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Player Features and Ideas Discussion

 
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Simple Turret Tiericide

Author
Ravasta Helugo
Republic University
Minmatar Republic
#1 - 2015-03-10 23:40:41 UTC  |  Edited by: Ravasta Helugo
Too often, Tier III turret systems are the default, objectively best choice. The minor tracking and fitting bonuses given to Tier I and II turrets are insufficient to encourage their use, and I think that this should be addressed. I've seen one or two threads recently trying to address the imbalance of usefulness between Tier I, II and III turrets. They tend to be very complex, and hard to implement, balance or both. My idea is very simple:

Quote:

  • Tier I turrets should have 2x the Signature Resolution of their smaller, co-named counterparts. Tier I turrets should have 50% of the Tracking of their smaller, co-named counterparts. Damage unchanged. Range unchanged.

-For small turrets, who have no smaller counterpart, a level of Signature Resolution and Tracking that makes them reliable counters to sig tanking frigates is what I suggest.


  • Tier II turrets should have a Signature Resolution and Tracking that is the midpoint between the Tier I and Tier III turrets. Damage unchanged. Range unchanged.


  • Tier III turrets will remain unchanged.



For example, this:
"Current Dual Heavy Pulse Laser II" wrote:

Tracking: 0.0375 rad/sec
Signature Resolution: 400 m
Range: 21.60/6 km (Optimal/Falloff)
Damage: .4x/sec


Would become this:
"Proposed Dual Heavy Pulse Laser II" wrote:

Tracking: 0.040625 rad/sec
Signature Resolution: 250 m
Range: 21.60/6 km (Optimal/Falloff)
Damage: .4x/sec

These stats were generated by taking the Heavy Pulse Laser II medium turret and cutting it's tracking and signature resolution by half. The result is a significant buff to application (without rendering the smaller weapon system obsolete).

Now compare this with the top tier weapon system:
"Mega Pulse Laser II " wrote:

Tracking: 0.03375 rad/sec
Signature Resolution: 400 m
Range: 24/8 km (Optimal/Falloff)
Damage: .45x/sec


This is a much better balance between the two weapon systems. One is able to strike smaller, quicker targets more often, but the other deals 12.5% more damage at 20% greater range.

This will set up a clear benefit to using Tier I and II turrets: Application, particularly against smaller targets, increases as Range and Damage decrease. And they increase in a way that is substantial to still make them worthy of consideration, depending on your intended or anticipated foe.

What do you guys think?
Ravasta Helugo
Republic University
Minmatar Republic
#2 - 2015-03-11 00:29:17 UTC
I've edited the OP at least six times now, but this is the final draft, I swear it!
Bullet Therapist
FT Cold Corporation
#3 - 2015-03-11 00:38:00 UTC
I'd like to see more use of the 'smaller' varieties of some classes of turrets as well, but the statement that they're never used is inaccurate. 200mm rails, 220mm autos, Ion blasters, and gatling pulse lasers are all in widespread use. Not sure if you meant to be literal or were just making a point, but smaller sized guns are definately being used.
Nevyn Auscent
Broke Sauce
#4 - 2015-03-11 01:49:56 UTC
You won't see Tachs on most Amarr BS because they simply don't fit. The fitting has been 'buffed' because the requirements on some of them were & still are obscene.
That said, I have no issues with this idea anyway, but lets not get carried away on the back story,
Ravasta Helugo
Republic University
Minmatar Republic
#5 - 2015-03-11 01:53:56 UTC  |  Edited by: Ravasta Helugo
Good point taken, both of you. Snipping back story so the focus can be on proposed changes.

EDIT: Better?
Bullet Therapist
FT Cold Corporation
#6 - 2015-03-11 08:45:56 UTC
Ravasta Helugo wrote:
Good point taken, both of you. Snipping back story so the focus can be on proposed changes.

EDIT: Better?


Yeah, much more to the point.

Something else you might want to think about is how CCP views the smaller sized weapons. My personal interpretation of the various turret sizes and fitting requirements is that the devs weigh the fitting advantages of the lighter varieties quite heavily against their DPS, application, projection, and cap use. As such, is the trade-off currently tuned correctly or not? I know that a lot of people have the go big or go home philosophy for weapon tiers, and others are more willing to accept less dps and range as a compromise for more tank, dual prop etc.

