworlds Collective
#3 - 2011-12-01 00:57:53 UTC
Sephiroth CloneIIV wrote:
if rate of fire is useless then what you are saying is not just rails are underpowered for pvp but so is any ship that uses anything but arts.

If you complaining about slow or gradual damage, pray you never touch a missile or laser boat, lasers fire fast, and missiles take TIME to reach target, call out a primary and the missiles will slowboat it long after the fleet killed it.

I think you are looking at this the wrong way, as long as hybrids are viable for small gang pvp, and PVE, thats a godsend from being failcannons at everything.


I did not mention lasers because, imo, they are the good middleground. Missles are an intresting beat. They have a great alpha, and the ability to select what damage you wish is great, but their travel time to target makes them not as popular as lasers or projectiles. You see most fleets use artileries for a reason. No matter how you try to re-invent the wheel in Eve at the moment, it will not compare to the ability that projectiles have. This is due to their high alpha damage, and this is not an amount of damage that is imbalanced. Their rate of fire times are painfully slow because of it. Its because they do the best job of destroying ships when you take into account all other tactics and strageties used in Eve PvP.

Rail could very well be viable in small gang warfare, but that would mean small nimble gangs usually. I see no need ofr large or capital ship rails then.
Ninevite
Aliastra
Gallente Federation
#4 - 2011-12-01 01:43:05 UTC  |  Edited by: Ninevite
I agree with the OP. I fly a Rail Ishkur almost exclusively, and have noticed that they are quite underpowered. Even after the patch, they are not that good. 75mm rails are somewhat decent, but as soon as you get to the longer range guns with less tracking, it becomes obvious how ridiculously and poorly designed the railgun system is.

As I fly Gallente, I'll use them to explain the issue:

Either Gallente ships need to get much, much faster, or rail damage needs a much more significant buff. I almost feel like gallente and minmatar weapon systems should have been switched. Rails are supposed to be sniping\kiting weapons, but it's impossible to kite when your ship barely moves relative to others. Yet, we have minmatar ships carrying heavy duty artillery engines and still manage to zip through space. It's non-sensical, just like whoever designed this aspect of the game.

If you depend on longer range railguns, such as 125mm or 150mm for the small variety, your ship needs to be REALLY fast to keep range otherwise your tracking is terrible. Well, too bad Gallente favors armor tanks and are slower than...just about everything. If I fit longer range rails on my boat, just about anything can just MWD at me (since everything MWDs faster than a Gallente can MWD), and just completely negate the entire advantage rails gave me of range. Also, since I have no alpha, they are certain to survive whatever shots I can get off before they get under my guns.

Simply put, rails are severely out of place. I am not sure what some of the game designers are thinking, because this game is still incredibly out of balance. As an almost exclusive Gallente pilot, I am going to unsub if the next patch doesn't fix this game mechanic. I am sick of being at an inherent disadvantage just because of the racial ships I fly.
Velicitia
XS Tech
#5 - 2011-12-01 02:13:37 UTC
Guys, chill.

Rather than the "OMG we're gonna make them OP" way of fixing the hybrid guns (like what CCP did to projectiles a while back), CCP is taking it slow so that EvE PVP doesn't turn into "train hybrids". The plan is not only fixing rails, but also fixing the railgun platforms ...

Also, you have to keep in mind that Tallest wasn't able to get some of the "hey wait, they're still broken here and here" changes in before the deadline for Crucible...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Baden Luskan
Freeworlds Collective
#6 - 2011-12-01 04:04:24 UTC
Velicitia wrote:
Guys, chill.

Rather than the "OMG we're gonna make them OP" way of fixing the hybrid guns (like what CCP did to projectiles a while back), CCP is taking it slow so that EvE PVP doesn't turn into "train hybrids". The plan is not only fixing rails, but also fixing the railgun platforms ...

Also, you have to keep in mind that Tallest wasn't able to get some of the "hey wait, they're still broken here and here" changes in before the deadline for Crucible...


I understand that, but my point is the way they are designed is obsolite. I compared them to calvery in the age of tanks for a reason. Its the very role that they are/were designed for that is flawed. In other words, tweaking the existing numbers will not make them viable without making them overpowered.
Crazy KSK
Tsunami Cartel
#7 - 2011-12-01 06:40:12 UTC

Quote:

I understand that, but my point is the way they are designed is obsolete. I compared them to calvalery in the age of tanks for a reason. Its the very role that they are/were designed for that is flawed. In other words, tweaking the existing numbers will not make them viable without making them overpowered.


same goes for blasters sadly =(

Quote CCP Fozzie: ... The days of balance and forget are over.

Velicitia
XS Tech
#8 - 2011-12-01 12:34:58 UTC
Baden Luskan wrote:
Velicitia wrote:
Guys, chill.

Rather than the "OMG we're gonna make them OP" way of fixing the hybrid guns (like what CCP did to projectiles a while back), CCP is taking it slow so that EvE PVP doesn't turn into "train hybrids". The plan is not only fixing rails, but also fixing the railgun platforms ...

