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Overheating tackle: A disparity in base values, bonuses and combat effectiveness.

Author
Liang Nuren
No Salvation
Divine Damnation
#21 - 2013-01-07 18:08:56 UTC
No, Fon. The problem is that gang links are damn near required to get "reasonable" ranged tackle. I think everyone knows there's a problem when blasters outrange point range.

-Liang

I'm an idiot, don't mind me.

Solotta Erquilenne
#22 - 2013-01-07 18:30:00 UTC
Liang Nuren wrote:
No, Fon. The problem is that gang links are damn near required to get "reasonable" ranged tackle. I think everyone knows there's a problem when blasters outrange point range.

-Liang


if your blasters are outranging point-range, then you aren't flying a brawler anymore. If you say "but Talos" then we get into the issue why are you trying to kite a ship that is setup to kite? Outranging a ship with larger guns has always been a bit dicey. AC tornado and pulse oracle will do the same thing if you're trying to maintain a 23km range on them. Perhaps I'm just making your point for you, but it seems like getting ranged tackle just means you need a specialized ship, and not just any cookie-cutter vagabond will do. IMO there are still plenty of options, such as tackle ceptor, using ewar to neutralize the target's offensive capabilities, or yeah gallente recons! Its a bit hard for standard kiting ships to mitigate damage now since pulse always has scorch and blasters with null actually do something, but this just represents a change in which ships are viable targets, and the kiting ship still has GTFO ability.
Liang Nuren
No Salvation
Divine Damnation
#23 - 2013-01-07 18:36:56 UTC  |  Edited by: Liang Nuren
You're illustrating the problem, but not in the way you think you are. Everyone seems to think the Talos gets a range bonus, but it doesn't. the "standard" Talos fits don't even stack up TEs to get range either. So would it help if I'd specified "Hyperion", "Megathron", "Naga", or "Rokh" instead? The fact of the matter is that ranges have been creeping up for many years while point range has stayed steady. The problem is so bad that even unbonused blasters quite thoroughly outrange unlinked point range.

That is to say: you're saying that getting ranged tackle should require a special ship. And I totally agree. Unfortunately, that range is far beyond the 24km we have now.

-Liang

Ed: I should also be clear. I'm not aiming to get an overall increase in point range. I'm arguing that more of it should come from "base point range" and (much) less from links. A small improvement in point range (24->30km) would be welcome, but I'm much less married to the idea.

I'm an idiot, don't mind me.

Fon Revedhort
Monks of War
#24 - 2013-01-07 18:56:55 UTC  |  Edited by: Fon Revedhort
Liang Nuren wrote:
No, Fon. The problem is that gang links are damn near required to get "reasonable" ranged tackle. I think everyone knows there's a problem when blasters outrange point range.

-Liang

That's like saying that logistics are required to get reasonable tank.

I'm not saying link values are fine (in fact, they are not), but trying to get it down to just values alone (without addressing unlimited boosting - imagine 1 logistics healing 10 ships at a time for the same effect as when healing just 1) is wrong way to go. Because of that unlimited boosting everyone can bring a gang-linking ship without making trade-offs in the fleet composition and that's why it becomes required that the other side brings it, too. Introduce proper mechanics (and then reduce link effects themselves) and then you'll find out that bringing 10 gang boosters into a gang of 20 is not viable, while 1 booster provides pretty minor boosts and thus is no longer mandatory.

Also, yes, range is inflated, but this is mostly due to 2 very simple things: TEs and OP tier3 BCs.

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

Liang Nuren
No Salvation
Divine Damnation
#25 - 2013-01-07 19:00:15 UTC
No, it is not at all like saying that logistics are required for a reasonable tank. It's more like saying that even the shortest range weapons in the game, completely unbonused, outrange an unlinked T2 disruptor. And the problem isn't also related to unlimited boosting. It's related to boosting - on grid, off grid, limited, and unlimited.

-Liang

I'm an idiot, don't mind me.

Fon Revedhort
Monks of War
#26 - 2013-01-07 19:34:50 UTC  |  Edited by: Fon Revedhort
Liang Nuren wrote:
It's more like saying that even the shortest range weapons in the game, completely unbonused, outrange an unlinked T2 disruptor.

