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What's up with Target Painters?

Author
Joe Risalo
State War Academy
Caldari State
#1 - 2014-12-07 18:22:44 UTC
So, I've always wondered why target painters had optimal and falloff range...

When it comes to TP's they're pretty much required on a missile boat if you want to be effective with anything more than precision ammo.

However, the optimal and falloff actually leads to situations where they're not useful beyond a certain range, which hinders missiles even more than flight time already does...
Now, it takes forever to hit a target, and beyond a certain range, they're not even that helpful.

Take a Golem for example..
A target painter with all skills lvl 5 is 45+90...

Sure, they help at a Golem's max range, but barely at all.


My proposal..

Give Target Painters a flat max range and the allow skills to buff that max range.
Now, you can balance TP's based on cap/fitting/range, as range doesn't seem to be a factor, currently.

With this, I will now be able to hit targets with acceptable damage at long range, instead of 45km being my max efficiency with long range missiles.
Iain Cariaba
#2 - 2014-12-07 18:55:57 UTC  |  Edited by: Iain Cariaba
Because a target painter is just a large laser pointer, and even in space, lased light is subject to dispersion.

Because, you know, physics and stuff.
Joe Risalo
State War Academy
Caldari State
#3 - 2014-12-07 19:26:29 UTC
Iain Cariaba wrote:
Because a target painter is just a large laser pointer, and even in space, lased light is subject to dispersion.

Because, you know, physics and stuff.



A projectile fired in space would continue on its trajectory and the same velocity until acted upon by another force.

A missile and/or craft in space would continue to gain velocity as long as the thrusters were still engaged, unless acted upon by another force.

Asteroids orbit planets and solar systems at thousands, if not hundreds of thousands of miles per hour.

Getting withing 100kms from a Sun would likely be your death.

Ships have no need to make banked turns in space.

Thrusters would be required on the front and sides of your ship in order to stop and make turns.

There is no sound in space.
No fire in space.
Size does not determine velocity or mobility in space.
Weight is a non-factor in space travel.
Larger ships = larger thrusters = equals faster acceleration = faster velocity in space.

You know, physics and stuff...

it's probably best to leave physics out of the equation when talking about Eve.

Besides, in space there is no atmosphere, which is the leading cause of light dispersion.
This is why we can see distant stars from earth, but can't see a flash light past a certain distance.
So, I'd say you're likely on the wrong end of the physics debate....
Iain Cariaba
#4 - 2014-12-07 19:54:28 UTC
Note that the way almost everything works in EvE is entirely logical for a fluidic system.

Because, you know, physics and stuff.
Joe Risalo
State War Academy
Caldari State
#5 - 2014-12-07 19:57:06 UTC
Iain Cariaba wrote:
Note that the way almost everything works in EvE is entirely logical for a fluidic system.

Because, you know, physics and stuff.



I highlighted the part that aids me on my point...
Iain Cariaba
#6 - 2014-12-07 20:23:17 UTC
Joe Risalo wrote:
Iain Cariaba wrote:
Note that the way almost everything works in EvE is entirely logical for a fluidic system.

Because, you know, physics and stuff.



I highlighted the part that aids me on my point...

Right, so the maybe five or six things that don't fall in there, when compared to everything else that does, validates your point? Sorry, but that's like saying only mammals live in the ocean because dolphins, whales, seals, and such live in it. The logic doesn't work.
Joe Risalo
State War Academy
Caldari State
#7 - 2014-12-07 20:27:57 UTC
Iain Cariaba wrote:
Joe Risalo wrote:
Iain Cariaba wrote:
Note that the way almost everything works in EvE is entirely logical for a fluidic system.

Because, you know, physics and stuff.



I highlighted the part that aids me on my point...

Right, so the maybe five or six things that don't fall in there, when compared to everything else that does, validates your point? Sorry, but that's like saying only mammals live in the ocean because dolphins, whales, seals, and such live in it. The logic doesn't work.


