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The Argument is Over

Author
Manar Detri
#41 - 2011-12-06 10:50:43 UTC  |  Edited by: Manar Detri
Liang Nuren wrote:
Manar Detri wrote:

Suggestions (Paraphrased):
- Nerf AC damage by 5%
- Nerf Falloff on TCs and TEs
- Nerf Scorch in order to boost long range weapons
- Boost unbonused ewar
- Nerf ECM


A few comments:
- Nerfing AC damage may or may not be necessary. To me, the biggest thing I envy is the ease of fittings. The Hybrid fittings buff went a long way towards fixing this, but I still feel like ship fitting is just slightly (and needlessly) frustrating on occasion.
- I'm also highly against nerfing TCs and TEs because of the splash over effect against Hybrids.
- There's no need to nerf Scorch - and i dislike all ideas which nerf ACs and then Scorch. You're asking for really big changes to the game, and trying to make the AC/Scorch nerfs justify each other. -_-
- Unbonused ewar used to be viable, until CCP nerfed it into total oblivion. We're still trying to get it viable on bonused ships on occasion.
- Sure, the ECM mechanic sucks. Its overall effectiveness is probably fine.

-Liang


- Ecm: Yes, in a duration of 100 hours ecm can be seen to be quite fine, but the pure lack of control for the victim and user makes it awful for usage, and most of all makes it overpowered on some occasions and totally useless on others.

- Ewar: while viable on occasions in bonused ships it does need to have the impact of a full combat ship arsenal when used in away it's supposed to be.
On unbonused ships, one of the problems with armor tanked ships is you get a ton of mid slots to use from time to time, and especially in fleet fights, the only module that gives any use atm is a tracking computer. This needs to change to a point where we'll be thinking how we use those mids to maximize fleet efectiveness (this actually goes a long way to make gallante ship fittings useful and might have an impact that boosts hybrid weaponry "performance"). It also creates more fleet doctrines and mixes it all out. (we don't all wanna fly arty mael or pulse baddon, with the extra spice of drakeathon).

- Tc/te's, while this has an effect on blaster turrets, the effect is small as is the bonus it gives for blasters, the main emphasis should be on making close range weaponry to close range - medium range. Otherwise there will never be room for anything else than alpha volleys and close range weapons with projection to long range (this is relative ofcourse, but with the current warp mechanics we are rather confined.) This though shouldn't mean tc/te's need to oblivioned, alot of thought on this balance should be given and wether something needs to be done to em or not (if other things have effects on the same issue)

- Scorch, it gives pure optimal at barrage optimal+falloff range. The tracking on guns with scorch on is sufficient for the range and as such this isn't problem nor is it valid as arguing on. The range is just purely too much, if you can't see it, something is wrong. I don't mean it needs to be grounded but needs tweeking (wether its in te/tc's or the ammo or what ever). It gets more range than long range weaponry with short range ammo while doing more dmg (and i mean t1 short range faction ammo). This, is a problem.

- Ac's : Very useful on the fast hulls of minmatar, the weapon system itself is very well synergized with the hulls they get fit on. Wether the changes ought to be on it's base falloff, dmg or ammo is somethign to negotiate in. I'd see slight drop of dmg (and i do mean slight) being the best solution without breaking the synergy between the weapon system and hulls.

Maybe this gives you a better idea on what i mean Liang and others reading the post.
Grimpak
Aliastra
Gallente Federation
#42 - 2011-12-06 11:42:54 UTC
how to nerf AC ships:

a) nerf hull falloff bonus from 10 to 5% (discussable, but this nerf would avoid the splash effect from TE/TC nerf over blasters (yes they would be quite affected by TE/TC nerf too), and still maintain viability of fighting in falloff)
b) make blaster ships more mobile. matari ships would maintain their high mobility, but blaster ships would be even more mobile.
I know, it sounds terrible, but tbh extra mobility on the hulls fielding the shortest range weapons is direly needed. and no, even with the recent boosts there's still more space to increase mobility and damage, but that's something for another thread.



done.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Lady Spank
Get Out Nasty Face
#43 - 2011-12-06 11:44:31 UTC
Thanks OP for 'confirming' the argument is over.

(ಠ_ృ) ~ It Takes a Million Years to Become Diamonds So Lets Just Burn Like Coal Until the Sky's Black ~ (ಠ_ృ)

DarkAegix
Center for Advanced Studies
Gallente Federation
#44 - 2011-12-06 12:04:00 UTC
Why the faff are those other weapons being used in Minmatar Online?
mental maverick
Percussive Diplomacy
Sedition.
#45 - 2011-12-06 13:37:53 UTC  |  Edited by: mental maverick
I really don't get why people are so upset about this hybrid rebalance, for once CCP is actually doing this right by rebalancing instead of creating a new fotm to skill for. Which is why we probably won't see an instant swing in statistics for most ships used either.

