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[Winter] Ewar Tweaks for Retribution

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Author
Fon Revedhort
Monks of War
#341 - 2012-11-06 16:03:46 UTC
Sean Parisi wrote:
Fon Revedhort wrote:
Bouh Revetoile wrote:
Fon Revedhort wrote:
Damps suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship).

Let me rephrase a little bit :
"TD suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship)."
"Neut suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship)."

I already said it : that's how EWAR work. It's either effective and you are pissed, or it's ineffective and nobody use it. These modules give you a noticeable advantage over your oponent. The opponent often notice it, and he is then pissed off, because he don't have the module/fit to counter it.

That's why TD are seen as overpowered IMO : a lot of people already stack TE on their ship to work with extended range so a TD is the exact counter to their fit. It's not that TD are overpowered, it's workinng as intended IMO.

Neuting is a good mechanics, it relies on actual piloting skills and can be countered by intelligent cap-boosting, as I have already written above. EWAR is plain primite piloting-wise. Finally:

THERE IS NO LONG-RANGE COVERT CLOAKY NEUTING FAGGOTRY OUT THERE Attention

Make Falcon a short-range browler just like a Pilgrim and it will become super-balanced. And there's a reason why Bhaal doesn't have any range bonuses for neuts, being able to neut from 60k would be pretty OP. So no, neuting doesn't even stand close.


What is your opinion on the use of an ECCM module assuming they allow sensor strength to additionally improve defenses on a soft level against other ships E-War. To a level I can agree with this except for the fact it goes against the standard long range engagement philosophy of the Caldari, but with the possible changes pushing some Caldari ships into close range engagement ranges I would not completely disagree - But if this was to be put into place I would want the falcon to be given at least a bit of a substantial tank. I myself do not use Falcons, but I have always seen them as a very useful ship for Covert Gangs (Purely Stealth Bombers, Arazus, Rapiers, Pilgrim, Etc) as it provides a "buffer" of sorts for their soft tank. That is the only reason I would really be against a possible nerf to its engagement range.

Sure, that makes sense.

Now you understand how irrtitating it's to hear about 'min-maxers' who don't want to fit magical ECCM when ECM ships already are a bunch of min-maxers on their own? They are just one-trick ponies, they can't tank, they can't tackle or shoot (for the most cases).

Ewar needs a complete rehaul and should incorporate eccm changes, that's for sure.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Morrigan LeSante
Perkone
Caldari State
#342 - 2012-11-06 16:08:02 UTC
Sean Parisi wrote:
But I do agree with the scripted bonus, if implementing ECCM totally wrecks a player using ECM I have no issue with this. As their forethought and planning, intelligence gathering cripples my own.


Yeah I guess that's fair, since there's a trade off for it.
Sean Parisi
Blackrise Vanguard
#343 - 2012-11-06 16:13:55 UTC
Fon Revedhort wrote:
Sean Parisi wrote:
Fon Revedhort wrote:
Bouh Revetoile wrote:
Fon Revedhort wrote:
Damps suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship).

Let me rephrase a little bit :
"TD suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship)."
"Neut suffer from the same flaw of game mechanics: severely overpowered when stacked in excessive numbers against one single target, while being OK when applied as intented (1-2 per ship)."

I already said it : that's how EWAR work. It's either effective and you are pissed, or it's ineffective and nobody use it. These modules give you a noticeable advantage over your oponent. The opponent often notice it, and he is then pissed off, because he don't have the module/fit to counter it.

That's why TD are seen as overpowered IMO : a lot of people already stack TE on their ship to work with extended range so a TD is the exact counter to their fit. It's not that TD are overpowered, it's workinng as intended IMO.

Neuting is a good mechanics, it relies on actual piloting skills and can be countered by intelligent cap-boosting, as I have already written above. EWAR is plain primite piloting-wise. Finally:

THERE IS NO LONG-RANGE COVERT CLOAKY NEUTING FAGGOTRY OUT THERE Attention

Make Falcon a short-range browler just like a Pilgrim and it will become super-balanced. And there's a reason why Bhaal doesn't have any range bonuses for neuts, being able to neut from 60k would be pretty OP. So no, neuting doesn't even stand close.


