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Target Painting buff

Author
Ix Method
Doomheim
#1 - 2014-11-02 12:07:35 UTC  |  Edited by: Ix Method
Half asleep idea, possibly terrible, bear with me P

Target Painters have a couple of obvious, oft mentioned problems

Quote:

  • They're not really that useful (for guns in particular) unless there's an unusually large disparity between weapon size and target
  • Because they affect a stat that the pilot can't directly control during a fight, there's no interesting/realistic gameplay around countering them in the way TD/Damps offer


Proposing that in addition to increasing the target's effective Sig Radius, TPs should also decrease the target's effective (but not actual) speed for weapons calculations.

(numbers pulled out of my arse for example purposes)

So for example a 150m sig ship going 1000m/s might become a 180m sized ship, still actually travelling at 1000m/s but being tracked as if it were moving 800m/s.

Helps gun tracking, helps missiles, fits in nicely with Minmatar's racial theme.

To the second issue, particularly in light of this extra buff, they should perhaps work entirely in fairly sharp falloff. This allows an actual counter through clever pilotting and again kinda sits nicely with the Minmatar flavour.

To clarify the actual numbers are way beyond me and my Fisher Price calculator but I dunno, interesting idea?

Travelling at the speed of love.

The Hamilton
Sebiestor Tribe
Minmatar Republic
#2 - 2014-11-02 12:11:23 UTC
Worth a half asleep +1
Harvey James
The Sengoku Legacy
#3 - 2014-11-02 12:21:54 UTC
i think it comes back too webs being so powerful .. why use a TP on a rapier when you could have webs reaching 60km?

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

afkalt
Republic Military School
Minmatar Republic
#4 - 2014-11-02 12:39:23 UTC
Harvey James wrote:
i think it comes back too webs being so powerful .. why use a TP on a rapier when you could have webs reaching 60km?


I think that is more because of how heavilly speed affects damage calculations. If that was weighted more to sig, it would balance better. Webs will always remain desirable as tackle - painters step up as more effective DPS related ewar thus improving choices/decisions.

Tl;dr: speed vs sig needs swapped in damage calculations.
Ix Method
Doomheim
#5 - 2014-11-02 13:00:33 UTC
Harvey James wrote:
i think it comes back too webs being so powerful .. why use a TP on a rapier when you could have webs reaching 60km?

You're right but that doesn't really answer why the Vigil/Bellicose TP bonus is so widely ignored. Fixing TP in comparison to 60km webs seems impossible but that's the same TD>Neuts, Damps>Scrams.

In the end you have to take Webs/Neuts/Scrams out of the equation and fix racial ewar on their own merits.

Travelling at the speed of love.

Harvey James
The Sengoku Legacy
#6 - 2014-11-02 13:26:52 UTC
Ix Method wrote:
Harvey James wrote:
i think it comes back too webs being so powerful .. why use a TP on a rapier when you could have webs reaching 60km?

You're right but that doesn't really answer why the Vigil/Bellicose TP bonus is so widely ignored. Fixing TP in comparison to 60km webs seems impossible but that's the same TD>Neuts, Damps>Scrams.

In the end you have to take Webs/Neuts/Scrams out of the equation and fix racial ewar on their own merits.


i think you do have too address webs and perhaps damps aswell before TP's can become more useful

webs and damps should get a nerf in effectiveness .. and reducing the web range on recons aswell as the warfare link that boosts them out too crazy ranges likes 100km .. faction webs range probably needs a nerf too..

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

afkalt
Republic Military School
Minmatar Republic
#7 - 2014-11-02 13:32:57 UTC  |  Edited by: afkalt
Webs would be better served increasing DPS less but they are still very necessary for tackle so a direct web nerf isnt ideal. Like I say, if the difference speed and sig made to incoming dps switched, a LOT of things would change.
Rroff
Antagonistic Tendencies
#8 - 2014-11-02 14:21:10 UTC
A little more options for bonused target painting wouldn't hurt, it can be moderately useful when you have ship bonus + faction TP + mind linked electronic superiority link. Problem is there aren't many platforms to do that over a wider variation of scenarios (or the ships are better used for their other roles) though there is the side effect of increasing the feasibility of blapping sup caps with capital weapons (fighter bombers and xl turrets).
Arla Sarain
#9 - 2014-11-02 14:33:14 UTC  |  Edited by: Arla Sarain
Ix Method wrote:
Half asleep idea, possibly terrible, bear with me P

