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Nerf Webs

Author
Phaade
LowKey Ops
Snuffed Out
#181 - 2014-11-04 17:11:48 UTC  |  Edited by: Phaade
Bullet Therapist wrote:
Kagura Nikon wrote:
Phaade wrote:
Bullet Therapist wrote:
As it stands right now webs should probably be buffed, along with target painters, points and scrams. Personally, I think these forms of e-war work really well at the frigate level but should have longer ranged variants for larger sized ships, except the TP, which just needs a flat out buff. Combat has become extremely kitey in the last two years and there really hasn't been anything done to address it. I'm hoping visualizing bookmarks in space puts a little wind back in brawler's sails, but we'll see.

Moreover, ships like the garmur, particularly when the pilot has links and/or implants, would be effectively invincible. As it stands now the garmur flown with RLMLs is as close to a solo pwn mobile as anything is in eve. You can catch them now, and one of the best methods I've found involves using a huginn paired with a lachieses, a tactic which is utterly dependent on webs. It's never easy, and against a competent pilot, you're really just waiting for them to make a mistake.



No way should webs be buffed. I agree they should have size / fitting added, with larger ships having longer web ranges. But a 20-30km web (whatever ranges the larger would be) would be absolutely stupid against small targets. If you get webbed to 60% in front of large turrets from 25km, you are a friggin corpse.

Even from medium turrets....your frigate will evaporate.



The single largest problem on longer range battleship webs is called VINDICATOR. It would be completely broken.


I often use a dual faction web vigilant with a t2 implanted booster. I really don't see how it's broken. The only limitation to such webbing power right now is isk, and for some of us, its not a big limitation. That gives me an 18.8k web range without heat and 23.7k with heat.


24km 90% webs and you DON'T see how that's broken?

Good God man.

24km webs should be like 30%.

That's like saying a Garmur pointing from 70km moving 9km/s is balanced.
Bullet Therapist
FT Cold Corporation
#182 - 2014-11-04 17:58:42 UTC
Phaade wrote:
Bullet Therapist wrote:
Kagura Nikon wrote:
Phaade wrote:
Bullet Therapist wrote:
As it stands right now webs should probably be buffed, along with target painters, points and scrams. Personally, I think these forms of e-war work really well at the frigate level but should have longer ranged variants for larger sized ships, except the TP, which just needs a flat out buff. Combat has become extremely kitey in the last two years and there really hasn't been anything done to address it. I'm hoping visualizing bookmarks in space puts a little wind back in brawler's sails, but we'll see.

Moreover, ships like the garmur, particularly when the pilot has links and/or implants, would be effectively invincible. As it stands now the garmur flown with RLMLs is as close to a solo pwn mobile as anything is in eve. You can catch them now, and one of the best methods I've found involves using a huginn paired with a lachieses, a tactic which is utterly dependent on webs. It's never easy, and against a competent pilot, you're really just waiting for them to make a mistake.



No way should webs be buffed. I agree they should have size / fitting added, with larger ships having longer web ranges. But a 20-30km web (whatever ranges the larger would be) would be absolutely stupid against small targets. If you get webbed to 60% in front of large turrets from 25km, you are a friggin corpse.

Even from medium turrets....your frigate will evaporate.



The single largest problem on longer range battleship webs is called VINDICATOR. It would be completely broken.


I often use a dual faction web vigilant with a t2 implanted booster. I really don't see how it's broken. The only limitation to such webbing power right now is isk, and for some of us, its not a big limitation. That gives me an 18.8k web range without heat and 23.7k with heat.


24km 90% webs and you DON'T see how that's broken?

Good God man.

24km webs should be like 30%.

That's like saying a Garmur pointing from 70km moving 9km/s is balanced.