I don't see that being true. If anything, this may come as a result of CCP's weird policy of constantly giving ships more and more grid/CPU so that they always pick the heavier guns. I remember playing with plain tech1 points (tech2 didn't exist) and don't recall point range as an issue, although there already were scorch and barrage. Neither Blasters nor ACs outrange tech2 points without adding TEs. Which weaponry has got excessive range in your opinion?

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

Liang Nuren
No Salvation
Divine Damnation
#27 - 2013-01-07 19:40:58 UTC
Fon Revedhort wrote:
Liang Nuren wrote:
It's more like saying that even the shortest range weapons in the game, completely unbonused, outrange an unlinked T2 disruptor.

I don't see that being true. If anything, this may come as a result of CCP's weird policy of constantly giving ships more and more grid/CPU so that they always pick the heavier guns. I remember playing with plain tech1 points (tech2 didn't exist) and don't recall point range as an issue, although there already were scorch and barrage. Neither Blasters nor ACs outrange tech2 points without adding TEs. Which weaponry has got excessive range in your opinion?


Oh come now. What a worthless post. "If only people didn't fit modules to their ships!" The problem is not weaponry having excessive range - it's with unlinked tackle being too short range.

-Liang

I'm an idiot, don't mind me.

Fon Revedhort
Monks of War
#28 - 2013-01-07 19:47:59 UTC
When exactly unlinked tackle became lacking in terms of range?

I, for one, can say exactly when EVE became overtanked. Surely every issue can be traced down to its origin.

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

Liang Nuren
No Salvation
Divine Damnation
#29 - 2013-01-07 20:04:32 UTC
To answer your question in short: I'd say that it's been lacking for a long time - certainly much earlier than the introduction of 'those OP Tier 3s'. People have always pointed out that blaster battleships were outperforming AC battleships at point range. The introduction of T3s allowed the commonplace extension of point range out to more natural ranges, which permanently altered Eve's landscape.

And that's something you don't seem to understand. Eve is never going back to the time that you want it to. CCP is never going to cut every ship's HP by 3/4s. CCP is similarly not going to nerf the range of every weapons system in the game just to prevent boosting unlinked tackle range. You're so busy wailing at the loss of the past that you fail to understand it's the wrong course of action to simply reverse the changes of the past.

The problem here is that tackle ranges are too short for today's ships and modules. The answer is not to nerf everything in the game, as you suggest. The problem is to take a path of lesser disruption, and increase disruption range. Heh, heh, heh. Puns.

-Liang

I'm an idiot, don't mind me.

Maeltstome
Ten Thousand Days
#30 - 2013-01-07 20:07:51 UTC
I am actually shocked people think i'm being but-hurt over loosing a stabber. The fight i gave an example of was because IT ACTUALLY HAPPENED. I'm not debating that the result was favourable for my side, i agree 100%. But it highlighted something that didn't make sense.

SO since you're hating on a real situation, I'll go back to theory-crafting since you love it so much on these forums. Thorax VS Stabber. Both in the same class and specialisation of ship. Here are the 2 fits im running. Both are Twin extended fits using long range ammo - which it common for this class of cruiser. Here are the fits.

Quote:

[Stabber, Stabber 220's 2xTE 2xGYRO]

Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II

Large Shield Extender II
Large Shield Extender II
10MN Microwarpdrive II
Warp Disruptor II

220mm Vulcan AutoCannon II, Barrage M
220mm Vulcan AutoCannon II, Barrage M
220mm Vulcan AutoCannon II, Barrage M
220mm Vulcan AutoCannon II, Barrage M
Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I


Quote:
[Thorax, Thorax Neutrons 2x TE 2xMFS]

Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II

Large F-S9 Regolith Shield Induction
Large Shield Extender II
Experimental 10MN Microwarpdrive I
J5 Prototype Warp Disruptor I

Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M
Heavy Neutron Blaster II, Null M

Medium Ancillary Current Router I
Medium Ancillary Current Router I
Medium Core Defense Field Extender I


Hammerhead II x5


Now they both have a 5% damage bonus and the secondary bonus reflects their usage. The stabber has a falloff bonus for kiting, the thorax has a tracking bonus for closer range combat (i guess that's why it has it...). The main discrepancy is the that the stabber is using medium guns instead of large ones, like the thorax. But it's not possible to get 425's on the stabber without seriously gimping the EHP by a factor of 10-20%. It's borderline made of paper as it is. But here's a graph of their dps in 0-25km without the stabbers missiles being used or the thoraxes drones being used (so bonused slots only).

http://i1262.photobucket.com/albums/ii606/B1zmark/StabberVersusThoraxNoDrones_zpsbd75bbfb.png

So its basically 22km before the stabbers range bonus becomes useful. Beyond that the story is very 1-sided in favour of the stabber. It has very reliable damage up to around 40km... but since disruptors only go to 24km... that doesn't make any difference.

