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CCP Fixing Gallente Soon?

Author
mkint
#21 - 2011-12-16 00:53:05 UTC
Ranger 1 wrote:
Jask Avan wrote:
mkint wrote:
[quote=Ranger 1]Caldari should have slower locking speeds and lower base targeting range, making damps most effective versus caldari

The race that specializes in rails and missiles, I.E. the longest range weapons in the game... should have the shortest targeting range?


I like a lot of the theory behind mkints proposal, justification should be somewhat apparent as to why a races EW capabilities have specialized the way they have. To attain that might require some reshuffling, or perhaps reworking the underlying mechanics of how the EW works specifically.

If Caldari (for example) could retain their longer lock range, but be more vulnerable to the range decreasing effect of Sensor Damps than other races due to how they worked....

I would require a great deal of thought, but it is a worthy goal. It would be nice to look at a races strengths and see a logical cause/effect relationship as to why it developed that way based on who their enemies are.

Edit: Another reason to consider digging this deep into the mechanics of things would be that weapon balance and EW balance between the various races have always had fundamental issues. It might be wise to bite the bullet and devote most of an expansion into reworking both systems to work hand in glove in a logical fashion.

basically this. I understand my exact proposals probably aren't exactly correct, but I think it's time to say "no" to the band aid fixes already and get the job done right.

And no, the 100% chance to -1 target slot would not be any less useless than any of the other ewar types. But the point is that ewar should be the rock/paper/scissors. Guns is guns is guns. They can be balanced, but there's only so much you can do. But if people started bringing brutix fleets because they were the most effective ship in the game at shutting down drake fleets, we'd be on to something. And a brutix/cane mixed fleet should always beat an equal number of drakes. (maybe even give all T1 ships a small racial ewar bonus once rock/paper/scissors is established?)

Only way I see that happening without completely starting over from scratch is through ewar. Yes, weapons probably still need to be adjusted a little more, but I don't think that is the key to a more permanent solution.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

War Kitten
Panda McLegion
#22 - 2011-12-16 01:40:22 UTC
mkint wrote:

And no, the 100% chance to -1 target slot would not be any less useless than any of the other ewar types.


You're right, it would be far more useless.

You devote 5 slots to remove 5 of my targeting slots. I can target 6 things. You have wasted 5 slots and I can still kill you just as easily as before.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Cryten Jones
Advantage Inc
#23 - 2011-12-16 01:47:56 UTC
Ranger 1 wrote:
I'd still like to see Hybrids redesigned.

Blasters = Slow rate of fire, HUGE alpha.
Rails = Very high rate of fire, low alpha, good DPS.

Basically the exact opposite of Auto Cannon and Artillery.

For mobility:

Higher acceleration.


For defense 2 possibilities come to mind.

Hyper small sig radius (explained by their more "organic" lines)
Structure tanking that isn't actually a joke. Smile



This! If you get in close enough to fire your blasters our target should be in BIG trouble fast. You take incoming fire all the way in and that risk should be rewarded with a massive alpha strike.

-CJ
Hicksimus
Torgue
#24 - 2011-12-16 02:23:06 UTC
Are you guys suggesting that there are ships other than the Abaddon, Drake, Hurricane and Falcon? I see something at range but it's too small and has no sig radius it looks like it's projecting something at them to make them invulnerable....

Really though this Gallente buff has been a good start(a bit weak)and some suggestions in this thread really should be taken seriously if not for balance then for the sake of variety.

Recruitment Officer: What type of a pilot are you? Me: I've been described as a Ray Charles with Parkinsons and a drinking problem.

Herr Wilkus
Aggressive Salvage Services LLC
#25 - 2011-12-16 02:35:20 UTC
Hungry Eyes wrote:
Just wondering what's on the drawing board. You buffed hybrids a little bit, but most Gallente ships and their bonuses are still messed up. things to address:


Uh, I don't think you were paying attention.

All Gallente ships were buffed in both speed and agility.

If you weren't so busy whining, you might have noticed.

