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Tempest

Author
Umino Iruka
#1 - 2015-07-04 11:08:49 UTC  |  Edited by: Umino Iruka
It's true the Tempest/Tempest fleet issue needs some love, but just increasing the rate of fire bonus is not enough.

Tempest and Tempest fleet issue right now are just ******** twin brothers of the Machariel - less dps, no damage application bonus, less agility and less speed. The only thing in which Tempest fleet issue is slightly better than a Mach, is the shield/armor/hull amount - around 10% better than what Mach has.

So instead of the proposed changes, why don't you give Tempest a different role?

Minmatar ships are terribly lacking in decent artillery platforms (only Jaguar and Munin can be counted as such with bonuses to both tracking and OPTIMAL, and even they need a rework for the better.). You keep pushing falloff into minmatar hulls which is kinda understandable because of autocannons.

Artillery turrets are simply the worst weapon system in the game - sure, it doesn't spend any cap and can change damage type, but where ever you see a minmatar damage application bonus, you see falloff, so not only artillery does the shittiest dps in the game, but also has the shittiest tracking in the game, AND you get falloff where ever you want to fit them just to add that little extra chance to miss....this is really a ******** concept.

Tempest hulls already have enough powergrid to fit T2 1400mm turrets - something you don't see every day, but I guess that has more to do with having only 6 turret slots.


My idea here is:

First: remove missile hardpoints from Tempest hulls.
Second: nerf their drone bays down to 25Mbit/sec and 50m3

Tempest:

10% bonus to Large Projectile turret optimal range
10% bonus to Large Projectile turret rate of fire


Tempest Fleet issue:

10% bonus to Large Projectile turret optimal range
10% bonus to Large Projectile turret rate of fire


All this would place both Tempest variations into a role of their own without being overpowered and without fighting for their place under the sun with the Machariel.

I deliberately chose an optimal bonus, and not tracking because artillery already has the worst tracking in the game, so when you bonus something that's already almost non-existant, you still get a value which is almost non-existant.
Artillery can only gain any meaningful accuracy through extra range.

Having only a rate of fire bonus would prevent alpha abuse while keeping a decent amount of dps.


Would it be too much to ask to also finally fully construct the tempest and add proper symmetry to the ship - you know...so the right side of the ship gets it's own little "bridge" and the hardpoints not shooting from within the ship's gut?
Daichi Yamato
Jabbersnarks and Wonderglass
#2 - 2015-07-04 11:30:17 UTC
I prefer the fall off bonus.

Arties have decent fall off
It adds more range but with less accuracy
It allows me to use high damage ammo at range.

Id prefer a fleet pest with 8 guns, 5% ROF and 10% fall off.
Buff grid, and nerf drone bay.

Then leave the normal pest as it is with utility highs and high damage and then the mach can be an attack faction battleship.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Lloyd Roses
Artificial Memories
#3 - 2015-07-04 11:35:46 UTC
Umino Iruka wrote:

Tempest Fleet issue:

10% bonus to Large Projectile turret optimal range
15% bonus to Large Projectile turret rate of fire

This would mean Tempest Fleet issue would have 10.5 effective turrets after bonuses (same as the Machariel)


It would actually be 24 effective turrets at L5. It might need a buff, but certainly not that much.
Umino Iruka
#4 - 2015-07-04 13:48:03 UTC
Lloyd Roses wrote:
Umino Iruka wrote:

Tempest Fleet issue:

10% bonus to Large Projectile turret optimal range
15% bonus to Large Projectile turret rate of fire

This would mean Tempest Fleet issue would have 10.5 effective turrets after bonuses (same as the Machariel)


It would actually be 24 effective turrets at L5. It might need a buff, but certainly not that much.



15% * 5 = 75%
75% of 6 is 4.5
6+4.5 = 10.5

Math must be special where you come from eh?
Mina Sebiestar
Minmatar Inner Space Conglomerate
#5 - 2015-07-04 14:41:58 UTC
Agreed that tempest hulls need more than they are doing now ie adding more rof on basic tempest.

While i never cared for basic tempest and the way it is looked upon i do believe that fleet issue should steer clear of it is "battlecruiser not battleship" mantra as hard as it can.

Concept is ridiculous it will never work in favor of battleship hull without making it another machariel or better.

Optimal bonus will make it an arty platform instead of autocannons pwnmobile something Minmatar ships are in dire need boosted artillery platform and for it dual dmg and no tank bonus(maelstrom) it apsolutely need to deliver bigger payload than maelstrom to be considered over it.

Maelstrom 8gun brawler with shield boost

Tempest fleet artillery platform

Typhoon caldary missile spamer.