I also don't get this notion some people seem to have that every ship should be viable in every situation. Complaints about the Brutix and Hyperion tanking bonuses that's been voiced in some of the hybrid threads comes to mind. I for one love those bonuses, they are pretty awesome if you are doing solo or small gang pvp. The fact that active tanking don't scale well with increasing numbers and thus makes them less viable for bigger fleets shouldn't be an argument for removing such a useful, if niched, bonus. Variety is good, lets keep some.

About Minmatar being over powered, sure, maybe a bit. But not because of their ability to kite and I don't want them nerfed to the point where all i have to do is click approach and hit my mwd to have an instant kill like some seem to think should happen. The problem I see with them is not that the are too good at kiting but that they are good at kiting while at the same time being equally good at almost everything else. Good damage at range, good damage close up, selection of damage types, utility slots with good ability to fit something useful. They are just a bit too versatile and that's a big reason, i think, why they are being used so much. There really aren't that many drawbacks, skill for minmatar and you can kite, brawl, tank, gank. No need to cross train, unless of course you're doing very specific fleet doctrines to get the most out of your fleets like Hellcats, Thundercats or what have you.

And i hope, if CCP decides to do some balancing on Minmatar, that they do it the way they are doing hybrids atm. A lot of small steps intead of the nerfbat.
Emily Poast
The Whipping Post
#46 - 2011-12-06 14:01:06 UTC
mental maverick wrote:
I really don't get why people are so upset about this hybrid rebalance, for once CCP is actually doing this right by rebalancing instead of creating a new fotm to skill for. Which is why we probably won't see an instant swing in statistics for most ships used either.

I also don't get this notion some people seem to have that every ship should be viable in every situation. Complaints about the Brutix and Hyperion tanking bonuses that's been voiced in some of the hybrid threads comes to mind. I for one love those bonuses, they are pretty awesome if you are doing solo or small gang pvp. The fact that active tanking don't scale well with increasing numbers and thus makes them less viable for bigger fleets shouldn't be an argument for removing such a useful, if niched, bonus. Variety is good, lets keep some.

About Minmatar being over powered, sure, maybe a bit. But not because of their ability to kite and I don't want them nerfed to the point where all i have to do is click approach and hit my mwd to have an instant kill like some seem to think should happen. The problem I see with them is not that the are too good at kiting but that they are good at kiting while at the same time being equally good at almost everything else. Good damage at range, good damage close up, selection of damage types, utility slots with good ability to fit something useful. They are just a bit too versatile and that's a big reason, i think, why they are being used so much. There really aren't that many drawbacks, skill for minmatar and you can kite, brawl, tank, gank. No need to cross train, unless of course you're doing very specific fleet doctrines to get the most out of your fleets like Hellcats, Thundercats or what have you.

And i hope, if CCP decides to do some balancing on Minmatar, that they do it the way they are doing hybrids atm. A lot of small steps intead of the nerfbat.



I agree with all you say here. Hybrid steps were good. I love the Gallente bonuses for the most part (the thorax mwd one being an exception). Changes to Matar, if any, need to be small and incremental.
Emily Poast
The Whipping Post
#47 - 2011-12-06 14:02:25 UTC  |  Edited by: Emily Poast
Double.
Kahega Amielden
Rifterlings
#48 - 2011-12-06 14:46:21 UTC
Something to keep in mind that projectile weapons and Matari ships are tied. If projectiles are overperforming, that could either be a result of Matari ships overperforming (either certain ships, or in general) OR just the weapon system being too good..and to some degree you could fix one by changing the other.

I'd consider that, if there is a problem, it has to do with the ships. Hurricanes are I believe the most popular BC. Ruptures are very popular cruisers. Rifters are the most popular frigates.


...But it's also worth noting that just because Matari ships are popular does not necessarily mean they're better. I've never really understood why people cream themselves over the Rifter, for example (I'm sure that's a large part of the figure given in the OP). From my perspective the other t1 frigs are equally good (if less versatile).
Takeshi Yamato
Ministry of War
Amarr Empire
#49 - 2011-12-06 15:20:43 UTC  |  Edited by: Takeshi Yamato
It's worth mentioning here as well that CCP Diagoras has kindly provided final blow statistics for a selection of ship types:

Frigates:
Rifter 186,502
Dramiel 120,305
Punisher 44,621
Merlin 37,372
Incursus 35,735

Cruisers:
Cynabal 133,399
Rupture 118,406
Thorax 90,771
Vexor 81,527
Caracal 66,385