Again, its with heat, tech 2 links and an implant, on a vigilant, with faction webs. It's pretty powerful, but its not something you see at every corner, partly because people would rather fly other ships, or they don't have links, or they can't afford it. In any even I think that the serpentis 90% webs are much less broken than the garmur and orthrus. At least serpentis ships are vulnerable to being blobbed.
Mirya Kanjus
Caldari Provisions
Caldari State
#183 - 2014-11-04 18:25:12 UTC
Webs could probably stand to have falloff with the optimal starting fairly late and the falloff being rather sharp much like rail guns.

With most other forms of ewar having falloff the only ones that really couldn't function properly that way would be scrams and points due to the nature of their effects. Webs though could certainly be balanced through giving them a falloff which if it started late enough would still leave webs as one of the most powerful ewar in the game but punishing sloppy operators and allowing for lokis/rapier/huginn to get a falloff bonus for webs instead of a flat range increase that is kind of broken. No weapon system or ewar applies 100% of its effect out to its full range so why should webs be exempt? Again an exception for scrams and points as their function is predominantly for warpspace interdiction rather than subwarp interactions.
Lady Rift
His Majesty's Privateers
#184 - 2014-11-04 19:14:31 UTC
Mirya Kanjus wrote:
Webs could probably stand to have falloff with the optimal starting fairly late and the falloff being rather sharp much like rail guns.

With most other forms of ewar having falloff the only ones that really couldn't function properly that way would be scrams and points due to the nature of their effects. Webs though could certainly be balanced through giving them a falloff which if it started late enough would still leave webs as one of the most powerful ewar in the game but punishing sloppy operators and allowing for lokis/rapier/huginn to get a falloff bonus for webs instead of a flat range increase that is kind of broken. No weapon system or ewar applies 100% of its effect out to its full range so why should webs be exempt? Again an exception for scrams and points as their function is predominantly for warpspace interdiction rather than subwarp interactions.



dont they have falloff now of 1m?
Jack Carrigan
Order of the Shadow
#185 - 2014-11-04 20:14:27 UTC
Reported for redundancy.

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

afkalt
Republic Military School
Minmatar Republic
#186 - 2014-11-04 20:36:46 UTC
Mirya Kanjus wrote:
Webs could probably stand to have falloff with the optimal starting fairly late and the falloff being rather sharp much like rail guns.

With most other forms of ewar having falloff the only ones that really couldn't function properly that way would be scrams and points due to the nature of their effects. Webs though could certainly be balanced through giving them a falloff which if it started late enough would still leave webs as one of the most powerful ewar in the game but punishing sloppy operators and allowing for lokis/rapier/huginn to get a falloff bonus for webs instead of a flat range increase that is kind of broken. No weapon system or ewar applies 100% of its effect out to its full range so why should webs be exempt? Again an exception for scrams and points as their function is predominantly for warpspace interdiction rather than subwarp interactions.


A reasonable point but most other ewar also has a far longer base reach. To match out the box unbonused (for example) ECM/TP you need a web bonused hull
Bullet Therapist
FT Cold Corporation
#187 - 2014-11-04 20:40:47 UTC
Jack Carrigan wrote:
Reported for redundancy.


This is a fairly civil discussion and there are plenty of new ideas and people who have merit to voice their opinions, which is something this game needs. What it doesn't need is another self appointed member of the thought-police barging to show everyone how important he is.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#188 - 2014-11-04 22:01:32 UTC
afkalt wrote:
Mirya Kanjus wrote:
Webs could probably stand to have falloff with the optimal starting fairly late and the falloff being rather sharp much like rail guns.

With most other forms of ewar having falloff the only ones that really couldn't function properly that way would be scrams and points due to the nature of their effects. Webs though could certainly be balanced through giving them a falloff which if it started late enough would still leave webs as one of the most powerful ewar in the game but punishing sloppy operators and allowing for lokis/rapier/huginn to get a falloff bonus for webs instead of a flat range increase that is kind of broken. No weapon system or ewar applies 100% of its effect out to its full range so why should webs be exempt? Again an exception for scrams and points as their function is predominantly for warpspace interdiction rather than subwarp interactions.