And all races have wasted bonuses. Gallente isn't special in this respect.

Minmatar alone:

Typhoon = Large Proj ROF bonus wasted 95% of the time, since it became 5/5 instead of 4/4.
Bellicose/Recons = TP is LOL, Huginn Heavy Missile/Projectile bonus + split Turrets with 3 Lows is LOL.
Scimitar - tracking links FTL
Mastodon/Prowler - Active Tanking?







Kaylyis
The Scope
Gallente Federation
#26 - 2011-12-16 02:56:48 UTC
Herr Wilkus wrote:


Uh, I don't think you were paying attention.

All Gallente ships were buffed in both speed and agility.



Speed boost and agility are nice. Still cannot catch targets for blaster love and hugs is the point I believe, amongst other things.

Yes we got a speed boost.

No, it wasn't enough to get us into engagement range with blasters before we pop. The main ***** about gallente is the supposed focus on blasters.

that and Gallente EWAR ship bonuses got nerfed to **** before i even started playing, but that happened so long ago I only think a few people remember it.
mkint
#27 - 2011-12-16 03:00:37 UTC  |  Edited by: mkint
War Kitten wrote:
mkint wrote:

And no, the 100% chance to -1 target slot would not be any less useless than any of the other ewar types.


You're right, it would be far more useless.

You devote 5 slots to remove 5 of my targeting slots. I can target 6 things. You have wasted 5 slots and I can still kill you just as easily as before.

And how exactly do target painter modules remove 6 or more ships from a fight single handedly with a single boat?

How many tracking enhancers do you need on a single target to be invulnerable from attack?

How many damps boats do you need in a fleet to completely shut down an opposing fleet?

So, maybe T2 ECM should be -2 targets (most ewar that's ever useful on any target due to stacking penalties is 4 or 5.) But ECM is broken. It's unbalanced and that it remains the way it is in the game is a major sign of dev incompetence. And arguing "omg, my ECM solopwnmobile might no longer be all-poweful" is the most incompetent argument you can make in favor of it.

edit: but this isn't a 'nerf ecm' thread... this is a 'balance the races' thread. Back on topic, does anyone else think the core of the balancing should be focused on the rock/paper/scissors ewar philosophy? Or what kinds of ewar vs guns changes would need to happen to balance the races?

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

JamesCLK
#28 - 2011-12-16 03:29:36 UTC  |  Edited by: JamesCLK
mkint makes a good point on the ECM; "because of falcon" exists for a reason.
Moving the "I'll spin a coin and if it's a heads, you're jammed - oh and I get to flick the coin while it's spinning" to a "I declare my ECM on you" system is a good thing. All other forms of ewarfare are all guarenteed to do what it says on the box.
Most ships don't have 10 target slots either.

As for balancing the races...
I'm going to jump on the bandwagon with the rock/paper/scissors ewar suggestion.
Every race has two kinds of ewarfare though (one offensive, one practical), so maybe we're talking about a two handed rock/paper/scissors scenario.
As a reminder:
- Amarr have capacitor warfare and tracking disruption.
- Gallente have interdiction (points) and sensor dampeners.
- Minmatar have Target Painting and Webbing.

- Caldari have ECM and... well... would you look at that; they don't have a secondary ewarfare type! HERECY!
What could be done about this if the current ECM was changed to be inline with the rest of the ewar forms?

-- -.-- / -.-. .-.. --- -. . / .. ... / - --- --- / . -..- .--. . -. ... .. ...- . / - --- / ..- -. -.. --- -.-. -.- / ... - --- .--. / .--. .-.. . .- ... . / ... . -. -.. / .... . .-.. .--. / ... - --- .--.

mkint
#29 - 2011-12-16 03:38:59 UTC  |  Edited by: mkint
JamesCLK wrote:
mkint makes a good point on the ECM; "because of falcon" exists for a reason.
Moving the "I'll spin a coin and if it's a heads, you're jammed - oh and I get to flick the coin while it's spinning" to a "I declare my ECM on you" system is a good thing. All other forms of ewarfare are all guarenteed to do what it says on the box.
Most ships don't have 10 target slots either.