What is your opinion on the use of an ECCM module assuming they allow sensor strength to additionally improve defenses on a soft level against other ships E-War. To a level I can agree with this except for the fact it goes against the standard long range engagement philosophy of the Caldari, but with the possible changes pushing some Caldari ships into close range engagement ranges I would not completely disagree - But if this was to be put into place I would want the falcon to be given at least a bit of a substantial tank. I myself do not use Falcons, but I have always seen them as a very useful ship for Covert Gangs (Purely Stealth Bombers, Arazus, Rapiers, Pilgrim, Etc) as it provides a "buffer" of sorts for their soft tank. That is the only reason I would really be against a possible nerf to its engagement range.

Sure, that makes sense.

Now you understand how irrtitating it's to hear about 'min-maxers' who don't want to fit magical ECCM when ECM ships already are a bunch of min-maxers on their own? They are just one-trick ponies, they can't tank, they can't tackle or shoot (for the most cases).

Ewar needs a complete rehaul and should incorporate eccm changes, that's for sure.


I find min-maxing is a necessary evil for ECM as when compared to other E-War activities it is chance based as opposed to a consistent effect (Which doesn't actually bother me). When a jam doesn't drop I go "Oh Sh!t" and have to adapt my piloting style to compensate and it can make a match somewhat interesting from the ECMing perspective. But essentially I am trying to max my abiltiy to jam out the target as my tank.

My primary issue with these changes though is that it is encouraging passive bonuses as the "solution" where as I like the chess philosophy of EvE. Where you attempt to out maneuver your opponent, often times people lose because they did not take time to gather information on their surroundings, then they fall into a trap and feel stupid as a result. Where as I would love to have the option to fit ECCM - fall into the trap, focus fire their ECM ship and GTFO.

The issue with the ECCM module is that it does not provide an active bonus like other "Counter" modules do. As such its use is somewhat limited to solely ECM opponents. Should sensor strength provide a bonus against all E-War I believe that may be the change itself that will help people make the decision at the fitting screen. But I will be dissapointed if its bonus drastically reduces all forms of E-War, as opposed to only effecting them softly.
Sean Parisi
Blackrise Vanguard
#344 - 2012-11-06 16:14:51 UTC
Morrigan LeSante wrote:
Sean Parisi wrote:
But I do agree with the scripted bonus, if implementing ECCM totally wrecks a player using ECM I have no issue with this. As their forethought and planning, intelligence gathering cripples my own.


Yeah I guess that's fair, since there's a trade off for it.


Yes exactly. You can either choose to accept "Being jammed" but for a reduce amount of time, or you can opt for a higher buffer for the dice roll. Thus allowing you to choose the play style that benefits you more.
7'62 SKS
Doomheim
#345 - 2012-11-06 16:33:28 UTC  |  Edited by: 7'62 SKS
Why all the whining about ECM and why does CCP seem so intent on changing it?

When flying ECM I never come across a logi that is not ECCM fit. They are VERY VERY effective at turning a Blackbird into a laughable choice for a fleet fight which is why you really don't see a ton of ECM being fielded as things are. If it was the end-all-be-all broken mechanic, wouldn't you see them a lot more often, as in, 30% of any fleet every time?

ECCM is working great as a counter to ECM. These new skills are something everyone will have and therefore will nerf ECM significantly. As a ECM pilot I have to either have intel on what the opposing fleet is flying or take my chances with a rainbow fit. The same applies to people trying to guess if ECM will be on the field and deciding whether or not to fit ECCM or go 100% optimized DPS/tank and hope for the best...or have intel.

When flying ECM I already have a ton of things that can ruin my day:

1) ECCM fits on obvious ECM targets like logistics. FC orders me to jam the logi. Jams fail 90%. My ship is a brick.
2) Tier 3 BCs and other snipers can hit my no-tank ECM bird no problem and destroy me in seconds or force me off the field.
3) Fast frigates can burn to me within seconds. Each one that does so takes up a jam to deal with, and realistically I need to leave the field before they close in or probably die.
4) Damps. One damp and my sniper perch is blown, and I need to leave the field.
5) Jams. Stop hating on ECM so much and maybe someone will field an ECM boat on YOUR side.
6) Bad intel. Scout was wrong or enemy was clever and now my jams are all mismatched. My ship is a brick.

Every update seems to bring more bad news for ECM pilots. But its never enough to quell the angry mob of min/maxers who simply don't want to deal with ECM with fittings or implants that shave a few points off of their precious fits. ECM is part of the game, and although the mechanic may be simplistic, it's a lot of fun. Eve constantly forces players to adapt, adjust, and survive. For some reason this doesn't seem to apply to ECM though. Seems like most people think the only way to counter ECM is to pour tears on it until CCP nerfs it out of the game.
Sean Parisi
Blackrise Vanguard
#346 - 2012-11-06 16:36:08 UTC
7'62 SKS wrote:
Why all the whining about ECM and why does CCP seem so intent on changing it?

