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[Balance Pass] Revisiting gang links, strategic cruisers and probing

Author
Alundil
Rolled Out
#1 - 2014-06-16 22:19:47 UTC  |  Edited by: Alundil
** Searched the forums and didn't see anything like this **

Story time:
CCP's stance is "There ought to be risk attached to benefits". Currently, off grid boosting via "un-probable" Strategic Cruisers presents a very low risk in comparison to the benefits they provide and is therefore not in line with that stance. Changes to scanning mechanics in Incarna sought to address the sigres to sensor strength issue with some minor success. Ships were still close enough to un-probable that it took minutes (and/or multiple scan passes) to pinpoint, or very specialized implants. The end result of this change was 1) nothing for the people running boosters from the safety of a pos = no risk 2) nothing for the people not in possession of max skill scanner + virues = no risk or 3) vast majority of booster ships having ample time to cloak up as soon as combats are out = low risk.

CCP wasn't happy with this and so released some changes that prohibited warfare links from operating from inside a POS shield. This was a step in the right direction, however it did nothing to address points 2 or 3 above. To address those, CCP has stated a goal of forcing warfare links "on grid" at some to be determined time = in other words Soon(tm).

Goal:
To address issues of un-probable boosting ships (T3 are the only ships that can do this) and risk avoidance without forcing a mechanic change (i.e. prohibiting off-grid boosting).

Problem:
Boosting Strategic Cruisers (primarily Tengus and Lokis) are still able to be rendered virtually un-probable due to the signature resolution and sensor strength calculations. It is still possible through use of multiple ECCM mids and lows to render a T3 exceedingly difficult to scan down. This shields those setups from any risk whatsoever. This is contrary to CCP's wishes.

Resolution/Proposal:
Add a Signature Resolution penalty to all warfare gang link modules
-- high enough to throw the sigres/sensor strength equation far enough off to render boosting Strategic Cruisers scannable like other ships in that class (e.g. cruisers)
Add a Role Bonus to Command Ships reducing the above penalty by 99%
-- prevents the use of these modules from blowing up the sigres of command ships (BC hull so already not small)
-- potentially extend this same role bonus (or slightly reduced) to T1 BC hulls for the same reasons

Impact:
Multiple ECCM modules will no longer render Strategic Cruisers un-probable.

Benefits:
Command Ships, and to a lesser degree Battlecruisers, will be better suited to providing fleet boosts because of their tankier nature than Strategic Cruisers setup for the purpose
Boosting Strategic Cruisers will no longer be virtually safe and must now take precautions or be destroyed
"Natural" incentive to drive boosts ongrid via a module change and role bonus instead of a difficult "AoE" mechanic relying on grids being properly

I'm right behind you

Rroff
Antagonistic Tendencies
#2 - 2014-06-16 22:24:42 UTC
In many ways it does make sense - for warfare boosts to be effective they in a theoretical technical sense require extensive tranmission to and from the command ship of telemetry data from the fleet along with the use of super computers to be able to compute an enhanced solution to boost a ship's capabilities both of which would result in the command ship having a hard time masking its presence.
Fer'isam K'ahn
SAS Veterinarians
#3 - 2014-06-16 22:32:34 UTC
Am just finishing my skill training as a fleet booster, so any nerf will hit hard on the investment of months, but the logic is sound and I approve of it.
RavenTesio
Liandri Corporation
#4 - 2014-06-17 00:57:40 UTC
While I understand what you're trying to do, make the Safe Spot Boosts Probable, which after the chances last year they already are.

For the most part Off-Grid Boosting itself doesn't bother me all that much, the problem stems more from when it is used in Small / Solo PVP and on ships that already have considerably good Bonus' usually with full Implant Sets on (near) Perfectly Skilled Characters.

One of the biggest problems is that ALL of these things combined actually provides too BIG of an advantage.
Omega Implants for example, realistically need to only be 5, 7.5 and 10% not 10, 25 and 50% ... seriously they take the ****, without the Omega; Implant Sets are actually great as they provide a slight bonus that provides an edge - but with it, that edge becomes a dominating factor. Implants frankly should be providing an Edge, not making them Over-Powered if they happen to have the ISK.

