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The New Target Breaker Module: Massive Impact on Fleet Fights?

Author
Serene Repose
#41 - 2012-03-25 11:55:31 UTC
Nothing for nothing. So...an item that makes all other targeted modules ineffective. BUT, it only works when you're in the large alliances...kinda like war dec mechanics...you have to be able to AFFORD to war dec Goonwaffles now...

Welp. Why not? Leave people sitting around picking their bellybutton lint long enough and they'll suddenly think of something!

Maybe that's not such a good idea. One thing's for sure about all this NEW EVE genius - nothing for nothing.

What're they going to call this new game, or are they keeping the old name?

We must accommodate the idiocracy.

ElQuirko
University of Caille
Gallente Federation
#42 - 2012-03-25 12:06:13 UTC
Serene Repose wrote:
Nothing for nothing. So...an item that makes all other targeted modules ineffective. BUT, it only works when you're in the large alliances...kinda like war dec mechanics...you have to be able to AFFORD to war dec Goonwaffles now...


Or you can just go shoot them and take sov in null without paying for anything and still have no repercussions?

Dodixie > Hek

Ardamalis
State War Academy
Caldari State
#43 - 2012-03-25 14:23:00 UTC  |  Edited by: Ardamalis
Morgan North wrote:
If I was there I would've asked this (And if a Dev look at this question maybe he can respond :) ):

Why for shield boosters, which naturally should use cap, and not for armor repairers, that evidently need material to replace the damage?


Although not explicitly stated, its not hard to imagine that they have an armor and hull variant in the works also. They just gave a brief overview of what new concepts they're currently considering.
Vertisce Soritenshi
The Scope
Gallente Federation
#44 - 2012-03-25 14:27:45 UTC
CCP stated outright that they are introducing new modules to the game. THIS WILL BREAK THE GAME AS WE KNOW IT! This is not a bad thing. This makes new fits and new fleet compositions instead of being the dull same old same old that it is right now. Just because it breaks how the current game works does not mean it will not be a better game in the long run.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Veshta Yoshida
PIE Inc.
Khimi Harar
#45 - 2012-03-25 15:01:49 UTC
Anti-blob module that also benefits the blob .. going to be a Must Have™ I fear. Just hope it is a high-slot module or it will be yet another indirect nerf to Amarr's midslot deficient lineup.

Questions:
- Will super-capitals be prohibited from using it?
- Will drone locks count? Big enough swarm and module user is effectively invulnerable to drone damage, could be an awesome counter for Dreads against SCs.
IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#46 - 2012-03-25 16:35:22 UTC
Veshta Yoshida wrote:
Anti-blob module that also benefits the blob .. going to be a Must Have™ I fear. Just hope it is a high-slot module or it will be yet another indirect nerf to Amarr's midslot deficient lineup.

Questions:
- Will super-capitals be prohibited from using it?
- Will drone locks count? Big enough swarm and module user is effectively invulnerable to drone damage, could be an awesome counter for Dreads against SCs.



Why rely on hostiles using drones? logistics drones require a lock, have everyone deploy 5 small armor bots on the friendly primary and he could easily have 2000 locks just from friendly ships, would probably give him a guaranteed lock-break
Ardamalis
State War Academy
Caldari State
#47 - 2012-03-25 16:37:10 UTC  |  Edited by: Ardamalis
Veshta Yoshida wrote:
Anti-blob module that also benefits the blob .. going to be a Must Have™


Only for massive fleet fights of hundreds of people. Chances are though, only half of the people in your fleet need to actually have one; the rest can get away with it. Being frustrating in every other primary is enough of a deterrent to prevent overwhelming focus fire.

Questions:
Veshta Yoshida wrote:
- Will super-capitals be prohibited from using it?


According to another poster, it was said to be restricted from capitals. Carriers and dreads could still feasibly be allowed to use this module imho.

Veshta Yoshida wrote:
- Will drone locks count? Big enough swarm and module user is effectively invulnerable to drone damage, could be an awesome counter for Dreads against SCs.


