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I am not crazy am i? (TD arguments inside as OT debate)

Author
Ezra Tair
Doomheim
#1 - 2012-06-01 22:01:04 UTC  |  Edited by: Ezra Tair
Earlier this week (like after/during the US holiday memorial day) I noticed that TDs had a bonus to 'explosion velocity' now they do not? Am I crazy, or did CCP change it with one of the recent smaller patches?
Linda Shadowborn
Dark Steel Industries
#2 - 2012-06-02 18:21:12 UTC
you are not crazy, they first planned to add that but then i think it was some probs with it and it was removed prior to hitting tranq, but some text remained
Ezra Tair
Doomheim
#3 - 2012-06-03 00:28:25 UTC
Well this was on Tranquility. Should have screen shot it. Only way to tell was to look at the bonus, the tracking distruption matched the bonus to explosion velocity.
IIshira
School of Applied Knowledge
Caldari State
#4 - 2012-06-03 03:07:04 UTC
Linda Shadowborn wrote:
you are not crazy, they first planned to add that but then i think it was some probs with it and it was removed prior to hitting tranq, but some text remained


Maybe they realized how bad an idea it was? How could a module designed to effect a turrets tracking have any effect on how fast the explosion is from a missile???

How about some shield boosters that repair armor? :-)
Vilnius Zar
SDC Multi Ten
#5 - 2012-06-03 10:09:29 UTC
IIshira wrote:
Maybe they realized how bad an idea it was? How could a module designed to effect a turrets tracking have any effect on how fast the explosion is from a missile???

How about some shield boosters that repair armor? :-)


How about some game balance where you can hamper missile effectiveness just like you can with turrets?
Lin-Young Borovskova
Doomheim
#6 - 2012-06-03 12:05:29 UTC
Vilnius Zar wrote:
IIshira wrote:
Maybe they realized how bad an idea it was? How could a module designed to effect a turrets tracking have any effect on how fast the explosion is from a missile???

How about some shield boosters that repair armor? :-)


How about some game balance where you can hamper missile effectiveness just like you can with turrets?



The game balance already exist but you don't care about: speed

You can't outrun missiles but the faster you go the less dmg they do to you. And if something, missiles were the most balanced weapon system IG, no need to nerf/buff except HAM's and Cruise in need of tweaks.

Once again, players feedback being useless bring then your TDs againt missiles and break something that didn't need fixing...CCP and their understanding of their own game is just staggering.

brb

Vilnius Zar
SDC Multi Ten
#7 - 2012-06-03 12:24:56 UTC
Lin-Young Borovskova wrote:
Vilnius Zar wrote:
IIshira wrote:
Maybe they realized how bad an idea it was? How could a module designed to effect a turrets tracking have any effect on how fast the explosion is from a missile???

How about some shield boosters that repair armor? :-)


How about some game balance where you can hamper missile effectiveness just like you can with turrets?



The game balance already exist but you don't care about: speed

You can't outrun missiles but the faster you go the less dmg they do to you. And if something, missiles were the most balanced weapon system IG, no need to nerf/buff except HAM's and Cruise in need of tweaks.

Once again, players feedback being useless bring then your TDs againt missiles and break something that didn't need fixing...CCP and their understanding of their own game is just staggering.


And you can use angular velocity and range to affect turret damage, doesn't mean tracking disruptors shouldn't exist. So you're just very much whining about a change that might affect your playstyle.
Wuxi Wuxilla
The Scope
Gallente Federation
#8 - 2012-06-03 12:56:09 UTC
Vilnius Zar wrote:
Lin-Young Borovskova wrote:
Vilnius Zar wrote:
IIshira wrote:
Maybe they realized how bad an idea it was? How could a module designed to effect a turrets tracking have any effect on how fast the explosion is from a missile???

How about some shield boosters that repair armor? :-)


How about some game balance where you can hamper missile effectiveness just like you can with turrets?



The game balance already exist but you don't care about: speed

You can't outrun missiles but the faster you go the less dmg they do to you. And if something, missiles were the most balanced weapon system IG, no need to nerf/buff except HAM's and Cruise in need of tweaks.

