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Tweak for Tracking Disruption

Author
Reaver Glitterstim
The Scope
Gallente Federation
#1 - 2017-01-02 06:16:54 UTC
Tracking disruptors are in a funny spot right now. It is possible to push their disruption value to nearly 100%, meaning very tiny increases to what you can already get can make a huge difference, while with most pilots who aren't using the top stuff, tiny bonuses make tiny differences.


I'm thinking the easiest way to fix this might be to lower the bonus from the Electronic Superiority Charge command burst. That would leave some room and prevent ships from reaching so close to 100%, and would make it possible to introduce special ships with greater than a 7.5% bonus to weapon disruption per level, or perhaps deadspace/officer variants to the tracking disruptor.

Another way to fix it would be to completely redo the numbers and give tracking disruption a diminishing return such that no matter what bonuses you get, the net disruption value can never go beyond 100%. Example: dividing the target ship's attribute by the disruption value. You start with a baseline of 100%, then say the module gives you 40% base disruption, 80% when scripted. The calculation would be 1/1.8 which would put their attribute down to 55.56%. With max skills, it would be 100% module disruption, giving a calculation of 1/2 = 50% remaining. Add in ship skill (+37.5%) and you get 1/2.375 = 42.11% remaining. Throw in 25% from command bursts and you get 1/2.719 = 36.78% remaining. Say you have an officer module with base value 80%, 160% scripted, 200% with max skills. You get a ship bonus of 10% per level or 50% total, bringing you to 300%. You get super high command bursts putting you at +40%, or 420%. That's 1/5.2 = 19.23% remaining. See, it never gets out of hand.


The same thing needs to happen for sensor dampeners, though I haven't checked but I believe the exact numbers are a bit different.

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."

elitatwo
Zansha Expansion
#2 - 2017-01-02 07:08:15 UTC
Oh my, did you think this through?

Even if you are correct, you are asking for a change that would have very little or zero effect on ship vs ship combat unless you are in a 1 vs 1 situation, which you aren't since you said "a linked tacking disruptor".

Wouldn't there be someone close by to remove that ewar of the field regardless of you disrupting one ship?

I mean, look at goonswarm, they field a Wyvern, Chimera, nidhugger, thanatos and 160 support with 12 hictors and sabers (the only interdiction destroyer in the game) to annihilate 4 frigates, somewhere in Querious - yes I am starring at you goons.

Or did you dive into lowsec where everyone is trying to fly a Caldari Crucfier?

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Reaver Glitterstim
The Scope
Gallente Federation
#3 - 2017-01-02 16:49:22 UTC
elitatwo wrote:
Oh my, did you think this through?

It's an idea years in the making. So yes.



elitatwo wrote:
Even if you are correct, you are asking for a change that would have very little or zero effect on ship vs ship combat unless you are in a 1 vs 1 situation,

Very little or zero effect on imbalanced fights involving small numbers of subcaps vs large numbers of supers, yes. But almost every change has little or zero effect on those fights. Is that your best argument against my proposal? I haven't even given solid numbers and already you're saying it can't work. I think a better argument would be to say that the current math on tracking disruption can't work.

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."