When flying ECM I never come across a logi that is not ECCM fit. They are VERY VERY effective at turning a Blackbird into a laughable choice for a fleet fight which is why you really don't see a ton of ECM being fielded as things are. If it was the end-all-be-all broken mechanic, wouldn't you see them a lot more often, as in, 30% of any fleet every time?

ECCM is working great as a counter to ECM. These new skills are something everyone will have and therefore will nerf ECM significantly. As a ECM pilot I have to either have intel on what the opposing fleet is flying or take my chances with a rainbow fit. The same applies to people trying to guess if ECM will be on the field and deciding whether or not to fit ECCM or go 100% optimized DPS/tank and hope for the best...or have intel.

When flying ECM I already have a ton of things that can ruin my day:

1) ECCM fits on obvious ECM targets like logistics. FC orders me to jam the logi. Jams fail 90%. My ship is a brick.
2) Tier 3 BCs and other snipers can hit my no-tank ECM bird no problem and destroy me in seconds or force me off the field.
3) Fast frigates can burn to me within seconds. Each one that does so takes up a jam to deal with, and realistically I need to leave the field before the close in or probably die.
4) Damps. One damp and my sniper perch is blown, and I need to leave the field.
5) Jams. Stop hating on ECM so much and maybe someone will field an ECM boat on YOUR side.
6) Bad intel. Scout was wrong or enemy was clever and now my jams are all mismatched. My ship is a brick.

Every update seems to bring more bad news for ECM pilots. But its never enough to quell the angry mob of min/maxers who simply don't want to deal with ECM with fittings or implants that shave a few points off of their precious fits.





Yes exactly. Stand against passive bonuses that break the mechanic when there is already a suitable counter. The other counter that has no been mentioned "Drones" - Specifically for say my Griffin or unarmed black bird. Once drones are placed on my ship I struggle to remain on the field as I see my ships tank deteriorating.
Jysella Halcyon
Sebiestor Tribe
Minmatar Republic
#347 - 2012-11-06 16:38:28 UTC
Damp buff - about time.
TD "nerf" - Really guys, it's a nerf. We swear. That said, I like where TD is right now.
TP hull bonus - Good compromise
ECM changes - completely off-track.

The problem with ECM is not that it's overpowered (though it is very strong at a small-gang level), it's that the mechanic itself is unfun. If my rifter is heavily damped I can pilot to point blank to reacquire a lock. If my turret ship is TDed I can pilot to reduce my range and transversal and my guns keep shooting. If I'm target painted I can drop in closer to mitigate the increased tracking of my opponent's guns.

If I'm jammed? Sorry. SOL.

Additionally, ECM is unfun to the players fitting it. Dedicated EWAR pilots for 3/4 races can fit 1-2 mids with their ewar and be effective, leaving mids open for a light shield tank and lows uncluttered if armor is the desired tanking layer. ECM pilots fit with 1) MWD 2) ECM rainbow 3) more ECM in any available mids 4) SDAs in the lows. At least 4 ewar mids are needed to be reliably effective, cutting any thoughts of a shield tank to ribbons, and caldari ships are (rightfully) bereft of lowslots to fit an armor tank, even ignoring the need to use those lows to increase their ECM effectiveness. This leave everything about ECM in an unfun state of hard lines below which ECM has no effect whatsoever and above which it is completely effective. Neither pilot can fly in such a way to change the impact of the ECM.

If I'm using a TD, I can fly to put my opponent at a disadvantageous range/transversal.
If I'm using a damp, I can fly to put my opponent at a range at which he cannot lock me or cause him to be slower in reacuiring me as a target.
If I'm using a TP I can fly to make use of the increased tracking and missile damage in my favor.

In all of these cases, my fitted tank is allowed to work as intended, the EWAR simply existing to reduce my incoming damage relative to my opponent.

If I'm jamming, I cross my fingers and pray to my chosen deity that the jams hold. I cannot fly in such a way to increase their effect - that was decided at the fitting screen and in the skill queue. Incoming damage is either cut to zero or not affected in any way.

Player who have chosen to play a game do not like being told that they cannot play the game for 20-second increments.