A reasonable point but most other ewar also has a far longer base reach. To match out the box unbonused (for example) ECM/TP you need a web bonused hull


I think that you're talking about something that isn't quite as good as say controlling how you fly. TP are not really that strong. ECM can be mitigated quite effectively. Webs on the other hand can only be countered by use of 3 things: being brick, AB and MWD. An AB ship under webs moves only marginally faster than its base speed, MWD of course you suffer huge sig bloom as a major drawback not to mention being in webrange probably means being in scram range too which means you're triple-screwed.

Going off having webs with a falloff that is sharp.... 9km optimal, 1km falloff? Or 8km optimal and 2km falloff? With this you can now allow some of the ewar skills to affect webs too, the ones that increase optimal and falloff. It would also as said allow huginn and loki to be more comprehensively balanced so that either option doesn't become automatically included because webs would no longer work 100% of the time at 100% effectiveness out to 100% of their total range. Which can be as high as 60km if I'm not mistaken.

Adding falloff to webs has a lot merits.
Alvatore DiMarco
Capricious Endeavours Ltd
#189 - 2014-11-04 22:43:38 UTC
Bullet Therapist wrote:
Jack Carrigan wrote:
Reported for redundancy.


This is a fairly civil discussion and there are plenty of new ideas and people who have merit to voice their opinions, which is something this game needs. What it doesn't need is another self appointed member of the thought-police barging to show everyone how important he is.


We are at war with badposting. We have always been at war with badposting.
Delt0r Garsk
Shits N Giggles
#190 - 2014-11-04 23:20:28 UTC
afkalt wrote:
Delt0r Garsk wrote:
There is a very easy counter to webs. Don't get too close.


Linked rapier with faction webs says "hi" at well over 70km Pirate

And the OP said to let specialized ships keep webs.

BTW i fly Rapiers and lokis...

AKA the scientist.

Death and Glory!

Well fun is also good.

Azazel The Misanthrope
Oblivion's Pendulum
Top Tier
#191 - 2014-11-05 08:06:31 UTC  |  Edited by: Azazel The Misanthrope
Going back on my original statement not to respond to this thread anymore. I would like to make the clarification that I did not say that there was anything unfair about webs; I did not say that webs were broken; I did not say that webs are a instant frigate killing platform item; I didn't not say that they were OP, nor did I say that there was anything wrong with the way webs effect gameplay.

Webbing, is a bad game mechanic. Considering the nature of frigates and piloting them it is a silly item that instead of encouraging a creative tactical fix the situation, or being tactical in its application, it is simply an item that is low cost that directly interferes with a particular ship classes ability to survive. It isn't about whether or not your battleship, cruiser, or battlecruiser, can hit the frigate, it isn't about whether you can catch an opponent or dictate range, and isn't about my killboards. It is about the fact that all that webbing is is an item that slows people down. It isn't interesting, it doesn't do anything, but slow people down, and that has the largest effect on frigates, obviously. Instead of relying on a one-size-fits-all fire and forget weapon to handle all of your small needs come up with something else that actually make sense, and doesn't reduce gameplay to a droll. High speed firefights are interesting and tactical, opponents and friends alike need to decide when they need to commit to finish the engagement or not. Fact of the matter is, whenever a web is brought to a situation, all of the variable possibilities of the situation come down to being either, a yes or a no. Their is little question of whether or not you can disengage when webbed or not, or if webbing makes a difference to the engagement, or not. Webs strip down the most prominent feature of an entire line of ships. Speed tanking should be a thing that doesn't cost you links, a halo, or slave set. It should be a thing that the ship class simply does. It is frustrating to see more inexperienced pilots of the class simply foregoing speed altogether in favor of defenses, and making said defenses as stout as possible, because it is simpler and more effective. The item may be necessary for a variety of things involving countering the ship type, that is understandable, and necessary; however, the method implemented for countering the type of defense is bland uninteresting, and instead of hindering the frigate ship class, it pigeon holes it into ships that can handle being webbed, and ships that can't. Other larger vessels still have a variety of options available to them for combat once being webbed; because they have considerable levels of ehp that allow for high margins of error. The frigate is left with the options, once webs are brought into the scenario, (especially when larger vessels are doing it) not to get webbed, and focus on staying far from web range, or entering it, getting as close as possible and seeing if you either still have enough speed to avoid damage or not. Considering the scope of the meticulous pressure that frigate pilots face: Low hp, Weapons that burn up quickly, propulsion that burns up quickly, heading and vectoring, active modules, managing heat, managing relatively low capacitor, and transversal, piloting frigates is a headache's worth of processing and decision making. Webbing is not this, nor does this contribute to making pvp more interesting.