As for balancing the races...
I'm going to jump on the bandwagon with the rock/paper/scissors ewar suggestion.
Every race has two kinds of ewarfare though (one offensive, one practical), so maybe we're talking about a two handed rock/paper/scissors scenario.
As a reminder:
- Amarr have capacitor warfare and tracking disruption.
- Gallente have interdiction (points) and sensor dampeners.
- Minmatar have Target Painting and Webbing.

- Caldari have ECM and... well... would you look at that; they don't have a secondary ewarfare type! HERECY!
What could be done about this if the current ECM was changed to be inline with the rest of the ewar forms?

Yeah, the secondary ewar for caldari... The technical description for that would be "a toughy." Granted, according to my initial idea, secondary ewars would need to be shuffled around between races to make more sense... maybe something that affected the target's weapons, like reduce the targets rate of fire or alpha or something? Would also make an interesting counter to minmatar alpha fleets (caldari primary ewar vs gallente, secondary vs minmatar to make the rock/paper/scissors work out.)

edit:
proposed ewar rock/paper/scissors changeup (that would p!ss off a whole lotta people until they realized it makes more sense)

gallente - damps (caldari) neuts/vamps (amarr)
caldari - ECM (gallente) webs (minmatar)
amarr - tracks (minmatar) scrams (gallente)
minmatar - paints (amarr) ??? (caldari)

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Ranger 1
Ranger Corp
Vae. Victis.
#30 - 2011-12-16 03:44:35 UTC  |  Edited by: Ranger 1
As a side note, does one else think that in general:

Gallante EW should be centered around webs (web range bonus) to allow getting in close (with a side order of low sig radius).
Caldari EW should be Target Painters to help with Missile damage and give Rails a bigger target.
Amarr EW should be Sensor Dampners to leverage their excellent short range weapons and level the field for long range.
Minmatar EW should be Tracking Disrupters to leverage their excellent speed.

... and standard ECM to be done away with completely.

Eh, maybe that's just crazy talk.

Edit: Sorry, got distracted and took a while to actually post this one. I see in the meantime this is already being touched on in various ways.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Grimpak
Aliastra
Gallente Federation
#31 - 2011-12-16 03:54:19 UTC
mkint wrote:
War Kitten wrote:
mkint wrote:

And no, the 100% chance to -1 target slot would not be any less useless than any of the other ewar types.


You're right, it would be far more useless.

You devote 5 slots to remove 5 of my targeting slots. I can target 6 things. You have wasted 5 slots and I can still kill you just as easily as before.

And how exactly do target painter modules remove 6 or more ships from a fight single handedly with a single boat?

How many tracking enhancers do you need on a single target to be invulnerable from attack?

How many damps boats do you need in a fleet to completely shut down an opposing fleet?

So, maybe T2 ECM should be -2 targets (most ewar that's ever useful on any target due to stacking penalties is 4 or 5.) But ECM is broken. It's unbalanced and that it remains the way it is in the game is a major sign of dev incompetence. And arguing "omg, my ECM solopwnmobile might no longer be all-poweful" is the most incompetent argument you can make in favor of it.

edit: but this isn't a 'nerf ecm' thread... this is a 'balance the races' thread. Back on topic, does anyone else think the core of the balancing should be focused on the rock/paper/scissors ewar philosophy? Or what kinds of ewar vs guns changes would need to happen to balance the races?


FYI the work needed to rebalance ECM so that it remains competitive in today's gameplay (no, your proposition would make it even worse than TP's) is, by far, too much for the benefits it would bring to the game as a whole. ECM brings the role of force multiplier to the game and in that role it is perfectly balanced. The ECM, as a concept however, is what makes it somewhat overwpowered.

As it is, nerfing str on them would make them too weak, you can't increase their range, and nerfing their range even further would make them impossible to use.

the only two ways to make ECM more bearable are either boosting the other ewar forms, or removing ECM from the game entirely. Besides that, it's a mechanic that works exactly as it says in the box.