Also, you have to keep in mind that Tallest wasn't able to get some of the "hey wait, they're still broken here and here" changes in before the deadline for Crucible...


I understand that, but my point is the way they are designed is obsolite. I compared them to calvery in the age of tanks for a reason. Its the very role that they are/were designed for that is flawed. In other words, tweaking the existing numbers will not make them viable without making them overpowered.



true, which is why they're tweaking the entire platform. What we *may* see is what people were talking about on the test forum. That is, Gallente ships will be OMGWTFFAST is a straight line, but once you've gone plaid and overshot the other guy, you're going to have to slow down, turn around and try and catch him again. (note, stopping without slowing down first is a bad idea).

Really, I'd like to see them move Gallente back to being hull tanks... if you look at the numbers, most (if not all) of their ships have more hull than the other racial counterparts...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

FlinchingNinja Kishunuba
Crunchy Crunchy
#9 - 2011-12-01 12:49:13 UTC  |  Edited by: FlinchingNinja Kishunuba
So in the real world rail guns are being developed because they offer cruise missile type ranges with the cost of projectiles.

Any weapon which is non-hybrid in Eve can be assumed to be a conventional chemical/explosive type weapon. There is an upper limit on the speeds available from this type if chemical (I can't find the limit at the moment). Technically the ultimate limit would be a matter/anti-matter reaction I think.

Rail guns/gauss guns do not have this limit due to the addition of magnetic acceleration as an additive or sole means of accelerating the projectile beyond the above limits.

The problem with Eve is a lack of flight times for these types of weapons, electromagnetic weapons should be the only type with simulated instant hit profiles, lets not bother with C in space please ;)

If I was going to balance these weapons I would add damage delays to both projectile and hybrid systems and consider a method to simulate the better accuracy of hybrids due to the speed of the projectiles.

Or we could increase hybrid ranges to far beyond that of projectiles, perhaps moving blasters out to 40KM and rails to over 200KM thus making the range boost reduce the speed restriction.

Edited.

Found it... http://en.wikipedia.org/wiki/Railgun

"the limits of gas expansion prohibit launching an unassisted projectile to velocities greater than about 1.5 km/s and ranges of more than 50 miles [80 km] from a practical conventional gun system."
Max Von Sydow
24th Imperial Crusade
Amarr Empire
#10 - 2011-12-01 13:00:06 UTC
I made a thread some time ago where I suggested the railgun should be turned into a sort of burst fire weapon.
Firing short intense bursts with a recharge in between, giving them a mix of alpha and DPS.

lets say 2-3 round bursts for large railguns, with maybe 2 seconds between each round, and then a few second delay until the next bursts. It should be balanced so that it doesn't turn into the new arty but I believe that with some tweaking it could be a nice hybrid between the alpha of artillery and the dps of beams.
Baden Luskan
Freeworlds Collective
#11 - 2011-12-01 17:55:14 UTC  |  Edited by: Baden Luskan
Max Von Sydow wrote:
I made a thread some time ago where I suggested the railgun should be turned into a sort of burst fire weapon.
Firing short intense bursts with a recharge in between, giving them a mix of alpha and DPS.

lets say 2-3 round bursts for large railguns, with maybe 2 seconds between each round, and then a few second delay until the next bursts. It should be balanced so that it doesn't turn into the new arty but I believe that with some tweaking it could be a nice hybrid between the alpha of artillery and the dps of beams.


I was thinking that just last night as I was pondering this problem. I think you may be on to something here. The physics of a rail gun do lend itself to allowing this to be possible.
xxxak
Perkone
Caldari State
#12 - 2011-12-01 18:59:19 UTC
I heavily agree with the OP, and I suggest a VERY SIMPLE fix.

Rails as the stand have very little alpha, which even as "buffed" makes them mostly useless as PvP weapons.

Rather outrageously and egregiously, CCP has ignored the fact that modern PvP fleets do not snipe at ranges over 150, thus making the rail "range advantage" totally irrelevant and garbage. This was pointed out several times in several threads, so CCP either ignored players again, or is just not smart.

CCP needs to simple face up to this fact, bite the bullet, and tweak rails so they have similar DPS with similar alpha to at least beam lasers. Yes, it will reduce "diversity" a bit, but it will make TWO RACES of ships flyable in PvP again, which is a SHITLOAD of free "content," which this game needs more of!

[u]The nerfs to supercaps will cause more super pilots to join the largest alliances who can properly "support" their deployment, further concentrating firepower/wealth in EVE. The end result will be fewer "fun" fights, and will hurt EVE in the long run.[/u]

Goose99
#13 - 2011-12-01 19:11:45 UTC  |  Edited by: Goose99
Why does everything need to have a unique "niche?" What happens when the good spots/"niches" are taken, leaving only the crap ones? Differentiation makes things more interesting, but not at the expense of a broken game. I'd rather have guns that aren't interesting, but works, over "unique" ones that don't work. Give rails similar stats as lasers. Fixed.
IainG10
School of Applied Knowledge
Caldari State
#14 - 2011-12-02 15:48:04 UTC
xxxak wrote:
I heavily agree with the OP, and I suggest a VERY SIMPLE fix.