There are alot of people who think that webbing is fine, and they are probably right. It does work just fine, but that doesn't mean that is not a bad game mechanic. That does not mean that their should not be focus on making it a better game mechanic. I am not here because my Vengeance got blown up a million times to whatever, I am here because whenever there is the potential for an interesting fight between to fleets of varying ship classes, frigates vs whatever, there is always something that the larger ships can do, that without a doubt, is an effective solution to the problem. Frigates are good at fighting frigates, frigates are also good at fighting nothing else. Every other ship class, has some method of which they can engage every other ship class; frigates can engage whatever doesn't have a web. Frigates that aren't webbed don't immediately destroy ships that aren't webbing them. Tracking disrupting a large vessel doesn't make killing go any faster when there is still a chance that it can one shot you off of the field. It is a weapon that works, but it is a weapon that works in a completely one-sided fashion, and in a very limiting way. I posted my killboards, because as you can see by my many vengeance losses, that I am aware of what I am talking about. It does not mean that I am bitter about the way that I play the game not working out, the fact that i can fly the same thing over and over again and kill anything at all is a miracle. My point to be made was that the entire ship class would open up in more possibilities in fittings and what could be done with them if webs were something that were manageable or at the least something that wasn't so flat. Every fit doesn't have to be either max speed or max tank, and frigates that had stats that were somewhere in between could be used for something that wasn't as flat as web themselves.

The disappointment in forums becomes obvious when someone obviously makes an attempt to be as neutral and reasonable as possible to all sides, and of course the troll brigade strolls up like, "u mad bro? Ur just a noob." Ironically if I didn't just post this title as, "Nerf Webs" and instead did it as something less sweeping and more thought provoking no one would read it, and it would get no where. Kudos to you capsuleers, who prove themselves to be only carebears and bittervets.
Lady Hulag
Irken Society
#192 - 2014-11-05 10:05:52 UTC
I'm sure it's been said before, but you're saying "there's the potential for an interesting fight between two fleets of varying ship classes", but if you have a fleet of BSes and a fleet of AHACs, then unless there's webs involved the BS fleet won't be able to apply enough damage to them. Webs helps with making it possible for the BS fleet to actually have a chance.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#193 - 2014-11-05 10:23:04 UTC
Azazel The Misanthrope wrote:
...clarification blurb and slight rant :D...


I think webs are fine as a game mechanic as they allow large powerful ships some defence against much smaller vessels. If you took away webs then the BS pilots would need (and demand) something else that defends against frigs at the cost of a slot, probably some kind of anti-frig secondary armament which would leave the frig in the same place (and pieces). I have argued for a secondary armament option at the expens of a high slot (multiple small guns in place of one of the big ones) to give BS better utility in solo/gang roams and can see some of you points. However I don't think webs are in a bad place right now as a frig can easily get under a BS guns even without prop mods. The web gives th BS a chance but even then it can still survive in very close range engagements.
Cassius Invictus
Viziam
Amarr Empire
#194 - 2014-11-05 12:38:08 UTC
First I wanted to criticize OP, but then I realized that he has a point. But it's not about webs, but movement in EVE altogether.
Webs are there to counter ships with prop mods, but if there were no prop mods then there would not be a need for webs in the first place. The problem is that every weapon and e-war has to be balanced against each class of ships two times: with and without prop mod.