[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

Midori Tsu
Evolution
Northern Coalition.
#32 - 2011-12-16 04:00:09 UTC
The amount of dumb in this thread is astounding.

The OP does bring up some fine points, but he's wrong on some of them.

The Talos is the only not being used, due to having to be at 0 and no tank, you might as well just get a Brutix.

250mm rails do hae a slight problem, but not as big as your making it out to be.
mkint
#33 - 2011-12-16 04:15:35 UTC
Grimpak wrote:
. ECM brings the role of force multiplier to the game and in that role it is perfectly balanced.

And by this, you mean "omg, my wtfsolopwnmobile will be balanced in line with the other ships! no way!"

Actually, I'm not particularly against 1 ewar ship shutting down multiple targets (i.e. force multiplication). The reason I'm particularly against ECM as it exists is because it's not balanced. No other race has a force multiplier at all if judged by the same standards. No other race has an ewar where the only defense of against it can completely fail to do it's job. No other race has an ewar where the mere threat of the possibility of encountering that ewar forces the defenders to decide if they will waste a slot on a defensive module that doesn't really do anything. And finally, ECM kills opportunities for creative fleet compositions and tactics (and rock/paper/scissors.)

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Hungry Eyes
Imperial Academy
Amarr Empire
#34 - 2011-12-16 04:45:07 UTC  |  Edited by: Hungry Eyes
Midori Tsu wrote:
The amount of dumb in this thread is astounding.

The OP does bring up some fine points, but he's wrong on some of them.

The Talos is the only not being used, due to having to be at 0 and no tank, you might as well just get a Brutix.

250mm rails do hae a slight problem, but not as big as your making it out to be.



well at this point im going to have to request some metrics. both the Talos and medium rails are not getting significant kills from what ive seen anyways. there's no reason to use anything over the Tornado's alpha and Oracle's dps.

the problem is essentially the same: why fly anything other than Canes and Drakes?
Valtis Thermalion
Caldari Provisions
Caldari State
#35 - 2011-12-16 05:03:54 UTC
Problem with the ECM is that it's tied to rng and there is very little you can do yourself to influence whether or not you get jammed. ECCM of course helps you, but it has the problem that it's very difficult to get the feeling whether it's working or not - with sensor boosters you can see immediate increase in your targeting range for example, but with ECCM you don't get any notifications when it successfully helped you to resist incoming ECM. Probably a lot of the hate the ECM receives is due to the fact that the target feels out of control of the situation, that he\she is essentially the victim of the rng and all they can do is hope that they aren't jammed.

As I just spent 5 minutes thinking about this, I feel confident on proposing the following: Change the mechanics to such that instead of rolling the dice to see if target is jammed, the time you are jammed depends on target's sensor strength and total (stacking penalized) jamming strength on the target.

Jam time in seconds = 20*jam strength / sensor strength (or whatever time is appropriate, 20 seconds is just the current one)

Obviously this would require rebalancing jammer strength. Jammed target could also receive a boost to their scan resolution after the jam timer ends so that they can actually lock something in between jam cycles, especially if they are larger vessels like battleships or even capitals. Additionally, you could always throw in maximum time for jam cycle to prevent permajamming.

Various good sides compared to current systems are that it would be predictable and make any plans against it (or using it) easier vs hoping that the rng gods are favorable to you today. It would also make ECCM feel more useful as you could easily see it working. Stacking penalties would be easier to implement than on current change-based system. Also, ECM would still be a force multiplier, vastly reducing incoming dps from heavier ships.
Bienator II
madmen of the skies
#36 - 2011-12-16 05:15:15 UTC  |  Edited by: Bienator II
Hungry Eyes wrote:

the problem is essentially the same: why fly anything other than Canes and Drakes?

for the same reason why you probably don't want to play a singleplayer game in easy mode, aimbots and wallhacks?