Once again, players feedback being useless bring then your TDs againt missiles and break something that didn't need fixing...CCP and their understanding of their own game is just staggering.


And you can use angular velocity and range to affect turret damage, doesn't mean tracking disruptors shouldn't exist. So you're just very much whining about a change that might affect your playstyle.


But you can use midslot/lowslot and rigs to buff turret tracking/range. Missiles only have rigs to counteract the anti-missile TD, give missile ships a explosion velocity script for the tracking computer, then you can maybe buff TDs (though it would still make them ridiculously overpowered)
Noisrevbus
#9 - 2012-06-03 13:16:01 UTC  |  Edited by: Noisrevbus
Vilnius Zar wrote:
IIshira wrote:
Maybe they realized how bad an idea it was? How could a module designed to effect a turrets tracking have any effect on how fast the explosion is from a missile???

How about some shield boosters that repair armor? :-)


How about some game balance where you can hamper missile effectiveness just like you can with turrets?


You mean the game balance where they would also introduce missile accuracy modifiers akin to tracking enhancers and computers, effectively rendering all missile platforms able to throw the curve and raise their damage application on smaller ships - enabling things like Torp Ravens and scaling their damage up on anything from frigs to BC? That sounds like a brilliant plan to a mechanic that relies on linear application rather than chance.

Yes, that is definately a 'balance' we'd all love to see... cough.


No, of course, this is a completely onesided interference with a dumbfire system. Like placing a fat kid alone on an empty swingboard.

This ridiculous approach is just another completely backward attempt at trying to deal with a problem that doesn't exist.

The HML (Drake) is only considered overpowered in an element or paradigm that the developers themselves continue to feed and nurture; the blob.

It's a reliable damage projection on a low-cost, immobile and high-buffer platform, that completely rely on other ships to: maintain hostiles on grid, maintain hostiles in range, stay alive and pin down to apply accuracy. It's only powerful when piling numbers exceed intricate execution of all ship roles (or active modules), and/or exceeding the invididual or collective ability to afford extending numbers. Essentially, when you have more numbers than the other side have buttons to push.

"Big awesome fights" is the problem, no self-deceptive notion of 'balance'.

They can continue to introduce these self-deceptive changes that will only serve to removing balance where it exist, yet not do anything to deal with the percieved imbalance.

This was the case with ECM, still is, and will be the same with HML.
They do not yet understand the concept of scale impact.

In short, this change will never be effective on a large scale - only on a small scale - or more importantly (applying the scale-perspective of Malcanis' Law) only to the benefit of a large group when dealing with a small group (more Drakes, more numbers; feeding the blob, consolidation of forces in the game and AFK empires).
Vilnius Zar
SDC Multi Ten
#10 - 2012-06-03 13:30:10 UTC
You're trying too hard.


The ease of use compared to turrets balances that all out.
Lunkwill Khashour
Ministry of War
Amarr Empire
#11 - 2012-06-03 13:35:02 UTC
You're not crazy and it's a bad solution to the HML problem.
Noisrevbus
#12 - 2012-06-03 13:57:24 UTC  |  Edited by: Noisrevbus
Vilnius Zar wrote:
You're trying too hard.

The ease of use compared to turrets balances that all out.


The problem with your assessment is that complexity can be used both ways.

The issue is that you, and large portions of the community with you, do not have a grasp of the benefitial side of that complexity. Too few groups out there are 'good' at countering dumbfire missiles or being 'good' at using complex tracking components to their advantage. This is why things like Titan/Moros-blapping, Deimos-use or Talos-blapping (note: all Gallente) come as a complete surprise to you.

This is also why groups like PL and Genos continue to thrive on their respective scales, while they too become fewer and fewer while larger and more condensed. Those groups also have no larger issues dealing with 'Drakes'. While the popular solution to counter that with "more numbers" continue to grow; the solution that embodies the HML 'imbalance'. Numbers. Thus continue the dance of nerfing any secular use while maintaining the imbalance - so it can't be used without it.