I have no idea what you're trying to say, nor where you're going with your point...

in no way has your argument invalidated my proposal, nor has it expressed why it isn't viable.

It seems to me that you've basically found a fancy way to say "No, cause it is the way it is".
Catherine Laartii
Doomheim
#8 - 2014-12-07 20:52:57 UTC  |  Edited by: Catherine Laartii
I would like to point out that my support for this comes not from a balance standpoint, but that I agree completely that having a low-powered laser that can have a very, very long optimal is a very silly thing NOT to have.

Currently IRL, there is a small reflector dish on the moon. This is because there is a laser being pointed at said dish from earth by astronomers to measure the rate at which the moon is pulling away from the earth (very slowly, mind you). Not only are their measurements accurate, but the laser itself has to hit a dish not much bigger than the desk your computer is sitting on right now. For some perspective, the moon varies between 360,000 and 400,000km away from the earth.

So this notion that somehow an advanced spaceship-based target painter in the advanced spaceship-based future somehow can't break a 100km optimal is not only ludicrous, it's some of the worst example of gameplay over physics in the game, and laughably so. I support this change on the grounds that i don't want to have to facepalm every time someone makes an argument AGAINST increasing Target Painter range.
Alvatore DiMarco
Capricious Endeavours Ltd
#9 - 2014-12-07 21:02:02 UTC
Joe Risalo wrote:
Iain Cariaba wrote:
Because a target painter is just a large laser pointer, and even in space, lased light is subject to dispersion.

Because, you know, physics and stuff.



A projectile fired in space would continue on its trajectory and the same velocity until acted upon by another force.

A missile and/or craft in space would continue to gain velocity as long as the thrusters were still engaged, unless acted upon by another force.

Asteroids orbit planets and solar systems at thousands, if not hundreds of thousands of miles per hour.

Getting withing 100kms from a Sun would likely be your death.

Ships have no need to make banked turns in space.

Thrusters would be required on the front and sides of your ship in order to stop and make turns.

There is no sound in space.
No fire in space.
Size does not determine velocity or mobility in space.
Weight is a non-factor in space travel.
Larger ships = larger thrusters = equals faster acceleration = faster velocity in space.

You know, physics and stuff...

it's probably best to leave physics out of the equation when talking about Eve.

Besides, in space there is no atmosphere, which is the leading cause of light dispersion.
This is why we can see distant stars from earth, but can't see a flash light past a certain distance.
So, I'd say you're likely on the wrong end of the physics debate....



  • There is nothing to suggest that projectiles in EVE do not act this way, with the exception of blasters which have a clearly-stated reason to their limitation.
  • There is no reason to believe that missiles do not act this way, and a ships do not operate this way because the game would be somewhere between unplayable and impossible to balance.
  • Things in EVE do not orbit for two main reasons: The hardware would not be able to handle simulating the movement of thousands of planets, their POCOS, their moons, the POSes anchored in orbit around those moons... The other reason is that it would make bookmarks nigh useless.
  • Getting within 100km of a star today would be your death, but we know nothing of hull, plating and shielding technologies 20,000+ years in the future. The game says you can do it so I'm going to go ahead with "in EVE it's possible."
  • Ships make banked turns in space because we use a fluid dynamics model instead of a newtonian model for our physics. Planes also make banked turns in the air and nautical vessels also bank somewhat when they turn, so there's that. This is one of those "playability and fun trumps realism" times.
  • The lore handled this one many years ago - EVE acknowledges that there is no sound in space, however our pods are fitted with equipment that is able to synthesize the sounds we would hear if there were sound in space. The Jovians saw to that when designing the hydrostatic pod for their own use.
  • There would be fire in space if it were burning in an oxygenated environment and that burning oxygen were escaping through some manner of opening into space.
  • Size doesn't, but power-to-mass ratio does.
  • Specific weight isn't, but mass is.
  • Larger ships = larger mass. Larger mass = more power required to accelerate. Huge engines doesn't always mean proportionately higher power - we don't know how much thrust is actually produced by the engines on an Ark or Leviathan and the engines on an Orca are actually pretty small relative to the size of the ship.


