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CSM December minutes: Ship Balancing

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Author
Debir Achen
Makiriemi Holdings
#21 - 2013-01-17 13:34:27 UTC
Something I'd really like to see: points removed from cap ship e-war immunity while in siege / triage. One really annoying game mechanic at present is fighting a dread or carrier in siege / triage. When it drops out of siege / triage, attackers have only a moment to re-apply points before it can jump away. Allowing a triaged cap ship to be pointed will have no effect while it's immune, but will mean that it can't simply jump away when the cycle ends. If you want to rescue it, you need to wait for the cycle to end and destroy the tacklers, just the same as if it were a tackled BS or BC.

Perma-immunity of super-caps is obviously a different story.

Aren't Caldari supposed to have a large signature?

Cyaron wars
Academia RED HOT Corporation
#22 - 2013-01-17 14:10:17 UTC
CCP Fozzie wrote:
Not in the stopgap change. I won't rule it out as an option for the future however.


Being a dedicated BO pilot I couldn't wait for anything better then this.
I felt off my chair after reading BO part in minutes. I take back all negative that I said before. You Sir are the greatest. Me and rest of our BO pilots are waiting for these changes. Can you please tell approximately when you will introduce us these changes?
Salpad
Carebears with Attitude
#23 - 2013-01-17 14:10:50 UTC
Roime wrote:
Because T2 != better T1, it means specialization in a certain task. Covert Ops frigates specialize in covert ops duties on battlefield.


But I'll look silly taking a T1 frigate into exploration sites. I want a T2 frigate for exploration. And I'm perfectly happy with the T2 Covert Ops frigates except for one thing: Drone bays are too small (or nonexistent).
Bubanni
Corus Aerospace
#24 - 2013-01-17 14:31:30 UTC
Debir Achen wrote:
Something I'd really like to see: points removed from cap ship e-war immunity while in siege / triage. One really annoying game mechanic at present is fighting a dread or carrier in siege / triage. When it drops out of siege / triage, attackers have only a moment to re-apply points before it can jump away. Allowing a triaged cap ship to be pointed will have no effect while it's immune, but will mean that it can't simply jump away when the cycle ends. If you want to rescue it, you need to wait for the cycle to end and destroy the tacklers, just the same as if it were a tackled BS or BC.

Perma-immunity of super-caps is obviously a different story.


That makes sense, personly I think the entire ewar immunity needs to be changed though... as to not prevent ewar, but simply drasticly decrease the effect of ewar vs the ship, call it an inbuilt stacking penality

where the ewar is less than 10% effective from first module... lets say an arazu used a remote sensor dampener II with targeting range vs an Avatar, the targeting range from the remote damp is 58.44% with lvl 5 skills, 10% of 58.44% is 5.844% decrease in targeting range, next remote damp applied would have the normal stacking penalties applied and thus it would be even smaller and smaller, leaving the total range dampend to be very very little

this general principal could apply to all ewar, even points/scrams, and giving ewar immune ships a higher warp core strenght, so say it has 2-5 warp core strenght, and ewar only being 10% of normal, it would take 20-50 points worth (or hic/dic bubble or infinite point) to hold an ewar immune ship... in the example of a triage/siege ship, the moment the siege/triage ends, a single point would be enough, and since it can't jump while in this mode, the point can be applied before it exists the mode...

what about ECM? well... thats an entirely different story, either disallow it to be used completly vs ewar immune ships, or simply use same principal of 10% effectiveness... again using the avatar as example, it has 240 Radar strenght as base, it you use a falcon with overloaded radar jammer, (13.5 points without any other bonuses or links) that would be only 1.35 strenght... or about 0.5% chance to jam (about!)... just consider this... 34x of these ECM modules would result in less than 18-20% chance to jam the avatar... I consider that fairly balanced... don't you? (based on EFT numbers)

I think CCP should be open to the idea at least :D that Ewar immunity was changed to a 10% effectiveness of ewar vs the target.

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Roime
Mea Culpa.
Shadow Cartel
#25 - 2013-01-17 14:38:55 UTC
Salpad wrote:

But I'll look silly taking a T1 frigate into exploration sites. I want a T2 frigate for exploration.


wut

The topic is "Ship Balancing"

.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#26 - 2013-01-17 15:14:59 UTC
I think you should nuke the cap on tier 3 bc's as well as mobility..

And maybe make them a bit tighter on fittings.