Once again, look at ECM, it largely stopped being used undermanned yet thrive as ever with numerical superiority. Making many engagement scenarios pointless, discouraging action (thus content) in the sandbox.

When dumbing down the game, the community inadvertently grow dumber.
Vilnius Zar
SDC Multi Ten
#13 - 2012-06-03 14:05:01 UTC  |  Edited by: Vilnius Zar
you're talking about dumbing down the game, and you defend missile use?

Right.


I'll say again, the fact that you don't have tracking issues up close, lost dps due to ammo/range/falloff issues makes up for any and all downsides there may be to missiles. Are they useful in fleets that mostly consist of turret users? no but that is the only downside they really have.
FlinchingNinja Kishunuba
Crunchy Crunchy
#14 - 2012-06-03 14:08:33 UTC
...or they could fix defender missiles.
Noisrevbus
#15 - 2012-06-03 14:21:34 UTC  |  Edited by: Noisrevbus
Vilnius Zar wrote:
you're talking about dumbing down the game, and you defend missile use?

Right.


I'll say again, the fact that you don't have tracking issues up close, lost dps due to ammo/range/falloff issues makes up for any and all downsides there may be to missiles. Are they useful in fleets that mostly consist of turret users? no but that is the only downside they really have.


Once again, i don't think you understand the mechanics.

Any reliable mechanic also have reliable counters, counters you can only do so much to deal with. Missiles never have perfect transversal mitigation but they also never have non-existant mitigation. You don't commonly see Leviathan, Phoenix or Raven blapping, do you? Any relative movement will mitigate the damage of a missile (here lie the strength of sig-speed, which for example make 100mn setups popular or made the budding AHAC trend popular; something else that i bet someone like you would like to 'nerf' because you don't understand it's concept or how to deal with it); whereas on turrets you can adapt relative movement to make larger guns score hits on smaller things: things you are not 'meant' to hit (ie., you are meant to hit it, but i'm applying a dumbed down logic here to illustrate the point for you).

You're keen to consider all such things exploits or overpowered.

These are components that have popularized with the "blapping" trend. Though they have always been around and good groups have always explored them. It's what made the Vaga so powerful in the nano- and post-nano eras. It's what make the Talos powerful in small-scale settings now. The Talos have no larger issues dealing even with frigates, two magnitude below their turret resolution. It comes from the fact that a good Talos pilot will understand the "tracking issues" much better than your random Frigate pilot. He knows that they come with the upside of always having a chance to score hits - and when they do targets will feel the full brunt.

It's essentially the same chance-based function some people complain about when it comes to ECM.

I keep comming back to the same examples in various context because they all relate; missiles, turrets, EW.
Vilnius Zar
SDC Multi Ten
#16 - 2012-06-03 14:34:49 UTC  |  Edited by: Vilnius Zar
I like your condescending tone, fun fact is that it's unwarranted as I understand game mechanics just fine. I also understand that in fleet situations where the majority in that fleet uses turrets missile have issues due to flight time. Outside that missiles perform JUST FINE. Be it in PVE or in solo/small scale PVP. I'll concede that Torps could use a buff (while HML needs a nerf).

Ofcourse they use different mechanics and there's some pros and cons but the ease of use combined with no specific way to hamper their effectiveness (outside speeding up, which also affects turrets as long as it's no too much radial), with turrets it's about tracking, loss of dps due to range ammo and falloff issues. Turrets can be shut down completely by TD's, where's the missile equivalent?
ValentinaDLM
SoE Roughriders
Electus Matari
#17 - 2012-06-03 14:37:20 UTC
Vilnius Zar wrote:
IIshira wrote:
Maybe they realized how bad an idea it was? How could a module designed to effect a turrets tracking have any effect on how fast the explosion is from a missile???

How about some shield boosters that repair armor? :-)


How about some game balance where you can hamper missile effectiveness just like you can with turrets?