HAC:
Vagabond 389,449
Zealot 253,838
Ishtar 152,419
Cerberus 136,244
Muninn 83,884

Battlecruiser:
Drake 732,236
Hurricane 629,933
Harbinger 236,607
Myrmidon 116,046
Brutix 85,931

Battleship:
Megathron 248,100
Armageddon 205,269
Abaddon 198,930
Tempest 172,610
Raven 155,977

Interceptor:
Taranis 110,616
Crow 78,830
Crusader 52,683
Claw 22,226
Malediction 20,363

Carrier:
Thanatos 48,726
Chimera 19,358
Archon 18,985
Nidhoggur 11,592

Strategic Cruiser:
Tengu 104,917
Loki 64,095
Legion 46,875
Proteus 40,945
SpaceSquirrels
#50 - 2011-12-06 15:26:27 UTC  |  Edited by: SpaceSquirrels
Emily Poast wrote:
McRoll wrote:
Learn to interprete statistics properly. AC's have the fastest rate of fire, on the Hurri even bonused. Now with which weapon is it more likely to land a final blow, a slow firing or a fast firing one?

Regarding that, BC's are the most flown ships in PvP probably, so it is not surprising that the hurri lies before the Drake in final blows, it just fires faster. Dramiel has been nerfed so its use will decline over time. Vagabond and Cynabal were always preferred for small and solo warfare because of their speed, I am sure they were always at the top.

Other than that, nothing surprising shown.


You also have to take the number of ships in use actually firing the weapon. ACs dont just get more kills because they fire faster, they also have more ships firing these weapons that fire faster. Projectiles are so high up because EVERYONE USES THEM. Its a simple fact like that that proves they are imbalanced.



LOL really you just stated our point...not that projectiles are that much better, but statistically they're used more.

Uh stats 101 course teaches you correlation v. causation.

Philosphy 101 teaches us argumentum ad populum. Meaning because it's popular does not mean it's correct.

Inform me of your higher education location and name so I may never take what anyone from there says as correct or knowledged.

I feel as if I need a monocle so I may snub my nose at you more now.
Roosterton
Sebiestor Tribe
Minmatar Republic
#51 - 2011-12-06 15:26:56 UTC  |  Edited by: Roosterton
Quote:
The problem I see with them is not that the are too good at kiting but that they are good at kiting while at the same time being equally good at almost everything else.


This, right here, is what still makes me rage.

There are NO kite-fit Minmatar ships which are just as good at "everything else" as other ships. Your typical nanocane gets driven off by a Drake with thunderbolts before it's even got the Drake below 50% shields. Your typical Vaga has half the EHP of your typical Zealot. A kiting rupture is outright terrible if you're not kiting with it. Tornados have less tank than Oracles and Nagas and have less tackle and DPS than Taloses. Nanopests fail against basically everything that can hit out to 20km, because they have terrible ehp and "meh" dps.

There are an incredibly small number of minmatar ships which are imbalanced compared to other races' ships and it has nothing to do with kiting - Thrashers and Sabres come to mind, although I'm not sure how that pans out after the destroyer changes. There's also the Sleip, but that fills an active tanking niche; buffer tanked, an Abso is superior. It's probably more of an issue that the NH/Astarte are bad, rather than that the Sleip/Abso are good.

TL;DR: Stop saying this.
Sutskop
Republic Military School
Minmatar Republic
#52 - 2011-12-06 15:27:58 UTC
What do you expect when everyone and his Goon mother are flying Artillery Abaddons.
Emily Poast
The Whipping Post
#53 - 2011-12-06 15:30:20 UTC
Yeah, if people havent read that comment thread, its worth a look. It has a lot of interesting numbers and stats.
Goose99
#54 - 2011-12-06 15:43:53 UTC
Takeshi Yamato wrote:
It's worth mentioning here as well that CCP Diagoras has kindly provided final blow statistics for a selection of ship types:

Frigates:
Rifter 186,502
Dramiel 120,305
Punisher 44,621
Merlin 37,372
Incursus 35,735

Cruisers:
Cynabal 133,399
Rupture 118,406
Thorax 90,771
Vexor 81,527
Caracal 66,385

HAC:
Vagabond 389,449
Zealot 253,838
Ishtar 152,419
Cerberus 136,244
Muninn 83,884

Battlecruiser:
Drake 732,236
Hurricane 629,933
Harbinger 236,607
Myrmidon 116,046
Brutix 85,931

Battleship:
Megathron 248,100
Armageddon 205,269
Abaddon 198,930
Tempest 172,610
Raven 155,977

Interceptor:
Taranis 110,616
Crow 78,830
Crusader 52,683
Claw 22,226
Malediction 20,363