{armchair designer}
You know what system doesn't have any ewar aimed at it that ECM would flavorfully fit into? Drones. Gallente pilots love their drones, Caldari corporations have every incentive to research ways to disrupt the electronic connections that an enemy ship has to its drones. As a side effect, the jamming signals hindering drone control could also negatively impact missile control.
{/armchair designer}
But that's just my pipe dream for ECM rework
Eridanii
Aliastra
Gallente Federation
#348 - 2012-11-06 17:01:44 UTC
Jysella Halcyon wrote:

{armchair designer}
You know what system doesn't have any ewar aimed at it that ECM would flavorfully fit into? Drones. Gallente pilots love their drones, Caldari corporations have every incentive to research ways to disrupt the electronic connections that an enemy ship has to its drones. As a side effect, the jamming signals hindering drone control could also negatively impact missile control.
{/armchair designer}
But that's just my pipe dream for ECM rework


I like this idea as Caldari's 2nd form of ewar, rather than making TD's OP(er).
Dersen Lowery
The Scope
#349 - 2012-11-06 17:56:18 UTC
Most EWAR forces you to close range. The Caldari doctrine wouldn't want you to close range. What if ECM weakened sensor strength over optimal / falloff / double falloff, so that the counter to ECM was to move away from the jamming boat? That would support a sniper doctrine quite well. ECCM would then be the obvious choice for close-range ships trying to get into position against ECM.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Morrigan LeSante
Perkone
Caldari State
#350 - 2012-11-06 17:56:47 UTC  |  Edited by: Morrigan LeSante
Jysella Halcyon wrote:

The problem with ECM is not that it's overpowered (though it is very strong at a small-gang level), it's that the mechanic itself is unfun. If my rifter is heavily damped I can pilot to point blank to reacquire a lock. If my turret ship is TDed I can pilot to reduce my range and transversal and my guns keep shooting. If I'm target painted I can drop in closer to mitigate the increased tracking of my opponent's guns.

If I'm jammed? Sorry. SOL.


Actually working FoF would solve this (As well as a turret variant arriving)
Goldensaver
Maraque Enterprises
Just let it happen
#351 - 2012-11-06 18:26:58 UTC
Trinkets friend wrote:
Re: the imbeciles whining about damps blotting out the sun...

...either you solely fly frigates (where a single unbonused damp can ruin your day completely because ur hull cannot lock much past dissy range to begin with

...or you are living in some parallel universe.

I admit, a fixed Maulus which in't completely gmped into uselessness, it may in fact become an I-Win Button of a frigate (again, your raw lock range is initially pissy so a single damp will be dangerous), but only solo. Even with a fully pimped-up alt in a Celestis, you cannot solo any cruiser due to a) the fact that it takes 3 damps to knock their range down below dissy range b) you then cannot fit a dissy yourself not with a prop c) cap use is murderous.

Seriously, you lot give me aneurysms. There is a reason why almost everyone shield tanks Lachs and Arazus, and that is because you get mobility, a OMFG long point, and are the darling of nado gangs.

That said, a dampbird is quite hilarious.

Well, you got me. I mostly fly frigates in PvP due to my character being in FW. A single damp is capable of completely screwing over my kiting ships, or screwing my brawlers against kiting ships (as if they weren't already). I was specifically talking about the Maulus, in fact. That's one of the ships that I'm going to fear greatly after the patch.

I don't mind damps on larger ships, as they're doing what they're supposed to do. But frigates have an inherently low locking range, and any modification on that cripples them.
Sean Parisi
Blackrise Vanguard
#352 - 2012-11-06 18:31:12 UTC
Goldensaver wrote:
Trinkets friend wrote:
Re: the imbeciles whining about damps blotting out the sun...

...either you solely fly frigates (where a single unbonused damp can ruin your day completely because ur hull cannot lock much past dissy range to begin with

...or you are living in some parallel universe.

I admit, a fixed Maulus which in't completely gmped into uselessness, it may in fact become an I-Win Button of a frigate (again, your raw lock range is initially pissy so a single damp will be dangerous), but only solo. Even with a fully pimped-up alt in a Celestis, you cannot solo any cruiser due to a) the fact that it takes 3 damps to knock their range down below dissy range b) you then cannot fit a dissy yourself not with a prop c) cap use is murderous.

Seriously, you lot give me aneurysms. There is a reason why almost everyone shield tanks Lachs and Arazus, and that is because you get mobility, a OMFG long point, and are the darling of nado gangs.