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Hofbrau Dunkel
Investtan Inc.
The Republic.
#37 - 2011-12-16 05:15:23 UTC  |  Edited by: Hofbrau Dunkel
.
Hofbrau Dunkel
Investtan Inc.
The Republic.
#38 - 2011-12-16 05:15:50 UTC
Ranger 1 wrote:
I'd still like to see Hybrids redesigned.

Blasters = Slow rate of fire, HUGE alpha.


Making close range weapons have a slow RoF is a bad idea, high transversal will wreak havoc on low RoF weapons much more than high RoF weapons.

Any proposals calling for an entire overhaul of all racial bonuses are never going to be considered, so don't bother with them. On the EWAR front, I have a couple of specific proposals to help balance out the racial EWAR:

1) Make ECM's beak locks only instead of breaking locks and preventing relocking for a period of time.

2) Make signal distortion amplifiers increase the range and effectiveness of all EWAR (ECM, damps, target painting and tracking disruptors). Currently ECM is the only form of EWAR that can fit a module to improve its effectiveness. This need to be changed.

3) Increase the base optimal range of all EWAR (ECM, damps, target painting and tracking disruptors) and/or give all dedicated ewar ships a boost to their racial EWAR optimal range. The problem with most EWAR platforms is that they are paper thin, which goes double for electronic attack frigs, but the base optimal range of their respective EWAR usually means fighting in the kill zone of most weapons.


I believe neuts, webs and scrams are well balanced and should be left as is, although it wouldn't hurt to give a few more gallente ships a web range or web strength bonus.
Grimpak
Aliastra
Gallente Federation
#39 - 2011-12-16 12:30:08 UTC  |  Edited by: Grimpak
mkint wrote:
Grimpak wrote:
. ECM brings the role of force multiplier to the game and in that role it is perfectly balanced.

And by this, you mean "omg, my wtfsolopwnmobile will be balanced in line with the other ships! no way!"

Actually, I'm not particularly against 1 ewar ship shutting down multiple targets (i.e. force multiplication). The reason I'm particularly against ECM as it exists is because it's not balanced. No other race has a force multiplier at all if judged by the same standards. No other race has an ewar where the only defense of against it can completely fail to do it's job. No other race has an ewar where the mere threat of the possibility of encountering that ewar forces the defenders to decide if they will waste a slot on a defensive module that doesn't really do anything. And finally, ECM kills opportunities for creative fleet compositions and tactics (and rock/paper/scissors.)



by that I mean that is perfectly balanced in the role that is supposed to occupy, which is being a force multiplier.



the design itself however, is ovepowered, and unfortunately, beyond removing it or making it totally useless. any change that you might impart on them will either bring no significant change, or make them too good or too bad. ECM is pretty much a "yes/no" type of tool with random probabilities of hitting "yes" or "no". Basically a force multiplier attack of the denial type.

make it hit too much on "yes" and it becomes OP. make it hit too much on "no" and it becomes useless, and keeping with this design there is really no other way to balance it any further. So in the end, you either remove it, or rework the mechanic from the ground into something totally different that it is today. And in keeping the "denial attack" we would hit on this very issue yet again, because people don't like to be locked out of a fight, so in the end we would have wasted dev developing time to reach the same conclusion we have nowadays.


your solution, posted on another post, would totally remove the "force multiplier" role of ECM, making it a hindrance no bigger than a TP, since you would need to focus all your ewar in a single ship, and make it totally useless vs ships like logis that can lock 10 targets. And "creative fleet composition and tactics" is a bit relative. It is possible to make a creative fleet with ECM, that can beat a bigger fleet with no way to counter it, and that's what ECM is supposed to do.

[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

SmegB
Almost Dangerous
Wolves Amongst Strangers
#40 - 2011-12-16 13:32:13 UTC
as far as balancing goes gallante for short range can do some crazy damage argueably best in game. Proteus SICK blaster dmg. MEGA OMG DMG only thing is they last a good battle cruiser myrm good tank decent dmg brutix good dmg decent tank. people tend to use BCs more in pvp so thats why gallante doesnt make the list.