I mean if you look at the Faction, Dead-Space and Officer Modules; sure they provide those Over-Powered Bonus' but they're not exactly "easier to fit" ... as the ones that are offer the same bonus' as Tech 2, the ones that are better also require more Fitting, Cap, etc... It's a trade off, Implants don't have a Trade-Off they simply make your ships BETTER.

Any how back on to the main topic here, outside of the Implants the Bonus' provided via Warfare Links / Fleet Bonus' are in the same category as the Implant Sets. Where frankly Money = Better Ships, with almost as little real risk as Implants.

The first change I would make is when active Warfare Modules had the negative of +50% Signature Radius.
This is both a Nerf to OGB as it makes them easier to Probe when in use, but it's also both a positive and negative for Command Ships; meaning they're more susceptible to getting hit by larger ships - but also easier to lock up for Logistics.

Next I would suggest both Command Ships and Tech 3 had the same 25% Perfect Skills with Mind Link output.... but before you're like "What!? They changed that so Off-Grid the Tech 3 wouldn't be as useful!" - which sure I'd agree with if the difference wasn't literally 1%. (Seriously CS is 26%, T3 is 25%.. the difference is pointless)

Now here comes probably the more controversial suggestions:
While On-Grid, Warfare Links provide 100% Effectiveness (i.e. < 500KM) but past that it reduces to 40% (meaning an effective bonus of only 10%)

I would also Tier the effectiveness based on Ship Class:
Tech 1 = 100%
Navy = 80%
Tech 2 = 50%
Tech 3 / Pirate = 25%

The reason for this is simple, the Warfare Links /should/ be being used in Fleets to provide more help to those who need it because their skills might not be perfect; or the ship they're flying is less ideal.

I would also recommend a Tech 2 Command Destroyer, that are a Small Scale variant of the Command Ships.
Providing a good Bonus ship for Small Scale Fleet Warfare.

The final thing I would suggest, and this is really aimed towards the Tech 3 Rebalance is move the Warfare Link Sub-System to Electronics or Offensive instead of being a Defensive Sub-System. Really those Defensive Systems should be:

Resists, Active, Hit Points and Logistics

Still I'll probably make a post about that soon given they are pencilled in to be rebalanced Soon™, so should probably start making suggestions now.
Rroff
Antagonistic Tendencies
#5 - 2014-06-17 01:32:36 UTC
RavenTesio wrote:

The reason for this is simple, the Warfare Links /should/ be being used in Fleets to provide more help to those who need it because their skills might not be perfect; or the ship they're flying is less ideal.


That is certainly a note for thought on the subject even in isolation (don't have time to digest your entire post at the moment).

While off grid boosters "are" probable its still possible to make them so that to probe them out you need a high level of skill and/or implants and/or the right ship fit which people often don't have to hand unless they are specifically hunting for hard to probe t3s.
Gavin Dax
Sebiestor Tribe
Minmatar Republic
#6 - 2014-06-17 01:35:57 UTC
I agree with the OP for the most part.

RavenTesio - implants are not really imbalanced, because they are expensive and they can be destroyed pretty easily. So while there is a lot of reward, there is most definitely a lot of risk. In fact, implants can be destroyed almost too easily. I know someone that put in a crystal set and lost it that same day to a smartbomber in lowsec. To destroy an implant set, all you have to do is bring a smartbombing ship into the fight, approach, wait until they are close to dying and turn on your smartbombs. Or wait at a a gate if they aren't insanely careful with their pod. This is ridiculously easy. Too easy, IMO because that smartbombing ship can just fill its lows with warp core stabs so you don't even have to worry about slow align issues, etc. in low sec.

Off-grid boosting on the other hand has *even more* reward than implants, and almost *zero* risk. IMO, the following changes would make off-grid boosting an ok mechanic:
1. No off-grid boosting from a ship within 200km of a POS. If within 200km of a POS, the booster can only on-grid boost. This is to prevent the broken mechanic of sitting on the edge of the shield, a second from safety, with a bunch of POS guns guarding the booster.
2. Active links make the boosting ship much easier to scan.
3. Boosting ships appear on kill mails.