My point is that EVE offers some ships too much mobility and maybe removing prop mods, or at least restricting their use (like mjd only BS, BC with only AB etc.). For example there is no point in using long range weapons, coz it’s too easy to approach a sniper ship thx to mwd. On the other hand ships that do use long range weapons are only kitting ships - again their usefulness comes from prop mod, not weapon system. Also prop mods, except kitting ships, make ship speed mostly irrelevant, since travel with mwd is so fast that in most brawling situations it does not matter if u move 1200 m/s or 1000 m/s.
elitatwo
Zansha Expansion
#195 - 2014-11-05 14:41:25 UTC
Cassius Invictus wrote:
...My point is that EVE offers some ships too much mobility and maybe removing prop mods, or at least restricting their use (like mjd only BS, BC with only AB etc.). For example there is no point in using long range weapons, coz it’s too easy to approach a sniper ship thx to mwd. On the other hand ships that do use long range weapons are only kitting ships - again their usefulness comes from prop mod, not weapon system. Also prop mods, except kitting ships, make ship speed mostly irrelevant, since travel with mwd is so fast that in most brawling situations it does not matter if u move 1200 m/s or 1000 m/s.


Our most sacret propulsion mod is our mwd. Kiting would not be possible without it and in some longer fights, you really want to move around a lot.

The thing about sniping is that it became close to useless when the probe scanning mechanics were changed so that you can land on anyone at 0km if you wish.

If you search on youtube a little, you can see some older videos when two parties in battleships were sniping each other with railguns and tachyon beam lasers from very long ranges.

This is just no longer possible. The "magic" range you want to be at for sniping was reduced to 149km. Everything above 150km can be the end of such endeavour.

Back in the day of what was called "the nano age" all of the webs were 90% immobilizers and changes were made to reduce webs to the 60% effectiveness we have now.

The current linked Garmur is a reminder of the old nano-Taranis Blink

I think that all of our ewar need a closer look at and CCP is hesitant to change our recon ships and blackops at this point because of it.

Eve Minions is recruiting.

This is the law of ship progression!

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Soldarius
Dreddit
Test Alliance Please Ignore
#196 - 2014-11-05 16:04:43 UTC
Rivr Luzade wrote:
The counter to webs are prop mods. And what is wrong with a couple of ships in your fleet having webs fitted?

I also fail to see what possible use close range frigates and destroyers have in a large battle. They get volleyd off the field either during approaching or by cruisers and drones. They are wasted slots in a fleet. Long range frigates and destroyers, however, already have sufficient roles in fleets and are absolutely unaffected by webs.

What you seem to want is to use ships in roles and places where these ships have absolutely no use unless you arbitrarily change circumstances in their favor. It would be better to realize that not every ship is meant to be used in every situation. Some ships are meant for fleet battle, others are absolutely not -- and this is perfectly fine.


If close range small ships are wasted fleet slots, why do your fleet ships have webs? By your logic, would those not be wasted mid slots?

I do agree that some ships simply aren't good in certain situations. But a blanket declaration of "close range small ships are not good in large fleets" is patently false. ie: dictors and bombers.

I'm all for more variety in webifiers. The minimum 50% velocity reduction across the board is pretty bad design, especially when one considers how big a role velocity has with missile damage. It also means that every small ships that wants to get close and orbit under the tracking of large guns needs to pretty much take a wild guess of whether to actually do that, or orbit at the edge of long point range because of webs.

Given the current stats, once tiericide hits webs, I expect see meta 0 be 50% and normal fitting, meta 1 be 50% and lower fitting, meta 2 be 60% and higher fitting, and T2 be 60% and higher fitting. I doubt there will be any range changes.

If I were to make more substantial balancing changes, I'd probably make all webs less powerful and shorter ranged. Then introduce a skill that, when coupled with the current Propulsion Jamming skill, would get T1 webs back out to 10km and 50% reduction. Leave the longer ranged and higher power webs for faction/deadspace/officer modules.