Carrier:
Thanatos 48,726
Chimera 19,358
Archon 18,985
Nidhoggur 11,592

Strategic Cruiser:
Tengu 104,917
Loki 64,095
Legion 46,875
Proteus 40,945


A bit different than stats given in the official blog
http://www.eveonline.com/devblog.asp?a=blog&nbid=3235
The top 20 ships that people have been using to shoot at things (based on final blows):

Hurricane 925,522
Drake 908,400
Vagabond 593,096
Zealot 466,449
Sabre 447,654
Harbinger 360,268
Megathron 313,688
Armageddon 256,671
Rifter 250,641
Rapier 247,652
Abaddon 241,913
Dramiel 233,302
Taranis 224,093
Cynabal 208,933
Tempest 207,350
Broadsword 206,377
Ishtar 199,092
Manticore 195,879
Crow 189,165
Raven 188,639
Emily Poast
The Whipping Post
#55 - 2011-12-06 15:45:21 UTC  |  Edited by: Emily Poast
SpaceSquirrels wrote:
Emily Poast wrote:
McRoll wrote:
Learn to interprete statistics properly. AC's have the fastest rate of fire, on the Hurri even bonused. Now with which weapon is it more likely to land a final blow, a slow firing or a fast firing one?

Regarding that, BC's are the most flown ships in PvP probably, so it is not surprising that the hurri lies before the Drake in final blows, it just fires faster. Dramiel has been nerfed so its use will decline over time. Vagabond and Cynabal were always preferred for small and solo warfare because of their speed, I am sure they were always at the top.

Other than that, nothing surprising shown.


You also have to take the number of ships in use actually firing the weapon. ACs dont just get more kills because they fire faster, they also have more ships firing these weapons that fire faster. Projectiles are so high up because EVERYONE USES THEM. Its a simple fact like that that proves they are imbalanced.



LOL really you just stated our point...not that projectiles are that much better, but statistically they're used more.

Uh stats 101 course teaches you correlation v. causation.

Philosphy 101 teaches us argumentum ad populum. Meaning because it's popular does not mean it's correct.

Inform me of your higher education location and name so I may never take what anyone from there says as correct or knowledged.

I feel as if I need a monocle so I may snub my nose at you more now.


So, WHY are they used more? Because CCP forces people to use them in pvp? No. People choose to use them. So - answer me this: WHY do people choose to use them?

I dont even know why I am trying to reason with people here.
SpaceSquirrels
#56 - 2011-12-06 15:55:24 UTC  |  Edited by: SpaceSquirrels
Instant, capless? Look of the ships? Selectable damage type? Can either shield or armor tank? Here's the reason... Matar ships are far more flexible to fit, and fly than other races. Therefore less of a PITA overall.

The point is there will always be a more popular. And if more people flew zealots there would be more kills by them, and by lasers. The second most used ship is a drake... So wouldnt this mean missiles are the second most OP?

No it's that overall flexibility wins in this game.
Emily Poast
The Whipping Post
#57 - 2011-12-06 15:59:04 UTC
SpaceSquirrels wrote:
Instant, capless? Look of the ships? Selectable damage type? Can either shield or armor tank? Here's the reason... Matar ships are far more flexible to fit, and fly than other races. Therefore less of a PITA overall.

The point is there will always be a more popular. And if more people flew zealots there would be more kills by them, and by lasers. The second most used ship is a drake... So wouldnt this mean missiles are the second most OP?

No it's that overall flexibility wins in this game.


Exactly.
SpaceSquirrels
#58 - 2011-12-06 16:07:11 UTC
Doesnt make them OP... just means they're easier to use....Which is why a missile boat is in second place. Capless, selectable damage, and have to worry less about range and other turret mechanics.

Goose99
#59 - 2011-12-06 16:28:21 UTC
SpaceSquirrels wrote:
Doesnt make them OP... just means they're easier to use....Which is why a missile boat is in second place. Capless, selectable damage, and have to worry less about range and other turret mechanics.



By missileboat, did you mean just drake? And no, it has less to do with "ease", being capless, selectable dmg, and missiles (lulz) and everything to do with drake buffer. Drake is popular despite lulz missiles, not because of it. If it has turret slots, those blob drakes would've been fit differently.Roll

Btw, your cane has launcher highs, so why don't you fill them with hmls and "worry less about range and other turret mechanics?" Oh right, because they suck, and you'd rather fill them with neuts.Lol
Maroxus
Deep Core Mining Inc.
Caldari State
#60 - 2011-12-06 16:46:14 UTC  |  Edited by: Maroxus
Edit: Double post. I hate these forums.