In addition to this:
A. Tank bonus when links are engaged (boosting ship gets a tank bonus, unrelated to the specific link). This is to encourage more on-grid boosting.
B. Passive links that do not make your ship easier to scan and *can* off-grid boost next to a POS, but are much less powerful.
Ziranda Hakuli
Brutor Tribe
Minmatar Republic
#7 - 2014-06-17 02:26:25 UTC
I see we are back to this again. Do not get me wrong I have invested a year into training a command ship pilot who can fly all of them now. And when CCP announced that there will be changes to boosting I was over joyed with what I saw. I felt the strat cruisers were way too powerful compared tot he command ship pilot who spent months upon months of training.

And now the Strat Cruisers are still unscanable as the Op so pointed out. I made a suggestion when CCP first introduced this idea. I see no problem with the Strat Cruisers unscanable set up. But there is a solution to offset this.

I am going to take a little bit out of the Science Fiction world for this. In every SciFi movie I seen when trying to track down a command center that was actively sending out information always used lots of power or was semi easy to find. The Boosting ships are like GIANT radio stations easily found when you hit the auto tune button on your car radio. CCP could do one of two things:
1> Active boosting can be found in system and able to warp to if you open your scanner window.
2> Active boosting shows on overview.

Passive boosting should give no information since anyone in fleet is only getting passive boosting with no links running.

Alundil
Rolled Out
#8 - 2014-06-17 02:49:15 UTC
Ziranda Hakuli wrote:
I see we are back to this again. Do not get me wrong I have invested a year into training a command ship pilot who can fly all of them now. And when CCP announced that there will be changes to boosting I was over joyed with what I saw. I felt the strat cruisers were way too powerful compared tot he command ship pilot who spent months upon months of training.

And now the Strat Cruisers are still unscanable as the Op so pointed out. I made a suggestion when CCP first introduced this idea. I see no problem with the Strat Cruisers unscanable set up. But there is a solution to offset this.

I am going to take a little bit out of the Science Fiction world for this. In every SciFi movie I seen when trying to track down a command center that was actively sending out information always used lots of power or was semi easy to find. The Boosting ships are like GIANT radio stations easily found when you hit the auto tune button on your car radio. CCP could do one of two things:
1> Active boosting can be found in system and able to warp to if you open your scanner window.
2> Active boosting shows on overview.

Passive boosting should give no information since anyone in fleet is only getting passive boosting with no links running.


Aside from making things that are not cyno beacons act like cyno beacons, that is what I'm trying to get at. Unscannable T3? Go for it. Boosting T3, go for it. Unscannable Boosting T3, no.

I'm right behind you

Bohneik Itohn
10.K
#9 - 2014-06-17 02:59:00 UTC
If off-grid boosting is on it's way out the door I don't know if it's appropriate to push hard for a change in the meantime that will have other balance implications.

CBC's were just given MMJD's, so when off-grid boosting goes the way of the Dodo CBC's will have the full advantage. Instead of confusing CCP on what it's priorities should be, how about we just push really hard on the one thing they've already promised that will fix this problem?

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

RcTamiya Leontis
Magister Mortalis.
#10 - 2014-06-17 07:03:51 UTC
I've noticed that even my loki with just 2 ( yes insane numbers i know) ECCM midslots became "almost" unprobeable for the casual hostile fightingbuddy, it needs a nerf ( i really want to see somebody catching my loki so I have to worry about it ..... (just kidding, i don't want to worry about it, but i should have to)).

Ongridonly-boosting shouldn't be the solution, instead simply remove the eccm/scan mechanics if ganglinks are fitted and its all solved without touching any ships themselves ;)
It does of course also effect commandships, but currently you can even get those "unprobeable" with a little more effort, hpwever they can't cloak or warp through bubbles .....

regards
rc
Alundil
Rolled Out
#11 - 2014-06-17 13:49:19 UTC
RcTamiya Leontis wrote:
I've noticed that even my loki with just 2 ( yes insane numbers i know) ECCM midslots became "almost" unprobeable for the casual hostile fightingbuddy, it needs a nerf ( i really want to see somebody catching my loki so I have to worry about it ..... (just kidding, i don't want to worry about it, but i should have to)).