WARNING: MANY WORDS BELOW!

tl;dr: Fed Navy webs are the typical choice for high-end webs because of a lack of relevant variety in stasis webifier stats or availability. Everything else is strictly worse. We need more trade-offs in faction webifier stats. Not two units that are clearly better than everything else.

Also, why is an empire faction web one of the best webs? I thought pirate factions were supposed to be the best? More importantly, why is there only one empire faction being favored over the others? Nerf Fad Navy webs to bring them in line with the other empire factions. I'm perfectly fine with Minmatar having the best empire faction web.

On that point, there are no deadspace webifiers, and all the officer webs have BS PG requirements. So lets look at faction webs for a minute.

Everything else being equal, there are 3 relevant stats on the 8 varieties of faction webs:

  • CPU
  • Optimal Range
  • Maximum Velocity Reduction


They are arranged in such a way that there are 2 varieties of CPU requirements, 18 and 26 tf, 4 webs for each. CPU is fairly irrelevant when you can simply plug in a 1% CPU implant or make fitting cuts elsewhere.

There are 3 variations on velocity reduction: 50, 55, and 60%. This stat is imo ranked second in importance because of the small improvement and due to stacking penalties. It does make a small difference on certain strength bonused faction pirate ships like the Daredevil.

There are 2 50% webs, 4 55% webs, and 2 60% webs. The 60% webs both have higher CPU requirements. The 50% webs have low CPU requirements. The 55% webs are staggered based on range, with the highest range webifier and the second lowest webifier getting the most CPU required. This means the top two webs (True Sansha and Dark Blood) are strictly better than the other two (Shadow Serpentis and Caldari Navy).

Due to the prevalance and strength of web range bonused hulls as well as reasons mentioned above, range is without a doubt the most important stat. Faction webs come in 4 range varieties: 2x 12km, 2x 13km, 2x 14km, and 2x 15km. Each of those has a 26 and 18 tf version.

All faction webs can be overheated for a significant 30% bonus to optimal range, in case you were still on the fence about which stat is most important.

This eliminates another two webs; Khanid Navy and Dread Guristas, leaving us with 4 choices for faction webs: True Sansha, Federation Navy, Dark Blood, and Domination. The lower CPU webs, Domination and Dark Blood, while requiring only 18 tf have inferior velocity reductions compared to the other two. So those are out.

At this point you have merely to choose between more range or more velocity reduction. If you can spare the CPU (most likely) your obvious choice is the True Sansha for the extra range.

True Sansha Stasis Webifier.

Uh, oh. Those are pretty rare and consequently very expensive. So most folks make due with the higher strength, slightly shorter range, but much easier to obtain Federation Navy Stasis Webifier.

http://youtu.be/YVkUvmDQ3HY

Phaade
LowKey Ops
Snuffed Out
#197 - 2014-11-05 17:14:07 UTC  |  Edited by: Phaade
As one who participates in frigate pvp constantly...as stated by Azazel The Misanthrope... webs make for a horrible game mechanic. I laugh at my victims who don't fit webs in frigate pvp. If you don't fit a web, (and I always do because they are stupidly powerful) then you will lose. If you do not lose, you still cannot win, because I can just fly away from you at near blistering speeds. Using missiles on targets that aren't webbed (like faction rockets vs. an AB frig) is hilarious; the dps is cut in half, or more. 4 rocket launchers will volley you for around 70 damage....it's pathetic.

So if you use missiles, webs are the only choice you have to apply anything near the dps on paper. Bad game mechanic. If you use guns and don't carry a web to a web fight, you will be scram kited and die horribly. Bad game mechanic. If you are trying to chase down an MWD cruiser, and that cruiser has webs, you get webbed outside of scram range (because webs go farther), and you eat heavy blasters with null loaded, you evaporate. Bad game mechanic. You are in an AB cruiser and get tackled by say 2 frigates with webs, now that Tornado or Talos sitting 40km off is going to turn you into space dust, with zero tracking issues......