If you really want to be completely daft about the matter, then I'll just lay it out bluntly:

Target painters have a falloff distance for the same reason that ECM, Sensor dampers and all other things do: Game Balance.

Additionally, you seem to be one of the many that believe Target Painters are primarily for missiles. While they are extremely useful for missiles (to the point that a missile boat or two have painter bonuses), they are in fact primarily for turrets (specifically projectiles that always operate in falloff). Webs are much more effective when using missiles, as they keep the target from outrunning the missile's explosion velocity.
Iain Cariaba
#10 - 2014-12-07 21:12:09 UTC
Catherine Laartii wrote:
I would like to point out that my support for this comes not from a balance standpoint, but that I agree completely that having a low-powered laser that can have a very, very long optimal is a very silly thing NOT to have.

Currently IRL, there is a small reflector dish on the moon. This is because there is a laser being pointed at said dish from earth by astronomers to measure the rate at which the moon is pulling away from the earth (very slowly, mind you). Not only are their measurements accurate, but the laser itself has to hit a dish not much bigger than the desk your computer is sitting on right now. For some perspective, the moon varies between 360,000 and 400,000km away from the earth.

So this notion that somehow an advanced spaceship-based target painter in the advanced spaceship-based future somehow can't break a 100km optimal is not only ludicrous, it's some of the worst example of gameplay over physics in the game, and laughably so. I support this change on the grounds that i don't want to have to facepalm every time someone makes an argument AGAINST increasing Target Painter range.

Yet the game uses fluidic physics for the way ships behave and the way every single active module works. Yes, there is a laser pointing 400,000km to the moon in reality, yet as Joe pointed out, this does not happen in game.

For you, Joe, let me put this in simple terms so you can understand it. Target painters work the way they do because that is how CCP designed them to work. In fact, all offensive modules behave as if they were being used in a liquid. Guns that fire projectiles have falloff, pretty much the projectile slowing down and losing its punch. High power lasers, read turrets, have falloff, pretty much the beam dispersing into the environment, losing its punch. Missiles will travel at their max velocity until they run out of propellant, at which point they simply stop, not having enough mass to keep going for a while like ships do. Besides, all ewar modules have optimal ranges and , why should the target painter be a special snowflake simply because it has a red line to connect you to your target?
Donnachadh
United Allegiance of Undesirables
#11 - 2014-12-07 21:19:11 UTC  |  Edited by: Donnachadh
I am going to step into this one say you are both right to some degree. Real physics is ignored on some things in EVE, yet on others the game seems to follow the laws of physics. Here are a few examples.

To the OP and target painters first. Light is affect by the inverse square law and that applies even in space, link below with a more complete explanation.
Essentially what this means is that every time you double the distance light travels you decrease it's intensity by a factor of 4.
So even in real world physics the optimal range and fall off of the target painters makes sense as a less computationally intense way of accounting for this inverse square law.
Now to the deal with the laser pointed at the moon. It is this inverse square law that allows them to accurately calculate the distance between the earth and our moon.
http://en.wikipedia.org/wiki/Inverse-square_law

Projectile weapons in space, because of the recoil affect it is hard to see how these are even possible in space. The Missouri class of battle ships in WW2 were over 700 feet long and weight more than 70,000 tons and even with the waters resistance to movement they would be driven more than 9 feet sideways if they fired a full broadside. And those were only 16" guns (a mere 406mm), imagine the forces applied if a full broadside of 1400mm (that's more than 55" folks) needed to be countered. I can think of one way to do this but in a fleet environment it would not be practical as your fleet mates may not like you shooting at them.

Staying with projectiles, there would be no such thing as optimal and fall off. Once filed the projectile would continue it's same course and speed essentially forever, or until it hit something or was redirected by a gravitational field. Even after a distance of 100,000 of thousands of kilometers when it did hit something it would deliver the same amount of energy it had just a few feet out of the muzzle end of the weapon.