I'd be very interested to see some data on usage metrics, and now that it's been brought up, I think i might take a deeper look at this myself.
Ravasta Helugo
Republic University
Minmatar Republic
#7 - 2015-03-11 12:54:04 UTC
Bullet Therapist wrote:
Ravasta Helugo wrote:
Good point taken, both of you. Snipping back story so the focus can be on proposed changes.

EDIT: Better?


Yeah, much more to the point.

Something else you might want to think about is how CCP views the smaller sized weapons. My personal interpretation of the various turret sizes and fitting requirements is that the devs weigh the fitting advantages of the lighter varieties quite heavily against their DPS, application, projection, and cap use. As such, is the trade-off currently tuned correctly or not? I know that a lot of people have the go big or go home philosophy for weapon tiers, and others are more willing to accept less dps and range as a compromise for more tank, dual prop etc.

I'd be very interested to see some data on usage metrics, and now that it's been brought up, I think i might take a deeper look at this myself.

It's going to come down to usage metrics. Control for mission runners (if possible) and then see just how much damage is being dealt by the lower tier weapons in each class.

I suspect that usage is very low, and that for every exception there are a dozen proofs of the rule.
LT Alter
Ryba.
White Squall.
#8 - 2015-03-11 15:26:21 UTC  |  Edited by: LT Alter
They do have advantages over each other, especially based on tracking and fitting. For instance when I solo pvp with my hyperion I sometimes put electrons on even when I can fit ions or neutrons. Simply because they track so much better allowing me to fight smaller ships.

There is a good balance to this, fitting lower tier guns lets you fit more utility, apply more damage to smaller enemy ships, however you sacrifice total potential damage, and reduce your range.
Alexei Stryker
Council of Stellar Erections
#9 - 2015-03-11 15:53:36 UTC
I was like what? Turrets have Tiers? They are classified in Meta levels.
Like "Dual Heavy Modulated Pulse Energy Beam I" is Tech 1 Meta 4
Dual Heavy Pulse Laser II is T2 Meta 5
Ahremen's Modified Mega Pulse Laser is T1 Meta 14

Sure... Meta 1 to Meta 3 are useless most of the time. Thier benefits lies mostly on thier lower fitting requirements.

Or you mean the different weapon classes in a weapon size category. Like 125mm Gatling AutoCannon, 150mm Light AutoCannon and 200mm AutoCannon.
If that is the case, your proposed idea does not work very well, because several Turrets does not have 3 different classes.
Those are Medium Pulse Lasers, Large Pulse LAsers, Small Beam Lasers, Small Artillery, Medium Artillery, Large Artillery and all Capital Turrets.

But... I like the idea of lowering thier sig radius though. The Dual 425mm AutoCannons should have about double the sig radius of a 425mm AutoCannon for example. Current radius is 400, this should be around 250 and 300 instead.
Leyete Wulf
Caldari Provisions
Caldari State
#10 - 2015-03-11 16:17:37 UTC
I like the premise but as has been stated the fitting differences and cap use where relevant are also big factors in the guns I fit. The balancing needs to margin across all of those.
JoeSomebody
Hungry Moonz Klan
#11 - 2015-03-11 22:17:08 UTC
I would even go as far as to make "dual" turrets to actually be dual. I.e. a medium dual turret would use ammo, damage, resolution and range/falloff of a small turret, while having medium size fitting requirement and an increased rate of fire (probably 20-30% more than a small counterpart - adjust as needed for balance). Effectively it's a turret variant of the rapid missile launcher.
Harvey James
The Sengoku Legacy
#12 - 2015-03-11 23:29:25 UTC
i would go down the route of double the RoF per extra gun, but with drawbacks being lower alpha and dps overall
lower sig res by maybe 50 or 60, i think lower sig guns are more OP than the equivalent missiles could ever be.
lower ammo clips, lower fittings, increased tracking and reduced range.

+Pros/ - Cons
+higher RoF/ - lower overall dps
+better tracking/ -shorter range
+ lower sig res
+lower fittings/ - lower clip sizes

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