Target Painters have a couple of obvious, oft mentioned problems

Quote:

  • They're not really that useful (for guns in particular) unless there's an unusually large disparity between weapon size and target
  • Because they affect a stat that the pilot can't directly control during a fight, there's no interesting/realistic gameplay around countering them in the way TD/Damps offer


Proposing that in addition to increasing the target's effective Sig Radius, TPs should also decrease the target's effective (but not actual) speed for weapons calculations.

(numbers pulled out of my arse for example purposes)

So for example a 150m sig ship going 1000m/s might become a 180m sized ship, still actually travelling at 1000m/s but being tracked as if it were moving 800m/s.

There is no point. That is the actual effect of sig radius. Making something effectively slower without regards to the raw speed. Whether it's verbally interpreted as bigger or smaller size, the actual fact is that a larger sig is effectively giving a leeway to slower guns, hence making you slower.

Your suggestion can be mathematically interpreted it in another 2 ways -
A)The tracking speed of the attackers guns is increased, against the TPd target
B)The sig penalty is increased further.

Thats all it does.

Bottom line: what you are saying is identical to giving TPs a flat buff.
Ix Method
Doomheim
#10 - 2014-11-02 14:49:48 UTC
Forgive my math because, well, just do but isn't that only true if the suggested module reduced speed and increased sig by the same %? If it were biased towards say the speed aspect wouldn't that then make it more effective against certain targets than a flat buff to TPs?

As I say I just pulled the numbers out my arse because brighter people than me create the game but that's how I read that scary formula, perhaps I'm wrong?

Travelling at the speed of love.

Daichi Yamato
Jabbersnarks and Wonderglass
#11 - 2014-11-02 14:53:31 UTC  |  Edited by: Daichi Yamato
TP's do this. its just not as useful as range and positioning control and the actual modifier for TP's (+40%) is much lower than webs (1/0.4 = 2.5 = +150%).

but should you really be comparing TP's to webs? should it not be more like TP's to tracking disruptors?

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Gaan Cathal
Angry Mustellid
#12 - 2014-11-02 16:09:20 UTC
Arla Sarain wrote:

There is no point. That is the actual effect of sig radius. Making something effectively slower without regards to the raw speed. Whether it's verbally interpreted as bigger or smaller size, the actual fact is that a larger sig is effectively giving a leeway to slower guns, hence making you slower.

Your suggestion can be mathematically interpreted it in another 2 ways -
A)The tracking speed of the attackers guns is increased, against the TPd target
B)The sig penalty is increased further.

Thats all it does.

Bottom line: what you are saying is identical to giving TPs a flat buff.


Strictly speaking that's not true because if the Signature of the weapon exceeds the Signature Radius of the target, the damage modifier doesn't go over 100%. With most guns that happens without a Target Painter against same-sized ships, and certainly has a lot less net impact than Speed vs Tracking when shooting down a size.
stoicfaux
#13 - 2014-11-02 16:37:58 UTC  |  Edited by: stoicfaux
Have a new class of TPs that improves the owner's gun Signature Resolution (as opposed to increasing the target's sig size.)

The features of a Sig Res TP would be that:
* reducing a gun's Sig Res helps more against small targets than increasing a small target's sig, (e.g. large guns versus cruisers)
* conversely, a Sig Res TP wouldn't be as effective against targets of the same size or larger, (e.g. large guns versus battleships)
* it would stack with TPs,
* Sig Res TPs would only apply to the attacking ship (whereas a TP helps (almost) everyone on grid.)

I would be similar in concept to a missile rigor bonus (reduces explosion radius), but for guns (reduces Signature Resolution.)

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

elitatwo
Zansha Expansion
#14 - 2014-11-02 16:44:18 UTC
Ix Method wrote:
Target Painters ... helps missiles, fits in nicely with Minmatar's racial theme...