BYDI recruitment closed-ish

Salpad
Carebears with Attitude
#27 - 2013-01-17 20:17:40 UTC
Garviel Tarrant wrote:
I think you should nuke the cap on tier 3 bc's as well as mobility..

And maybe make them a bit tighter on fittings.


If they don't have a bonus already, they could be given a -PG bonus to fit Large turret-type weapons. Or if they already have one, make it bigger.

Of course, if there's too much of such fitting bonussing, it ends up being a heavy-handed form of dictating to pilots how they are to fit their ships.
Salpad
Carebears with Attitude
#28 - 2013-01-17 20:20:28 UTC
What about T2 Transports? Will they be looked at?

I'm particularly unhappy about the bonus to active shield tanking of the Caldari Bustard, and the general low value of training the Transport skill. +5% shield isn't much. How about +10% shield and +5% to all resists, for the Bustard, and equivalent bonuses for the other Deep Space Transports?

I'd happily train Transports to 5, if it gave me notable benefits.
Kadesh Priestess
Descendance.
GoonSwarm.
#29 - 2013-01-17 23:06:17 UTC  |  Edited by: Kadesh Priestess
I've just thoroughly read through whole balance section and feel that there's either misinterpretation on my side you inconsistency on CCp's. In one of the older devblogs Ytterbium described general concept, which he intended to follow during ship balancing, and it was confirmed in minutes: t1 is all-round good ship, t2 is specialized version of t1 (but t1 is still better in areas outside of t2 specialization), and t3 is generalization (flexible combination of less-powerful specializations). I must say, i quite liked the idea since the very first words, but release of this minutes embarrassed me.

Quote:
Greyscale asked the balance team if they were happy with any T2 ship now, compared to T1, and Fozzie responded that they were only happy with Assault Frigs. Greyscale then summed up the comparison between T1 and T2 by using the relationship between AFs and T1 frigs as the model.


Actual situation is quite opposite to what described in here. We can take a look at any pair of t1-AFs, let's take merlin/harpy and jaguar/rifter as random example, with passive shield fit:

Merlin, Harpy
Rifter, Jaguar

As we can see, AFs pros:
Have more ehp (harpy has 1.7 times more ehp than merlin, jag 1.96 times more than rifter)
Better resistances for making remote reps more effective
Better damage (herpy 1.34 times, jag 1.5 times)
Jag has extra slot and resources for web
Smaller sig with mwd (1.87 harpy, 1.76 jag)
Better sensors (both ~+30%)

t1 frigs pros:
slightly better cap regen (which doesn't really matter here)
better speed (rifter is faster by a factor of 1.15, merlin 1.28)
better agility (merlin 1.11, rifter 1.18)

Scanres is fluctuating towards both classes. Generally t1 have advantage, but not always and it's insignificant. Same for lock range, though this time AFs are usually better.

Which uses do we have for plain old combat frigates?
1) Fun frig-gangs
2) Solo
3) PvE (up to l4 missions and low-end plexes, fw)
4) In typical gangs for tackling

1) Efficiency-wise, for fun-frig gangs based on close-range weapons (and most of the frigates have to come under scram range, even with LR weaponds - to deal at least some significant damage) AFs are significantly better, they let each pilot to last longer under focus to let others do their job
2) Solo can be different, it can be ab faggotry - like sitting at FW plexes warp-in points, or roaming lesser-populated 0.0 seeking for lone targets to duel, and AFs are better at it. It can be maneuverable PvP to stretch gang and kill off few tacklers, and t1 frigates seem to be better here.
3) AFs without any doubt
4) t1s for placing initial tackle, AFs for sustained tackling

In maneuverable solo t1s still lack both DPS to kill tacklers fast and speed to run away from fast-moving hostiles (like interceptors), thus such metagame puts them on the same level as AFs. This effectively leaves t1 frigates a single role which they do better - placing inital tackle in gangs (given they survive in process).

It's quite opposite to what you've stated: if you have both ships in your hangar, for best efficiency (i'm not considering price factor here) you will pick t2 for most of the tasks you can do with combat frigate, leaving t1 only a narrow set of roles. This happens because t2 has vastly superior tank and damage, sacrificing only minor portion of their mobility, which, in turn, survivability-wise is more than compensated by their mwd sig bonus.