Rails as the stand have very little alpha, which even as "buffed" makes them mostly useless as PvP weapons.

Rather outrageously and egregiously, CCP has ignored the fact that modern PvP fleets do not snipe at ranges over 150, thus making the rail "range advantage" totally irrelevant and garbage. This was pointed out several times in several threads, so CCP either ignored players again, or is just not smart.

CCP needs to simple face up to this fact, bite the bullet, and tweak rails so they have similar DPS with similar alpha to at least beam lasers. Yes, it will reduce "diversity" a bit, but it will make TWO RACES of ships flyable in PvP again, which is a SHITLOAD of free "content," which this game needs more of!



This.

Another possible fix is either changing warp range to over 250km, or changing it so that combat scanner probes can be shot at or have to be a number of AU from the scanner ship (although this still allows scanning from safe spots).
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#15 - 2011-12-02 16:42:33 UTC
It sounds like the issue has less to do with rails, and more to do with remote reps. If we look at artillery as a crutch to get past OP logi ships, then tweaking logi should make rails (and lasers) competitive again.

I avoid blob fights like the plague, because calling targets and just popping them one at a time from 100km is boring as all heck, so perhaps somone else would have better insight into this.
Daedalus II
Aliastra
Gallente Federation
#16 - 2011-12-02 18:33:49 UTC
As I see it the problem isn't the rails, it's the blob fights. One sure-fire way to improve EVE gameplay would be to reduce those to a minimum. There should be some mechanic that makes it impractical or downright useless to target all your ships on a single enemy ship. There should be a need to spread out the fleet into several smaller independent parts. To create the small good fights, dogfighting. A carrier backed up by 4 battleships should be a powerful entity, not something you take out in 5 bursts.

There needs to be some thinking put into this as it's a non-trivial problem.

* Line of sight weapons is one possible way, although it's probably impossible from a technical standpoint.
* Another suggestion I've seen is to make ships under heavy fire get their signature reduced, making them harder to hit and forcing ships to divide their firepower between several targets to maximize usage.
* Personally I had the idea to give carriers a small shield bubble that stops incoming fire but not outgoing fire to create islands of safety on the battlefield. The other side of the coin is that the shield does not stop enemy ships from getting inside the perimeter making the islands vulnerable to invasion by smaller ships. Essentially a way to give a sense of strategic positioning and trench wars in an environment that by default has hardly any strategic positioning at all.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#17 - 2011-12-02 19:45:20 UTC
Daedalus II wrote:

* Another suggestion I've seen is to make ships under heavy fire get their signature reduced, making them harder to hit and forcing ships to divide their firepower between several targets to maximize usage.

Sins of a Solar Empire used a similar mechanic. It was partially effective, but that may be all we need to tip the balance. It's not unreasonable from a realistic perspective either, as clouds of vaporized armor and debris could easily effect the effectiveness of weapons or targeting systems.
Goose99
#18 - 2011-12-02 19:54:48 UTC
Ines Tegator wrote:
Daedalus II wrote:

* Another suggestion I've seen is to make ships under heavy fire get their signature reduced, making them harder to hit and forcing ships to divide their firepower between several targets to maximize usage.

Sins of a Solar Empire used a similar mechanic. It was partially effective, but that may be all we need to tip the balance. It's not unreasonable from a realistic perspective either, as clouds of vaporized armor and debris could easily effect the effectiveness of weapons or targeting systems.


And then RR will keep the blob alive forever.Lol

SSE's RR isn't anywhere close to the same effectiveness as Eve's RR. You'll have to gimp RR into the ground to imitate what's working in SSE. What Eve needs is AOE, and a lot of it. Bring back the old AOE torps.Cool
Daedalus II
Aliastra
Gallente Federation
#19 - 2011-12-02 20:53:13 UTC
Goose99 wrote:
Ines Tegator wrote:
Daedalus II wrote:

* Another suggestion I've seen is to make ships under heavy fire get their signature reduced, making them harder to hit and forcing ships to divide their firepower between several targets to maximize usage.

Sins of a Solar Empire used a similar mechanic. It was partially effective, but that may be all we need to tip the balance. It's not unreasonable from a realistic perspective either, as clouds of vaporized armor and debris could easily effect the effectiveness of weapons or targeting systems.


And then RR will keep the blob alive forever.Lol

SSE's RR isn't anywhere close to the same effectiveness as Eve's RR. You'll have to gimp RR into the ground to imitate what's working in SSE. What Eve needs is AOE, and a lot of it. Bring back the old AOE torps.Cool

Well that is quite easily rectified by making RR blow up the signature again. That way you either has to make the decision to not RR the target but let him keep his low signature, or RR him, but be ready to RR him good as he will start taking a heap more damage.