Ohoh, I seem to have a bad influence on you. Now you start to exaggerate like me Big smile

Right now I am not sure if I said it once but while being "lore wise" on the minmatar theme correct, painters do need a much larger optimal range, so I wouldn't mind a buff to them or two.

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Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#15 - 2014-11-02 16:49:52 UTC
This would certainly help a lot- Target Painters are usually underestimated- but they can be damn useful in the right situations!

With this, they'd definitely gain more popularity as well as effectiveness.

+1
Caleb Seremshur
Commando Guri
Guristas Pirates
#16 - 2014-11-02 17:33:50 UTC
Daichi Yamato wrote:
TP's do this. its just not as useful as range and positioning control and the actual modifier for TP's (+40%) is much lower than webs (1/0.4 = 2.5 = +150%).

but should you really be comparing TP's to webs? should it not be more like TP's to tracking disruptors?


Possibly seeing as tp has about 40km optimal and about 100km falloff
Scuzzy Logic
Space Spuds
#17 - 2014-11-02 17:59:48 UTC
Daichi Yamato wrote:
TP's do this. its just not as useful as range and positioning control and the actual modifier for TP's (+40%) is much lower than webs (1/0.4 = 2.5 = +150%).

but should you really be comparing TP's to webs? should it not be more like TP's to tracking disruptors?


The problem comes when you've got a ship like the Rapier with both bonuses. Besides the lower expense of getting range out of TPs, the bonus to webs is the only one to get used, ever, making half the EWAR bonuses redundant.
Bullet Therapist
Caldari Provisions
Caldari State
#18 - 2014-11-02 18:01:16 UTC
Target painters probably ought to be buffed a little. I think that it's useful to point out that webs have different roles in different situations, and while range control is a big factor in why people use webs, they're just as useful as an application tool for bigger ships, which is a role overlap with target painters. The range of a target painter, I think, should be retained even with a buff to their sig bonus because the balance trade off with webs is the sacrifice of range dictation.
Scuzzy Logic
Space Spuds
#19 - 2014-11-02 18:03:26 UTC
IMHO, TPs should get some kind of crit chance bonus or something unrelated to how they affect signature, just as not to make all missile boats/drakes into frigate blapping machines.
Arla Sarain
#20 - 2014-11-02 18:13:21 UTC  |  Edited by: Arla Sarain
Ix Method wrote:
Forgive my math because, well, just do but isn't that only true if the suggested module reduced speed and increased sig by the same %? If it were biased towards say the speed aspect wouldn't that then make it more effective against certain targets than a flat buff to TPs?
Within the context of the thread, I assume the purpose of your change is to make things easier to hit with turrets by slowing them down, in particular to consider only a portion of the targets' speed (referring to 1000m/s actual speed, 800m/s considered).

Tracking formula depends on product of the ratios between: Angular speed/Tracking Speed and Gun size/Sig

Desirable effect for the Victim occurs when the product of these ratios is increased. The victim achieves this by increasing speed or decreasing sig. Or both. Angular Speed and Sig are in an inverse relationship. The assailants wants the opposite (speed down sig up)

A simple example is to evaluate the product with 1s everywhere then change either the Angular or the Sig.

Normal conditions: 1/1 * 1/1 =1
Speed decrease: 0.8/1 * 1/1 = 0.8
Signature increase: 1/1 * 1/1.25 = 0.8

The last two are identical and demonstrate how what you are proposing is already present. The net effect is that the deviation of signature radius from its standard value is identical to the change in velocity without the actual change in raw velocity. Therefore TPs already consider the target velocity to be a portion less - the exact portion is determined by the inverse of the sig deviation from the standard. A TP increasing sig by 40% is virtually decreasing speed by 29%.

Gaan Cathal wrote:
Strictly speaking that's not true because if the Signature of the weapon exceeds the Signature Radius of the target, the damage modifier doesn't go over 100%.
I do not see the relevance of what you are saying in regards to this topic. I do not recall mentioning damage, only speed and the relative ease of tracking something.

TL;DR the proposed change is already present, just not explicitly described.
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