Tempest basic battlecruiser wannabe failure.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Celthric Kanerian
Viziam
Amarr Empire
#6 - 2015-07-04 14:42:10 UTC
Umino Iruka wrote:

Tempest Fleet Issue
15% bonus to Large Projectile turret rate of fire


Cause that is not op at all....
Umino Iruka
#7 - 2015-07-04 14:57:10 UTC  |  Edited by: Umino Iruka
Celthric Kanerian wrote:
Umino Iruka wrote:

Tempest Fleet Issue
15% bonus to Large Projectile turret rate of fire


Cause that is not op at all....


What is OP?

It has 6 guns.

15% per level to make it slightly better than a normal Tempest, and being better than a Maelstrom by 0.5 effective turrets - It's a NAVY BATTLESHIP, it's supposed to be better than t1 battleships.
Zavand Crendraven
Federal Navy Academy
Gallente Federation
#8 - 2015-07-04 15:10:49 UTC
Umino Iruka wrote:
Lloyd Roses wrote:
Umino Iruka wrote:

Tempest Fleet issue:

10% bonus to Large Projectile turret optimal range
15% bonus to Large Projectile turret rate of fire

This would mean Tempest Fleet issue would have 10.5 effective turrets after bonuses (same as the Machariel)


It would actually be 24 effective turrets at L5. It might need a buff, but certainly not that much.



15% * 5 = 75%
75% of 6 is 4.5
6+4.5 = 10.5

Math must be special where you come from eh?

Maybe you should learn how eve works and then do the math as eve does it rather than coming up with your own math. RoF bonus applies by reducing the rate of fire (which in eve is measured in seconds) thus DPS increase from a rate of fire bonus is calculated with: 1/(1 - RoF). Now since you have a RoF bonus of 0.75 that means you will give the ship a 4X DPS bonus which is frankly ******** from a balancing perspective.
FireFrenzy
Cynosural Samurai
#9 - 2015-07-04 16:43:35 UTC
you are aware that the new tempest takes the "ship with the most effective turrets" award from the vindi right? and does more DPS then the fleet tempest, vargur and machariels RIGHT?

Just making sure...
James Baboli
Warp to Pharmacy
#10 - 2015-07-04 16:55:43 UTC
Umino Iruka wrote:


Tempest:

10% bonus to Large Projectile turret optimal range
12.5% bonus to Large Projectile turret rate of fire (this is both of the current dps bonuses wrapped into one + that extra that CCP want's to increase)

This would mean Tempest would have 9.5 effective turrets after bonuses which is still less than a Maelstrom which has 10 effective turrets.

Tempest Fleet issue:

10% bonus to Large Projectile turret optimal range
15% bonus to Large Projectile turret rate of fire



.15x5 = .75
A 75% rof buff.

math goes thus
6/.25= 24

expanding it out goes
6 turrets.
Multiply by the damage increase, as a decimal. 0%/lvl means 0.
Divide by the reciprocal of the Rate of fire bonus, expressed as a decimal number. 15%/lvl means 75%, which gives a reciprocal of .25.


A 7.5%rof or 10%/lvl damage bonus is about the strongest per level damage bonus I can think of a way to balance. Maybe a 10%ROF on something as otherwise underwhelming as projectiles, but thats still a doubling of the effective turrets.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Reaver Glitterstim
The Scope
Gallente Federation
#11 - 2015-07-04 17:08:15 UTC
Umino Iruka wrote:
It's true the Tempest/Tempest fleet issue needs some love, but just increasing the rate of fire bonus is not enough.

It sure is enough. CCP overdid the rate of fire bonus. They turned the Tempest from a really awesome ship with underwhelming DPS to a really awesome ship with overwhelming DPS. I loved everything about it previously except its only 6 turrets, but now it might as well have 7 except it doesn't have to pay for the 7th and it still gets 2 utility highs. It's like the Navy Hurricane on steroids.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

James Baboli
Warp to Pharmacy
#12 - 2015-07-04 17:16:44 UTC
Reaver Glitterstim wrote:
Umino Iruka wrote:
It's true the Tempest/Tempest fleet issue needs some love, but just increasing the rate of fire bonus is not enough.

It sure is enough. CCP overdid the rate of fire bonus. They turned the Tempest from a really awesome ship with underwhelming DPS to a really awesome ship with overwhelming DPS. I loved everything about it previously except its only 6 turrets, but now it might as well have 7 except it doesn't have to pay for the 7th and it still gets 2 utility highs. It's like the Navy Hurricane on steroids.

It might as well have 12......

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Moac Tor
Cyber Core
Immediate Destruction
#13 - 2015-07-04 17:39:57 UTC
Umino Iruka wrote:
the rate of fire bonus is not enough.

Some people are never happy...

Also I think the OP doesn't know how to do maths.
Umino Iruka
#14 - 2015-07-04 17:41:44 UTC
James Baboli wrote:
Umino Iruka wrote:


Tempest:

10% bonus to Large Projectile turret optimal range
12.5% bonus to Large Projectile turret rate of fire (this is both of the current dps bonuses wrapped into one + that extra that CCP want's to increase)

This would mean Tempest would have 9.5 effective turrets after bonuses which is still less than a Maelstrom which has 10 effective turrets.