It's a bad ******* game mechanic. And unfortunately it is built into the game as literally the only thing to offensively dictate range control and with literally no way to counter it.

No, propulsion mods are NOT a counter to webs. And if you are in a kite cruiser and want to counter a frigate, it's called a medium neut. It works, and your MWD will be back on in mere seconds, making them chase you with very little transversal. They eat medium guns and nearly always die soon after.

Solutions:

1. Different sized webs whose effect are based on signature radius, (medium have resolution of 125, frigate is 40, roughly 1/3 effectiveness). They also need a mass component as small webs should honestly do nothing to a BC or larger and much less to a cruiser than a frigate.

2. Harsh stacking penalty; only one web on the target will have an effect ie. maximum speed reduction from webs is 60%. Unless you're in the Serpentis line, then it's 90% because reasons.

3. Webs have a falloff starting at 5km, falloff of 5km, maximum activation range is 14.9km. Obviously at falloff range of 14.9km the effect is minimal and increases just like weapon falloff as you approach. This would allow tackle frigates chasing that cruiser to not be incinerated once they get hit by the dual OH webs on the Vexor with null loaded. They keep more momentum / velocity until they are close to being under the guns.

4. Counter modules to webs, could be in any slot. If high slot, active module that consumes lots of cap and reduces web effectiveness on you (significantly). If mid slot, active EWAR module that you use on the targeted ship that is webbing you, turns it off or cuts effectiveness. If low slot, just takes fittings, reduces web effectiveness by say 25-50% but uses up a very valuable slot for a frigate.

Counters to webs aren't bad, because if dealing with a kiter the MWD is 80% of speed, scramming the target is all you really need. AB ships really don't go that fast, except for Sansha ships, those are crazy.

Webs suck. fights without them are much, much more interesting. Closer to actual dog fighting instead of sitting there hammering each other.
Ghaustyl Kathix
Rising Thunder
#198 - 2014-11-05 18:33:10 UTC
Azazel The Misanthrope wrote:
You carry a mobile depot, and when you are attacked by a frig drop it you will definitely last the 60 seconds
Unless the Mobile Depot is killed while it's deploying. Done that plenty of times.
Enya Sparhawk
Black Tea and Talons
#199 - 2014-11-06 01:31:42 UTC  |  Edited by: Enya Sparhawk
Mara Rinn wrote:
What about a modification to webs, where the power of the web is not a fixed percentage decrease in target speed, but a fixed Newton-metre per metre of sig radius in drag?

Thus a small web would be effective against frigates but useless against larger ships, while a large web would be effective against battleships but ineffective against frigates.

I like where your head's at kiddo... but personally thinking, if you were going to modify the webbing system, the power of the web should start as a fixed percentage based off of a certain mass limit with the web power decreasing in increments by the added increase in mass. ie. a frigate's web is more effective on smaller targets and loses effectiveness on larger masses like battleships. whereas a battleship (having more available power to add to the webbing affect) would not notice so much of a decrease...

in creating a calulation for this, I think any skill with the opposing pilot's agility would definitely play a part...

A target painter already affects sig radius...



On a side note... they should create a smart bomb that doesn't do any damage but instead 'pushes' X amount of mass, X amount of distance away from the center... (A smart 'bump') could make things interesting for a counter for mods that need to be so far away to be active...

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Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Alvatore DiMarco
Capricious Endeavours Ltd
#200 - 2014-11-06 07:02:12 UTC
Enya Sparhawk wrote:
On a side note... they should create a smart bomb that doesn't do any damage but instead 'pushes' X amount of mass, X amount of distance away from the center... (A smart 'bump') could make things interesting for a counter for mods that need to be so far away to be active...


This deserves its own thread. Right now. Make it so, and you'll have the support of a thousand thousand pilots.