So overall it is reall not a good thing to get to hung up on real world physics when you look at EVE, however as I stated in teh first part there is a real world physics reason to use as a base for the optimal range and fall off of the target painters and laser weapons.
Zan Shiro
Doomheim
#12 - 2014-12-07 22:42:12 UTC  |  Edited by: Zan Shiro
I sense, since looking at golem mention, this a pve based Idea. As op's name not ringing a bell from the AT fight that saw 2 golems take the match to 5 X tidi speedup and match win off points I saw this year....


Do you want really long range rapiers for web AND paint? Let me rephrase...do you want to deal with this when its not your side bringing them. My odd way to determine balance as its all fun and games being in a in potentially op setup until its used against you and you lack a counter at the time yourself.



That and as a missile user from time to time I always found to get more instant hit ability, as best as missiles can get it anyway, it was best to close the range to not have them fly as far. You move your ship half the flight time, its half the flight time your missiles fly.

By convenience, imo, a good range happens to be by TP optimal or the first couple crossover points of falloff of TP.
Lugh Crow-Slave
#13 - 2014-12-07 22:48:03 UTC
because you are trading better application for range that is way they are better closer. Turns out you can't have your cake and eat it.


However this would be a good idea for the metaside that they are doing make more powerful painters with a lower optimal and weaker (but still stronger then the base ones in fall off) ones with a longer optimal
Joe Risalo
State War Academy
Caldari State
#14 - 2014-12-07 23:04:45 UTC
Zan Shiro wrote:
I sense, since looking at golem mention, this a pve based Idea. As op's name not ringing a bell from the AT fight that saw 2 golems take the match to 5 X tidi speedup and match win off points I saw this year....


Do you want really long range rapiers for web AND paint? Let me rephrase...do you want to deal with this when its not your side bringing them. My odd way to determine balance as its all fun and games being in a in potentially op setup until its used against you and you lack a counter at the time yourself.



That and as a missile user from time to time I always found to get more instant hit ability, as best as missiles can get it anyway, it was best to close the range to not have them fly as far. You move your ship half the flight time, its half the flight time your missiles fly.

By convenience, imo, a good range happens to be by TP optimal or the first couple crossover points of falloff of TP.



This is more a general statement about the weakness that is missile travel time.
You shouldn't have to close range with long range missiles in order to be effective.
This defeats the purpose of using a long range weapon system.. however, this is beside the point...

If you take a turret boat and fit it with tracking mods and/or damage mods, it will increase effectiveness at all ranges.

Target painters only increase effectiveness up to a certain range.
Now, even with all skills lvl 5, you need at least 2 target painters in order for fury missiles to do more damage than precision, to a BS class vessel.

Missiles need more support for their long range variants. TPs and flight time negate the purpose of even having that range.
This is something CCP should really look into, in both cases.
Joe Risalo
State War Academy
Caldari State
#15 - 2014-12-07 23:22:14 UTC
Lugh Crow-Slave wrote:
because you are trading better application for range that is way they are better closer. Turns out you can't have your cake and eat it.


However this would be a good idea for the metaside that they are doing make more powerful painters with a lower optimal and weaker (but still stronger then the base ones in fall off) ones with a longer optimal



If optimal/falloff is still a factor, I would Opt to say that t2 is long range painting, with low falloff, at higher fitting and cap requirements.

Then you would balance the metas and t1 based off that.


That said though, missiles are designed to do equal damage across equal ranges. That and damage select are the only things they have going for them. TPs should support this, as they're the only module that aids in missile effectiveness.

Turrets can increase their range and efficiency with tracking comps and scripts.
So why is the module, that assists missiles in efficiency, designed in a way that suggests reducing range to target with a long range weapon system, in order for increased efficiency?