Oh btw, here's the graph with missile launchers/drones included. But this proves nothing other than the new stabber is trash. And yes, im serious. The rupture is still a better stabber than the stabber due to the combat range of 24km and the Stabbers general sucky slot/turret layout.

http://i1262.photobucket.com/albums/ii606/B1zmark/StabberVersusThoraxwithDrones_zps32d89063.png

So i'm struggling to see how range bonused ships will ever be viable with current combat ranges when brawlers can easily achieve these effective ranges and still have triple the DPS of kiting ships up close. Speed is the only real advantage kiting ships have, but 1 mistake and that advantage is gone. A brawler can make many mistakes in a fight and only has to get 1 slingshot right to win the fight.

Be careful when referring to 'winmatar' btw. Much of what you base your hatred on revolves around gang links and faction mods when you don't have either.
Maeltstome
Ten Thousand Days
#31 - 2013-01-07 20:16:21 UTC
Fon Revedhort wrote:
When exactly unlinked tackle became lacking in terms of range?

I, for one, can say exactly when EVE became overtanked. Surely every issue can be traced down to its origin.


When tracking enhancers added 30% falloff to every gun in the game. Did you not read my OP? *sigh* TL;DR replies as usual.
Solotta Erquilenne
#32 - 2013-01-07 21:43:30 UTC
Liang Nuren wrote:
You're illustrating the problem, but not in the way you think you are. Everyone seems to think the Talos gets a range bonus, but it doesn't. the "standard" Talos fits don't even stack up TEs to get range either. So would it help if I'd specified "Hyperion", "Megathron", "Naga", or "Rokh" instead? The fact of the matter is that ranges have been creeping up for many years while point range has stayed steady. The problem is so bad that even unbonused blasters quite thoroughly outrange unlinked point range.

That is to say: you're saying that getting ranged tackle should require a special ship. And I totally agree. Unfortunately, that range is far beyond the 24km we have now.


While I'm familiar with the talos not getting a range bonus, I suppose I forgot that all the other tier 3's do get range bonuses. And yeah, blasters overall, and null ammo specifically has been improved to the point that most blaster ships can fit neutron blasters standard and project damage quite well. The talos can do it with no modifiers other than ranged ammo. But that same performance/projection looks a lot less impressive on less mobile platforms like the mega and hype. The Naga and Rokh have range bonuses and will be fit with tracking enhancers, so they're just doing what they're supposed to do. As you remember, back before hybrids were buffed, they had lingering tracking issues, really terrible damage projection, fitting issues, and hybrid-boats were slow. The complaint was that even if the blasterboat could catch the winmatar ship shooting him in falloff, by the time the blasterboat caught up, the autocannon ship would have already done significant damage, and the slightly better dps of blasters was would never be enough to overcome that disparity, as the autocannons also did more damage at close range. CCP boosted blasters in the usability department as an alternative to making them do so much dps they would be worth using despite the issues.

Obviously this isn't just about blasters, its that any ship with guns and shields loads up on TE's for that sweet sweet damage application. Unless its a frigate because they don't have the spare slots.

So if T2 warp disruptors get boosted to 30km, does that mean 15km can be the range of a standard t2 web?
Maeltstome
Ten Thousand Days
#33 - 2013-01-07 21:55:38 UTC
Solotta Erquilenne wrote:
Liang Nuren wrote:
You're illustrating the problem, but not in the way you think you are. Everyone seems to think the Talos gets a range bonus, but it doesn't. the "standard" Talos fits don't even stack up TEs to get range either. So would it help if I'd specified "Hyperion", "Megathron", "Naga", or "Rokh" instead? The fact of the matter is that ranges have been creeping up for many years while point range has stayed steady. The problem is so bad that even unbonused blasters quite thoroughly outrange unlinked point range.