That said, a dampbird is quite hilarious.

Well, you got me. I mostly fly frigates in PvP due to my character being in FW. A single damp is capable of completely screwing over my kiting ships, or screwing my brawlers against kiting ships (as if they weren't already). I was specifically talking about the Maulus, in fact. That's one of the ships that I'm going to fear greatly after the patch.

I don't mind damps on larger ships, as they're doing what they're supposed to do. But frigates have an inherently low locking range, and any modification on that cripples them.


The same applies to Sensor strength and ECM against frigates. Electronic warfare should be extremely crippling, in all forms. Truth is though anyone who solo PvP's and complains about the use of any form of Electronic warfare from an external party "Wtf Arazu, Wtf Pilgrim, Wtf, Falcon, Wtf Rapier" should not complain. As in most 2v1 situations, you will lose unless you play your cards properly.

This is one reason why I keep defending ECM as an effective mechanic. Majority of people complain about it because it locks down a target - Just as a curse would do so. It is just the psychological impact that it has more then anything.
Goldensaver
Maraque Enterprises
Just let it happen
#353 - 2012-11-06 18:41:31 UTC
Sean Parisi wrote:

The same applies to Sensor strength and ECM against frigates. Electronic warfare should be extremely crippling, in all forms. Truth is though anyone who solo PvP's and complains about the use of any form of Electronic warfare from an external party "Wtf Arazu, Wtf Pilgrim, Wtf, Falcon, Wtf Rapier" should not complain. As in most 2v1 situations, you will lose unless you play your cards properly.

This is one reason why I keep defending ECM as an effective mechanic. Majority of people complain about it because it locks down a target - Just as a curse would do so. It is just the psychological impact that it has more then anything.

I've never been one to complain about third party EWar. It just means that they had the numbers, and if that person were in a combat vessel, I would have likely lost my ship anyways.

And I know ECM is the same, but at least when I get decently higher Sensor Strengths, in a 1v1 the Griffin isn't likely to break my tank and all it'll take is one missed cycle for me to break it. Damps never miss within optimal. I'll never get that "one missed cycle". I'll just be sitting there forever, until he blows me up, or he REALLY screws up.
Julius Foederatus
Federal Navy Academy
Gallente Federation
#354 - 2012-11-06 18:55:00 UTC
Once again, look at the math of the damp buff. It is not sufficient in the slightest. It gives a bonus of about 6% to the current bonused stats, and that's on the EWAR specific Celestis hulls. It needs to be 10% per level, anything else is either OP or largely useless, just like it is now.
Sean Parisi
Blackrise Vanguard
#355 - 2012-11-06 19:04:44 UTC
Julius Foederatus wrote:
Once again, look at the math of the damp buff. It is not sufficient in the slightest. It gives a bonus of about 6% to the current bonused stats, and that's on the EWAR specific Celestis hulls. It needs to be 10% per level, anything else is either OP or largely useless, just like it is now.


On the plus side I do believe they plan on reducing the capacitor cost of each cycle for dampeners. Couldn't find the post on it. Looking at the Celestis, it should be able to sport a decent armor tank while devoting four slots to sensor dampening. Though I am a bit ignorant as to how much dampeners are needed to lock down the typical target completely.
Julius Foederatus
Federal Navy Academy
Gallente Federation
#356 - 2012-11-06 19:15:38 UTC
Sean Parisi wrote:
Julius Foederatus wrote:
Once again, look at the math of the damp buff. It is not sufficient in the slightest. It gives a bonus of about 6% to the current bonused stats, and that's on the EWAR specific Celestis hulls. It needs to be 10% per level, anything else is either OP or largely useless, just like it is now.


On the plus side I do believe they plan on reducing the capacitor cost of each cycle for dampeners. Couldn't find the post on it. Looking at the Celestis, it should be able to sport a decent armor tank while devoting four slots to sensor dampening. Though I am a bit ignorant as to how much dampeners are needed to lock down the typical target completely.


You need 3. 2 damps will make life difficult for some ships, but generally everything BC and up has such high targeting range already that 2 damps will not drive ships fitted for range to overheated web range. For supposedly being set for the race with blaster tactics, they're woefully inadequate for driving ships into the ranges that are required for close range blasters to be effective.