How about tracking enhancers and computers making my explosion velocity better and my range greater? There is no balance when there is no opposing mod, for damps we have sebos and Sig amps, for ecm we have sensor arrays and eccm, for tds we have tracking comps and enhancers but those DO NOT do anything for explosion velocity, the only way balance can be had is if ccp implements the Td buff, my bomber better be able to fit tracking enhancers and target painters and alpha frigs....do we really want that?

P.s. yes, I also believe we need modules that reduce Sig radius to counter target painters too.
Noisrevbus
#18 - 2012-06-03 15:05:56 UTC  |  Edited by: Noisrevbus
Vilnius Zar wrote:

Ofcourse they use different mechanics and there's some pros and cons but the ease of use combined with no specific way to hamper their effectiveness (outside speeding up, which also affects turrets as long as it's no too much radial), with turrets it's about tracking, loss of dps due to range ammo and falloff issues. Turrets can be shut down completely by TD's, where's the missile equivalent?


You get the condescending tone because you are being defiant and unobservant. Your latest reply keep repeating that.

In your quote for example you change your mind twice. First you claim to understand that both systems have benefits and drawbacks, something you previously claimed they did not, which started this discussion. Next you turn back to your initial course and claim TD "completely shut down turrets". It's still a chance based mechanic. Let's play with very simplistic figures and say that you apply enough TD to push a turret a full magnitude up. Then that turret will only hit as much as the larger class of turrets will. Yet they can hit targets under their class equivalent.

If you understood the concept of chance and transversal, there's no way you could reach such a conclusion even if you tried to sum it up or simplify because you end up on the wrong side of the simplification.

That you bring up outside factors like Time-to-arrival on missiles or optimal-falloff ranges of turrets also go to show that you still don't understand what we're talking about here. You are only making the discussion more complicated for yourself by adding peripheral factors. Look again at what i've told you so far instead.

Let's add yet another example:

Why was the Crow the most popular frigate during the nano era?

Missiles only factor in the movement of the target, not your own. While the Vaga, a turret platform, became popular as it could close transversal - the Crow stood out in a class that had issues with putting an impeding transversal on themselves.

Do you see the balance between the simplistic missiles and the complicated turrets now?
Vilnius Zar
SDC Multi Ten
#19 - 2012-06-03 15:24:51 UTC  |  Edited by: Vilnius Zar
- Show me where I stated that missiles have no drawbacks.

- apply 2 TD's with tracking script on any turret ship and see how well it does against a same size target in a short-medium range scenario when there's a decent amount of angular going on. Result, it won't hit for any useful amount at all. Would you try to shoot a smaller target you're left with a 1% wrecking chance
- apply 2 TD's with range script to turrets and it loses all dps in a ranged scenario. A Naga with spike loaded and a TC will have issues getting to 80km if hit by 2 unbonused TDs instead of doing 250+ optimal without being TDed

That's pretty much "shut down" don't you think?

You don't want TDs affecting missiles because "missiles already have so many issues". They don't, they're fine (bar some slight rebalancing for some types).

Your Crow vs Vaga doesn't help your case, it helps MY case. Missiles are easy to use, generally have OP range (not counting unguided) and are not easy to counter outside being fast which also applies to turrets so that point is mostly moot (avoiding the angular vs radial issue).

All you have done is use lots of words going "waaah, don't touch missiles". I'll fully concede that turrets have range enhancing mods that missiles don't have, and I'd fully support TC/TE affecting missile range (if guided missile range gets a good nerf as that's WAY too high, even now) and THEN allow TD's to affect range expl. radius. You just want it easy and will go to any length and "logic" to keep that status quo.
IIshira
School of Applied Knowledge
Caldari State
#20 - 2012-06-03 15:35:56 UTC
I love how people get angry over a game lol. All my point was is that a module designed to affect the tracking speed of a turret shouldn't be able to do a totally different function. Affecting an explosion is a totally different thing.

Now if they want to introduce an "Explosion Velocity Jammer" or something similar that is something I would consider. If they do that I would think missiles should also get modules that boost their effectiveness like turrets do. The missile equivalents of "Tracking Computer" and "Tracking Enhancer"

Remember even though "Eve is real" it's important to have fun!
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