Ongridonly-boosting shouldn't be the solution, instead simply remove the eccm/scan mechanics if ganglinks are fitted and its all solved without touching any ships themselves ;)
It does of course also effect commandships, but currently you can even get those "unprobeable" with a little more effort, hpwever they can't cloak or warp through bubbles .....

regards
rc

Yes exactly. I don't have a problem with unscannable T3s. They offer interesting comps (slippery petes). But having them provide massive risk-less boosts for up to 255 pilots is crazy. That is one of the main points of this proposal.

Make the warfare gang link mods affect sigres on any ship without a Role Bonus for them. Bye bye unscannable booster = pay attention to your link ships or better yet keep them with the fleet.

I'm right behind you

Alundil
Rolled Out
#12 - 2014-06-17 14:16:47 UTC
Bohneik Itohn wrote:
If off-grid boosting is on it's way out the door I don't know if it's appropriate to push hard for a change in the meantime that will have other balance implications.

Partly, because I am concerned that CCP will struggle with the implementation of something constrained to a "grid" (by definition "on-grid"). This concern is due to the fact that grids in EVE can be hilariously broken, intentionally.
10,000Km long grid in an "L" shape? Sure, we can do that.
D-scan says target is less than 50Km away and you can't see/target them? Awesome grid boundaries, yo.
Basically grids in EVE are pretty bad and hinging such an important aspect on their proper behavior is risky at best.

Without addressing the fact that, for all intents and purposes, T3 boosting setups are still able to be un-probable, basing the future of fleet boosts/gang links on grid magic is a tenuous position. Same with attempting to limit the module effectiveness by range instead of grid boundaries. Enter the scenario above where someone finds the edge of a grid and sets up the un-probable booster just on the other side. Hidden from view/overview but within the range 200Km or 250Km or whatever it is. Someone will do this (hell someone has probably already done this tbqh). Forcing ships running boosts to remain detectable by combat scanner probe is a surefire way of bringing risk to that aspect of EVE without relying on a perfect implementation AoE properly constrained by grid boundaries.

That is why, imo, it is appropriate.

I'm right behind you

Gavin Dax
Sebiestor Tribe
Minmatar Republic
#13 - 2014-06-17 14:45:21 UTC
Alundil wrote:
Bohneik Itohn wrote:
If off-grid boosting is on it's way out the door I don't know if it's appropriate to push hard for a change in the meantime that will have other balance implications.

Partly, because I am concerned that CCP will struggle with the implementation of something constrained to a "grid" (by definition "on-grid"). This concern is due to the fact that grids in EVE can be hilariously broken, intentionally.
10,000Km long grid in an "L" shape? Sure, we can do that.
D-scan says target is less than 50Km away and you can't see/target them? Awesome grid boundaries, yo.
Basically grids in EVE are pretty bad and hinging such an important aspect on their proper behavior is risky at best.

Without addressing the fact that, for all intents and purposes, T3 boosting setups are still able to be un-probable, basing the future of fleet boosts/gang links on grid magic is a tenuous position. Same with attempting to limit the module effectiveness by range instead of grid boundaries. Enter the scenario above where someone finds the edge of a grid and sets up the un-probable booster just on the other side. Hidden from view/overview but within the range 200Km or 250Km or whatever it is. Someone will do this (hell someone has probably already done this tbqh). Forcing ships running boosts to remain detectable by combat scanner probe is a surefire way of bringing risk to that aspect of EVE without relying on a perfect implementation AoE properly constrained by grid boundaries.

That is why, imo, it is appropriate.


Just to add, I don't think CCP will remove off-grid boosting anytime soon. One reason, as Alundil said, is the technical reason. The other is that CCP is probably concerned about the large number of alts that will unsub/pilots who will be angry with the change. Even though in the long run the change will make the game better = more subs, there will likely be an immediate hit that will make those who trained for a booster pretty upset. This is why I think it's a good idea to gradually modify off-grid boosting until it becomes undesirable. It will make CCPs intentions clear over a longer period of time, and go over better with the subscriber base.