This would be like me telling a Tornado pilot that he's better off in brawling range with his arty cannons than he is at snip range...


I would also like to note that the long engagement time on missiles is why the Naga was made into a turret boat. If missiles are balanced at long range, then why did CCP change this ship to being a turret boat?
Might have something to do with long range missiles and their damage application(TP's) not being effective enough to fit on a glass cannon....
Arla Sarain
#16 - 2014-12-07 23:23:37 UTC
There are hulls with TP range bonuses.

Argument for this seems a bit one sided - "My missiles aren't doing perfect damage at 80km where I would expect them too and this should change so that my missiles would do perfect damage".
You ARE meant to have other ships to complement some things that your ship might lack.
Iain Cariaba
#17 - 2014-12-07 23:33:52 UTC
Joe Risalo wrote:
If you take a turret boat and fit it with tracking mods and/or damage mods, it will increase effectiveness at all ranges.

Target painters only increase effectiveness up to a certain range.
Now, even with all skills lvl 5, you need at least 2 target painters in order for fury missiles to do more damage than precision, to a BS class vessel.

First off, target painters are electronic warfare modules, not damage mods. Painters increase the target's signature radius, and while this does help some for missiles, target velocity is a much bigger factor in damage application than signature radius.
Joe Risalo
State War Academy
Caldari State
#18 - 2014-12-07 23:38:55 UTC
Arla Sarain wrote:
There are hulls with TP range bonuses.

Argument for this seems a bit one sided - "My missiles aren't doing perfect damage at 80km where I would expect them too and this should change so that my missiles would do perfect damage".
You ARE meant to have other ships to complement some things that your ship might lack.


This ignores that fact that turrets are capable of modifying long range effectiveness without the assistance of others, up to a certain extent.

Referring back to the Naga, Oracle, Talos, and Tornado as an example.
Again, the Naga was originally meant to be a missile boat, but was changed as it would be competitive enough compared to the other 3 designs... So now we have 2 hybrid boats that do basically the same thing...

Though I could easily say that if missile velocities were ramped up to have a much faster engagement time, the effective range of target painters would be a non-factor as missiles would be a whole lot more viable at range.
The Barghest is an example of this. Despite any shortcomings the barghest may have, the increased range effectiveness is a viable trade off for damage application...

I must also note that TP's aid short ranged missiles well, which are fairly well balanced even when factoring flight time, only due to engagement range.
This goes even more towards the point of saying that long range missiles don't seem to be intended for use outside of PVE.
Joe Risalo
State War Academy
Caldari State
#19 - 2014-12-07 23:46:27 UTC
Iain Cariaba wrote:
Joe Risalo wrote:
If you take a turret boat and fit it with tracking mods and/or damage mods, it will increase effectiveness at all ranges.

Target painters only increase effectiveness up to a certain range.
Now, even with all skills lvl 5, you need at least 2 target painters in order for fury missiles to do more damage than precision, to a BS class vessel.

First off, target painters are electronic warfare modules, not damage mods. Painters increase the target's signature radius, and while this does help some for missiles, target velocity is a much bigger factor in damage application than signature radius.


Not true... i still require target painters in order to increase missile effectiveness, even if i'm shooting at a BS that is sitting still.
Target velocity is less of a factor than signature, until you start reaching high speeds.

In the same case of using a BS, and MWD is the only thing effective at increasing their velocity enough to negate missile damage. However, the MWD increases sig, which counters the effect the MWD would have in the case of a BS.

When considering a frig, the damage negation through velocity is as intended, when factoring BS class missiles. This is no different than the effects on turrets.

However, the turret will hammer a frig sitting still with max potential force, while a missile will still require TPs.


Point is, TP's are a much more effective way of increasing damage application, unless you're facing a high velocity frig, which again, is as intended.
FireFrenzy
Cynosural Samurai
#20 - 2014-12-08 13:37:22 UTC
you mean there's golems that dont torp?

*is confused*

That said i dont particularly care about this one way or the other...
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