That is to say: you're saying that getting ranged tackle should require a special ship. And I totally agree. Unfortunately, that range is far beyond the 24km we have now.


While I'm familiar with the talos not getting a range bonus, I suppose I forgot that all the other tier 3's do get range bonuses. And yeah, blasters overall, and null ammo specifically has been improved to the point that most blaster ships can fit neutron blasters standard and project damage quite well. The talos can do it with no modifiers other than ranged ammo. But that same performance/projection looks a lot less impressive on less mobile platforms like the mega and hype. The Naga and Rokh have range bonuses and will be fit with tracking enhancers, so they're just doing what they're supposed to do. As you remember, back before hybrids were buffed, they had lingering tracking issues, really terrible damage projection, fitting issues, and hybrid-boats were slow. The complaint was that even if the blasterboat could catch the winmatar ship shooting him in falloff, by the time the blasterboat caught up, the autocannon ship would have already done significant damage, and the slightly better dps of blasters was would never be enough to overcome that disparity, as the autocannons also did more damage at close range. CCP boosted blasters in the usability department as an alternative to making them do so much dps they would be worth using despite the issues.

Obviously this isn't just about blasters, its that any ship with guns and shields loads up on TE's for that sweet sweet damage application. Unless its a frigate because they don't have the spare slots.

So if T2 warp disruptors get boosted to 30km, does that mean 15km can be the range of a standard t2 web?


Ok a few points. The rokh has 10k opti and 10k faloff with void - VOID. This means that tracking is less of an issue on BS v BS fights that take place with 2 stationary targets. This is with no TE's btw.

Take the tempest for exmaple. Everyone fly's it with a shield buffer and ranged damage mostly. But without someone holding point it will never beat another BS head on. If you have to engage another bs within 24km, pretty much all of them do more damage and still maintain tank.

The tempest on the other hand can't be brick fit like this and win those fights. It's utility is killed by the lack of range on disruptors.

All these are BS arguments, which take on a new dynamic. You can reach 20km effective range with 2x TE's and null on CRUISER sized blasters. That, imo, is the detail that screams "Projection is too high compared to point range".
Liang Nuren
No Salvation
Divine Damnation
#34 - 2013-01-07 22:02:36 UTC
I'd say that it's not as simple as boosting disruptor range to 30km. Instead, I'd say that tackle ranges should be roughly equivalent to the ranges we see with gang links now and that gang links should not have such a strong effect on them.

-Liang

I'm an idiot, don't mind me.

Taoist Dragon
Okata Syndicate
#35 - 2013-01-07 22:12:26 UTC
Maeltstome wrote:

Now they both have a 5% damage bonus and the secondary bonus reflects their usage. The stabber has a falloff bonus for kiting, the thorax has a tracking bonus for closer range combat (i guess that's why it has it...). The main discrepancy is the that the stabber is using medium guns instead of large ones, like the thorax. But it's not possible to get 425's on the stabber without seriously gimping the EHP by a factor of 10-20%. It's borderline made of paper as it is. But here's a graph of their dps in 0-25km without the stabbers missiles being used or the thoraxes drones being used (so bonused slots only).

http://i1262.photobucket.com/albums/ii606/B1zmark/StabberVersusThoraxNoDrones_zpsbd75bbfb.png

So its basically 22km before the stabbers range bonus becomes useful. Beyond that the story is very 1-sided in favour of the stabber. It has very reliable damage up to around 40km... but since disruptors only go to 24km... that doesn't make any difference.

Oh btw, here's the graph with missile launchers/drones included. But this proves nothing other than the new stabber is trash. And yes, im serious. The rupture is still a better stabber than the stabber due to the combat range of 24km and the Stabbers general sucky slot/turret layout.

http://i1262.photobucket.com/albums/ii606/B1zmark/StabberVersusThoraxwithDrones_zps32d89063.png

So i'm struggling to see how range bonused ships will ever be viable with current combat ranges when brawlers can easily achieve these effective ranges and still have triple the DPS of kiting ships up close. Speed is the only real advantage kiting ships have, but 1 mistake and that advantage is gone. A brawler can make many mistakes in a fight and only has to get 1 slingshot right to win the fight.