Besides, there are a bunch of changes that can make off-grid boosting a lot more balanced. As it is now, it's ridiculously imbalanced. IMO it's better to 90% fix it now, rather than simply wait 2 or more years for the 100% fix.
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#14 - 2014-06-17 15:06:28 UTC
boosting ships dont have any weapons and the skills involved in perfectly flying one are imense, so you want to make it easier to kill an un-armed ship, put a boosting ship on grid and its instantly primary just making the whole ship pointless to have in a fleet and the months of skills pointless

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Meytal
Doomheim
#15 - 2014-06-17 15:12:49 UTC
While I do agree that elimination of off-grid boosting is the correct, ultimate solution, this proposal is a useful interim step. It's easier to implement, by far, than forming computational solutions to grids and/or fixing grids.
Alundil
Rolled Out
#16 - 2014-06-17 15:35:14 UTC  |  Edited by: Alundil
Lan Wang wrote:
boosting ships dont have any weapons and the skills involved in perfectly flying one are imense, so you want to make it easier to kill an un-armed (what about the children) ship, put a boosting ship on grid and its instantly primary just making the whole ship pointless to have in a fleet and the months of skills pointless

Then you are "doing it wrong" as they say. And clearly didn't comprehend the point of this proposal.

Un-probable boosting T3s should have never been a "thing".
They are broken in countless ways, not least of which is "Let me vastly increase the combat capability of an entire fleet of 255 pilots at literally zero risk."
As has been said over and over, "Time and ISK are not balancing factors." If they were then whichever pilots have the most skillpoints (time) and largest ship (ISK) automatically wins. GG, game over.

There's no need to run a boosting setup with a full rack of links. You can, of course. But it doesn't mean that you should and that comes at a price.

It is entirely feasible (I know because I/we have done it) to put boosting ships on grid with a very high degree of survivability. They are called Command Ships. It's possible to make them very tough to kill. Impossible? No, of course not. But nothing should be. Which, coincidentally, is the issue with the un-probable boosting T3s.

I'm right behind you

Arya Regnar
Darwins Right Hand
#17 - 2014-06-17 15:58:08 UTC
Make it so that every ship can use ganglinks and reduce the fitting requirements so that every ship can fit them.

Or just remove ganglinks.

No ogb is garbage mechanic.

EvE-Mail me if you need anything.

Bohneik Itohn
10.K
#18 - 2014-06-17 16:10:51 UTC
Lan Wang wrote:
boosting ships dont have any weapons and the skills involved in perfectly flying one are imense, so you want to make it easier to kill an un-armed ship, put a boosting ship on grid and its instantly primary just making the whole ship pointless to have in a fleet and the months of skills pointless


So you have a problem being primary in a ship that can keep distance on any DPS fleet, has 150-200k EHP and silly resist profiles?

I'm sure the logi flying with you won't mind knowing that you're a high priority for the enemy with fairly high survivability. It makes their job that much easier.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Elusive Panda
Public Enemies CO
The Initiative.
#19 - 2014-06-17 16:35:04 UTC
Alundil wrote:

As has been said over and over, "Time and ISK are not balancing factors." If they were then whichever pilots have the most skillpoints (time) and largest ship (ISK) automatically wins. GG, game over..


And then PL dropped supers.
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#20 - 2014-06-17 18:39:13 UTC
Bohneik Itohn wrote:
Lan Wang wrote:
boosting ships dont have any weapons and the skills involved in perfectly flying one are imense, so you want to make it easier to kill an un-armed ship, put a boosting ship on grid and its instantly primary just making the whole ship pointless to have in a fleet and the months of skills pointless


So you have a problem being primary in a ship that can keep distance on any DPS fleet, has 150-200k EHP and silly resist profiles?

I'm sure the logi flying with you won't mind knowing that you're a high priority for the enemy with fairly high survivability. It makes their job that much easier.


I fly a loki alot and have been primary and the tank of a t3 doesnt hold up that great when 30ships have locked you up even with logi, i dont mind losing ships but if a ship is going to be on grid for less than 30secs then whats the point in using it, so basically what you are implying is you cant fight a fleet with boost off grid the boost needs to be ongrid so you can kill it first.

I understand there are various circumstances but i dont see such a big issue with having boost offgrid

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

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