Unknown but imho it would be nice if they still counted percentage wise but had a much smaller effect than a ship lock.
Kattshiro
Deep Core Mining Inc.
Caldari State
#48 - 2012-03-25 16:44:30 UTC  |  Edited by: Kattshiro
Large Collidable Object wrote:
I love the idea - anything that helps moving fleet fights away from the horrendous ctrl click primary hit f1 idiocy is great.

However this may be a bit problematic with titans and supers where successfully taking the sip down requires a huge amount of players to lock the target (provided anyone still flies titans and supers when it comes out due to goons nerfing them beyond uselessness).


Hope to god it wont be able to be fit on anything above a BS... That or you're going to need to bring a lot more dread to the fight and split it.

Also MAKE THIS MOD FIT IN A HIGH SLOT!!
Ardamalis
State War Academy
Caldari State
#49 - 2012-03-25 16:52:17 UTC  |  Edited by: Ardamalis
IHaveCandyGetInTheVan69 wrote:
Why rely on hostiles using drones? logistics drones require a lock, have everyone deploy 5 small armor bots on the friendly primary and he could easily have 2000 locks just from friendly ships, would probably give him a guaranteed lock-break


This has been the issue with other proposals involving changes to targeting mechanics but I think this module idea that CCP is considering skirts around the issue quite elegantly.

If everyone can't primary one target, then dps is being split--multiple ships are being hit at once. Remember, this module only breaks locks, you can retarget easily. Unless a fleet has "hive mind-like" characteristics, its going to be next to impossible to lock everyone whose tank is breaking. This module would break the locks of friendly ships and those friendly ships would be constantly retargeting other friendly ships which takes an impossible amount of coordination to use effectively. The fleet can't keep up with 20, 30 or 40 broadcasts of multiple people who are low on hp.

So while fleet fights might last slightly longer because of friendly locking, I don't think we're going to be anywhere close to the issue of fleets being somewhat invulnerable to each other. Remember that this solution removes logistics locks too so that while no dps is being applied to you, no one is repping you also in the meantime as everyone is retargeting you.

Also, the issue of drones could be solved by having a successful lockbreak reset a drone's orders. The ship with the logi drones would have to retarget the vessel to have drones repair it again.
Isonda
suspended animations DOT
#50 - 2012-03-25 17:05:04 UTC
so, Primary will break lock, making all shield / armor xfer mods stop, then it will be a rush to land the damage.
This is a stealth missile buff. In the seconds after the lock breaker mod has triggered, all remote reps stop, and, missiles hit.

200 CM ravens at range would actually be useful after this. Now they are useless because of remote reps.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#51 - 2012-03-25 17:09:54 UTC
Great, fleet fights will take even longer and small gang combat will have even more people running away. Awesome.
Nalha Saldana
Aliastra
Gallente Federation
#52 - 2012-03-25 17:27:05 UTC
Veshta Yoshida wrote:
Just hope it is a high-slot module or it will be yet another indirect nerf to Amarr's midslot deficient lineup.


Because shield tank ships dont use all their mid slots if they want to get close to armor tank ehp? Armor ships usually have more mid slots to use for utility. Full tank + this > sacrifice tank for this.
Alice Katsuko
Perkone
Caldari State
#53 - 2012-03-25 17:27:34 UTC
The effect would depend on the exact formula used to calculate chance to break lock, so no-one aside from the developers can say exactly what effect it would have on fleet fights. I suspect that the purpose of the module is to discourage massed fire by large fleets of 100 or more, and reward coordination and player skill over raw numbers. It will probably take that many people locking a target to make fitting the proposed lockbreaker module worthwhile, since the lockbreaker module will occupy the space that could be used by something else that might well be more useful, like another gun or a tank module.

So most likely small gang warfare involving less than twenty or thirty persons to a side will not be significantly affected. At least, I don't think that's the target fleet size for the module.