The real issue is that they're out of balance with other ships. You need 2 damps to a barely sufficient job of countering long range ships, whereas you need 1 TD to do much better (especially after they affect missiles), and 1 ECM mod to do the same. The bonuses on damps are out of kilter with the effect they have when compared to the effect other EWAR ships have.
Sean Parisi
Blackrise Vanguard
#357 - 2012-11-06 19:23:37 UTC
Julius Foederatus wrote:
Sean Parisi wrote:
Julius Foederatus wrote:
Once again, look at the math of the damp buff. It is not sufficient in the slightest. It gives a bonus of about 6% to the current bonused stats, and that's on the EWAR specific Celestis hulls. It needs to be 10% per level, anything else is either OP or largely useless, just like it is now.


On the plus side I do believe they plan on reducing the capacitor cost of each cycle for dampeners. Couldn't find the post on it. Looking at the Celestis, it should be able to sport a decent armor tank while devoting four slots to sensor dampening. Though I am a bit ignorant as to how much dampeners are needed to lock down the typical target completely.


You need 3. 2 damps will make life difficult for some ships, but generally everything BC and up has such high targeting range already that 2 damps will not drive ships fitted for range to overheated web range. For supposedly being set for the race with blaster tactics, they're woefully inadequate for driving ships into the ranges that are required for close range blasters to be effective.

The real issue is that they're out of balance with other ships. You need 2 damps to a barely sufficient job of countering long range ships, whereas you need 1 TD to do much better (especially after they affect missiles), and 1 ECM mod to do the same. The bonuses on damps are out of kilter with the effect they have when compared to the effect other EWAR ships have.


Yes I would ideally like to see sensor dampeners being able to drastically reduce alot of ships ranges down to 10km or so. This may be overpowered, but what can I say -I would love to damp someone down fore good while I peck at them from a range or force them into eating my blasters. Even if it takes all sensor dampeners to do so, it will provide a constant effect that is crippling.
Fon Revedhort
Monks of War
#358 - 2012-11-06 21:17:13 UTC
Sean Parisi wrote:
Julius Foederatus wrote:
Sean Parisi wrote:
Julius Foederatus wrote:
Once again, look at the math of the damp buff. It is not sufficient in the slightest. It gives a bonus of about 6% to the current bonused stats, and that's on the EWAR specific Celestis hulls. It needs to be 10% per level, anything else is either OP or largely useless, just like it is now.


On the plus side I do believe they plan on reducing the capacitor cost of each cycle for dampeners. Couldn't find the post on it. Looking at the Celestis, it should be able to sport a decent armor tank while devoting four slots to sensor dampening. Though I am a bit ignorant as to how much dampeners are needed to lock down the typical target completely.


You need 3. 2 damps will make life difficult for some ships, but generally everything BC and up has such high targeting range already that 2 damps will not drive ships fitted for range to overheated web range. For supposedly being set for the race with blaster tactics, they're woefully inadequate for driving ships into the ranges that are required for close range blasters to be effective.

The real issue is that they're out of balance with other ships. You need 2 damps to a barely sufficient job of countering long range ships, whereas you need 1 TD to do much better (especially after they affect missiles), and 1 ECM mod to do the same. The bonuses on damps are out of kilter with the effect they have when compared to the effect other EWAR ships have.


Yes I would ideally like to see sensor dampeners being able to drastically reduce alot of ships ranges down to 10km or so. This may be overpowered, but what can I say -I would love to damp someone down fore good while I peck at them from a range or force them into eating my blasters. Even if it takes all sensor dampeners to do so, it will provide a constant effect that is crippling.

Just the reverse, there should exist a hard limit of what ships can be damped to;say, 25% of the base locking range is always retained no matter how many dampeners are applied. Just a matter of balancing and our ultimate goal, really. EVE needs less one-sided ganks, not more.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Cassius Longinus
Stimulus
Rote Kapelle
#359 - 2012-11-06 23:01:27 UTC
There are a million reasons why ECM is both awesome and terrible, however, it is currently one of two real counters to logistics balls. This change nerfs one of them.

I would say that currently, logi is reasonably balanced against ECM (that is, it's relatively strong, but not impossible). Please lower logi base sensor strength in proportion to the lowered default ECM strength, so that meta isn't destabilized.

Thank you.
fukier
Gallente Federation
#360 - 2012-11-06 23:02:48 UTC
guys you are all overthinking this... its really simple to balance Ewar...

just make using scripts for ewar mods a role for ewar ships... presto... fixed...
At the end of the game both the pawn and the Queen go in the same box.