Be careful when referring to 'winmatar' btw. Much of what you base your hatred on revolves around gang links and faction mods when you don't have either.


Ok. do a graph for when you kill his drones but you stil get to shoot your missiles. Also when you are comparing two pretty much identical layout ships then you have to factor racial differences into it as well.

In this secenario I agree the stabber is very likely to be taken down by the thorax. This is where player skill comes into it as you have a 24km point range which gives you a 2km window to hold un OH'd point and be at an advantage. also remember though with periodic OH'ing you extend that to 28km giving you a much larger window of advantage.

None of this support the original argument of increased point ranges. Just that your window is less than in a similar setup ship.

These are also only for 1v1's in a gang situation the desire for extended point range is probably not even required...that is what tackle is for.

That is the Way, the Tao.

Balance is everything.

Liang Nuren
No Salvation
Divine Damnation
#36 - 2013-01-07 22:16:30 UTC
So he goes through a long, complicated, and well thought out argument. It's carefully laid out. You agree with every detail individually, and combined. Then you come up with a completely wrong conclusion.

Amazing.

-Liang

I'm an idiot, don't mind me.

Taoist Dragon
Okata Syndicate
#37 - 2013-01-07 22:37:12 UTC
Liang Nuren wrote:
So he goes through a long, complicated, and well thought out argument. It's carefully laid out. You agree with every detail individually, and combined. Then you come up with a completely wrong conclusion.

Amazing.

-Liang


No he goes a through a long winded way of say that 1 ship setup to pretty much kill his intented ship setup is an argument that point range need to be increased.

Why does point range need to be increased. no one has given any reason for me to think point range is in need of an increase.

What benefit/cost is there to increaseing base point ranges?

So far all the ship v ship arguments for increased point range are taking about BS sized stuff. In those cases tackle is what is need to be employed not longer point range changes. In the specific example of the kiting stabber vs kiting thorax it just shows that there is a margin where the stabber has an advantage (22-24km) this just highlights the differences in racial ship and does not in any way give a solid argument to increase point range across the board.

I do this kind of reasoning for my job everyday and still have not been shown any arguments that support a increase in point range.

Admittedly i don't pvp in BS or BS fleets so my judgment may we be biased on my prefered style.

That is the Way, the Tao.

Balance is everything.

Liang Nuren
No Salvation
Divine Damnation
#38 - 2013-01-07 22:42:20 UTC
No, you were pretty out and out with your particular bias. You basically said "I'm a brawler and I think kiters should be easy prey".

-Liang

I'm an idiot, don't mind me.

Taoist Dragon
Okata Syndicate
#39 - 2013-01-07 22:57:01 UTC  |  Edited by: Taoist Dragon
Liang Nuren wrote:
No, you were pretty out and out with your particular bias. You basically said "I'm a brawler and I think kiters should be easy prey".

-Liang


When did I say I think they should be easy prey? I said I would love to trounce them all, it's different.

I like the fact that a kitey can kill me if i'm brawling. It makes it a challenge to try and catch the bugger.

None of which poses an argument to increase point range. In a kite v kite fight the kiter with the better skill, ship setup, SP, boosts whatever wins.....once again no reason to increase point range.

If there were a multitude of posts about how brawlers instantly pwn kiters when they are their point range then i would think that point range may need to be extented but seeing as kiting is by far the most prefered combat tactic in my experience then none of this indicates and issue with the range of long points?

Now if you would prefer to give a solid argument on the reason to increase point range rather than try to break holes in a comment on my prefered style of fighting and insinuating I want to be OP then I'll be willing to listen to well contructed arguments. Until then I'll continue reaffirm my opinion that there is nothing wrong with point range .

That is the Way, the Tao.

Balance is everything.

Caitlyn Tufy
Perkone
Caldari State
#40 - 2013-01-07 23:06:41 UTC
Liang Nuren wrote:
- Scram and web range should be extended as well, but point range should be extended more.


I'll leave the rest for tomorrow (kinda late here), but I think this is a bit of a bad idea, Liang. Blaster brawlers depend on getting in your face to do anything - if you extend the Scram range, you severely weaken their ability to get up close and personal, thereby effectively neutralizing their dps - this is obviously less true for autocannons (good falloff) and pulse lasers (scorch).