Tempest Fleet issue:

10% bonus to Large Projectile turret optimal range
15% bonus to Large Projectile turret rate of fire



.15x5 = .75
A 75% rof buff.

math goes thus
6/.25= 24

expanding it out goes
6 turrets.
Multiply by the damage increase, as a decimal. 0%/lvl means 0.
Divide by the reciprocal of the Rate of fire bonus, expressed as a decimal number. 15%/lvl means 75%, which gives a reciprocal of .25.


A 7.5%rof or 10%/lvl damage bonus is about the strongest per level damage bonus I can think of a way to balance. Maybe a 10%ROF on something as otherwise underwhelming as projectiles, but thats still a doubling of the effective turrets.



Yes, I get it, I screwed up by not taking into account that reducing rate of fire via % pushes dps towards infinity (ascending curve). And thank you for a decent, argumented reply!

I've corrected the original post - the idea remains the same, only less fail on my part.
Catherine Laartii
Doomheim
#15 - 2015-07-04 17:49:32 UTC
I would say that for both of them, 7 guns and a 10% damage bonus per level, along with a 7.5% tracking speed bonus, would be the correct way to go. Tracking speed greatly benefits both arty and autos, and would be very fun to see what it could kill with autos and high tracking.
Umino Iruka
#16 - 2015-07-04 17:56:06 UTC  |  Edited by: Umino Iruka
Catherine Laartii wrote:
I would say that for both of them, 7 guns and a 10% damage bonus per level, along with a 7.5% tracking speed bonus, would be the correct way to go. Tracking speed greatly benefits both arty and autos, and would be very fun to see what it could kill with autos and high tracking.



I see what you're thinking, but I believe you're forgetting the alpha this would cause - Machariel, with a 25% bonus to turret damage and 7 turrets can score 15k NORMAL hits with the help of implants - your idea would push that to around 20k on a tempest.
James Baboli
Warp to Pharmacy
#17 - 2015-07-04 18:17:17 UTC
Umino Iruka wrote:
James Baboli wrote:
Umino Iruka wrote:


Tempest:

10% bonus to Large Projectile turret optimal range
12.5% bonus to Large Projectile turret rate of fire (this is both of the current dps bonuses wrapped into one + that extra that CCP want's to increase)

This would mean Tempest would have 9.5 effective turrets after bonuses which is still less than a Maelstrom which has 10 effective turrets.

Tempest Fleet issue:

10% bonus to Large Projectile turret optimal range
15% bonus to Large Projectile turret rate of fire



.15x5 = .75
A 75% rof buff.

math goes thus
6/.25= 24

expanding it out goes
6 turrets.
Multiply by the damage increase, as a decimal. 0%/lvl means 0.
Divide by the reciprocal of the Rate of fire bonus, expressed as a decimal number. 15%/lvl means 75%, which gives a reciprocal of .25.


A 7.5%rof or 10%/lvl damage bonus is about the strongest per level damage bonus I can think of a way to balance. Maybe a 10%ROF on something as otherwise underwhelming as projectiles, but thats still a doubling of the effective turrets.



Yes, I get it, I screwed up by not taking into account that reducing rate of fire via % pushes dps towards infinity (ascending curve). And thank you for a decent, argumented reply!

I've corrected the original post - the idea remains the same, only less fail on my part.


with only 6 turrets, the 7.5% bonus means it now has only got 9.6 effective turrets, coming out in the low end of the attack battleship subclass. I'd love something like this to work out, but the numbers to make it hit the curve for DPS (where projectiles need to be nearly the top of the curve of paper DPS to be close with applied, due to fighting in falloff) are wierd things like an 8% per level bonus.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Minty Aroma
Deep Core Mining Inc.
Caldari State
#18 - 2015-07-04 20:34:43 UTC
I would prefer to see the tempest get a boost to speed and a falloff bonus.

Shield nano kitey BSes anyone?
Umino Iruka
#19 - 2015-07-04 20:50:15 UTC
Yeah, 9.6 effective turrets is not gonna cut it, and the only reason it somewhat works on Typhoon Fleet Issue, is because of a generous drone bay.
After doing some more calculating and comparing with other similar ships, I've modified the original post again.

What CCP is proposing would make Tempest have 12 effective turrets. Machariel has 11.666...
That same effect could be achieved with a single 10% rate of fire bonus on 6 guns with the addition of an optimal bonus.

The only thing I would recommend over all that is to nerf their drone bays to 25Mbit/sec and 50m3 to keep their dps somewhat in line.
Tiddle Jr
Brutor Tribe
Minmatar Republic
#20 - 2015-07-04 22:05:45 UTC
https://forums.eveonline.com/default.aspx?g=posts&t=408828&find=unread

Leave it here for OP, enjoy reading.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

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