Big nullsec fleets will be affected, but the change may be for the better. For example, under the currently FOTM alpha fleet doctrine, it only takes thirty or so Maelstroms to one-shot a properly tanked Abaddon, which is the heaviest-tanked tech-1 battleship in the game.* But nullsec fleets of 100 Maelstroms or more will still usually have only a single primary target, which is an enormous waste of damage. Which is why some alliances have experimented with 1200mm artillery, since it has a significantly shorter cycle time than 1400mm artillery; the smaller alpha strike of 1200mm artillery doesn't matter when you have 200 alpha ships on field, but being able to fire twice as often does. Being forced to assign multiple targets could make such fleets more efficient.

A second issue is how logistics and other friendly support will be affected by this module, if at all.

A third is whether drones will count.

This is all speculative, of course.

*Although some would say that the Rokh can fit a marginally heavier tank.
Muestereate
Minions LLC
#54 - 2012-03-25 17:28:36 UTC
Hey if it gets those Sansha off my ass , I'm all for it.
Ardamalis
State War Academy
Caldari State
#55 - 2012-03-25 17:31:14 UTC
Muestereate wrote:
Hey if it gets those Sansha off my ass , I'm all for it.


Assuming npcs count.
Muestereate
Minions LLC
#56 - 2012-03-25 17:39:09 UTC
Well if they don't I'm not for it. I am content to let the blob warfare guys grind on wearing out their f1 key. In fact nerf the f1 key by making a module where the enemy has to use all 8 fingers
Aqriue
Center for Advanced Studies
Gallente Federation
#57 - 2012-03-25 17:41:48 UTC
How do you counter something like this? Hmmm....lets see....

Bring back AoE Titans?

F****** Awesome!

I nominate this suggestion. Any seconds!

I second it.

Approved!

Motion carries!

/sarcasm

Really stupid ******* idea. Is basicly a placate to fix the blob, but the whiney players just can't fix alpha themselves. Pro-tip: Bigger buffer, bigger ship = cap ship = HTFU and train for something more then a battleship! This sounds so ripe for abuse unless it has really long cycle time, its so great that the player base creates blob fleets to counter the opponents who then bring a bigger blob fleet which in turn requires another blob fleet rinse repeate ad nausem. Eventually, you will have people just lagging the hell out of each other, time dilation doing its thing, and everyone just go watch TV as nothing is achieved.
Ardamalis
State War Academy
Caldari State
#58 - 2012-03-25 18:58:46 UTC  |  Edited by: Ardamalis
Sendo Jarix wrote:
The problem with this is how do you balance it to scale from 30 people all the way up to 1000 ?


My engineering mind thinks that a rising exponential function would be best suited. Its of the form,

e ^ (-constant / variable)

where, in this case, the variable would be the number of ships locking you, the constant indicates how fast the percentage rises.


If you set the constant to 50, when 50 ships lock a target, there is a 37 percent chance that the target breaker will succeed.
If you set the constant to 100, when 100 ships lock a target, there is a 37 percent chance that the target breaker will succeed.

here are graphs with a constant of 75:
From 0 to 300
From 0 to 1500

Note that the graph approaches 100 percent chance but never touches it. All one has to do is select a good constant.
Ris Dnalor
Tribal Liberation Force
Minmatar Republic
#59 - 2012-03-27 01:38:52 UTC
I look forward to there being a reward for diversifying targets.

https://forums.eveonline.com/default.aspx?g=posts&t=118961

EvE = Everybody Vs. Everybody

  • Qolde
Neo Agricola
Gallente Federation
#60 - 2012-03-27 13:14:12 UTC
Ardamalis wrote:
I searched around and I'm surprised that a topic on this hasn't been made already, but one of the things announced in the modules presentation was the concept of a target breaker module. Here is a quick run down of how it works:

Each time the module cycles, it has a % chance to break and reset all other target locks on your ship from other ships. This % chance is extremely low, but for each additional ship that locks your own ship, the target breaker has a bigger % chance of breaking and resetting everyone's lock on you. So if you're fighting one person, chances are the module will have negligible effect. If there are 200 people in a massive fleet fight targeting you, then you're likely to almost always reset their locks.

...
What does everyone else think?

....


Great. This Modul will make Titans and Supers nearly invulnerable...
No more 200 Maels shooting at one Super, one cycle of that module and they all lose lock...
nice...

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