Personally, i like t1-t2 relations of following classes (not all of them are ideal, but still):
--destroyers-interdictors: properly fitted thrasher can kill most powerful interdictor - sabre, but sabre is faster and can place bubbles
--frigates-interceptors: inties are just faster, and easily killed by most of modern t1 frigates in honourable 1v1. Fleet interceptor's role is to tackle, so that's fine, combat interceptors' imo should kill t1 frigates only when these are caught off-guard or with help from intie's mates
--t1 battleships-marauders-blackopses: marauders are usually tight on fitting, have weaker sensors, but have *slightly* better resistances, abundance of utility high slots, and additional (sometimes unique) bonuses - which makes them sometimes better than t1 counterparts in pvp, but only sometimes. BOs are generally weaker, but their unique abilities ensure they have their role, like interdictors (and i'm one of those who doesn't think that BOs need boost)
--frigates-stealth bombers: i think SBs are awesome, tho alittle imba - they took 2 very special roles (small sneaky guys with big guns and bombing runs) when other classes struggle to find at least one. Still, generally t1 counterparts are better - SBs can to little to nothing vs frigates, have agility of battlecruiser, have less base ehp and resources for tank.

I could've forgotten some noteworthy pairs, but most of the unmentioned classes are just bad, and do not follow your tech proposal. My personal opinion - is that boost to resistances for t2 ships makes huge difference between t2 and t1 ships (because it heavily influences ehp and remote rep efficiency), making you always to use t2 if possible. I think only 'assault' classes deserve to have better resistances; difference between t1 and t2 versions of the rest of the classes should be narrowed or even completely eliminated (by boosting t1 resistances or nerfing t2, with any desirable HP changes - it all depends on how fast you want ships to die, how effective local/remote reps to be, etc etc), even ship prices can be adjusted via required materials.
Kadesh Priestess
Descendance.
GoonSwarm.
#30 - 2013-01-17 23:07:02 UTC  |  Edited by: Kadesh Priestess
Following is the list of my wet dreams, skip at will:
Assault Frigates: as decribed above, they have vastly superiour survivability and better damage at the cost of slight reduction of mobility. If you want AFs to serve as general 'combat' platform, its pros could stay as-is (2 out of survivability/range/damage), but come at bigger price
Combat and force recons: they are worth to have just because of their unique bonuses (long webs/neuts/cloak/etc), why do they have t2 resistances (although not top-tier ones)? This makes anyone to always pick recon if they need such ewar. To make recons specialized (not slightly better), make them like tech 1 counterparts, just with this additional ewar bonus. Force recons can have their covops cloak for safety, combat recons - stronger than t3s/force recons ewar and slight buff to resistances and/or damage over t1 at the cost of mobility.
Command ships - they already have their own specialization over t1, stronger links. Tank-wise they shouldn't be a way better than t1, dps-wise they should be worse.
EAFs - currently they are ridiculous despite the resists (because e.g. sentinel can't properly apply its neuts in gang because frigates are fragile, so TDs aree its main weapon, but crucifier is better here due to having the same slot layout and much better lock range). I think just follow approach with combat recons - less mobility, stronger ewar, slightly more tank or damage.
HACs - just like AFs. Vagabond is slightly slower than stabber, yes, but it's much more powerful. What are the pros of stabber?
HICs - they have their bubble as specialization. Make their tank the same as on new t1s (well, or slightly better) at the high cost of mobility and dps.
Logistics - like t1, but stronger/longer reps and smaller sig, at cost of mobility
Jump freighters - too good imo, but that's completely other topic (logistics) which i don't want to discuss here
Transport ships - do not let t2 ships to hold more stuff. For bigger capacities we've got orcas and freighters. Blockade runners already have good specialization (sneaky), but should hold less than t1; deep space transports are bad though (basically they serve as slower t1 industrials with bigger cargohold). I'd propose to put really good tank on these and ability to resist multiple offensive modifiers (e.g. ignore scram for mwd, reduce effect of webs and neuts), which, accompanied by STRONG tank (with appropriate fit), should let them to burn back to gate under fire of 4-5 battlecruisers (imo they deserve it - they risk to meet camp of 10, which is not unusual, and die). Cargohold should be smaller than on t1 industrials with tank fit too.

Obviously such approach won't make several classes which are already bad (e.g. HACs) better, but this is question of cross-class balance - like tier3 BCs will do all the snipeHAC job as long as its large turrets can hit stuff reliably.

And yes, i wouldn't be happy to see t2 being 'just better', not 'specialized'.
Irya Boone
The Scope
#31 - 2013-01-18 01:12:47 UTC
never understood Why the end of covert ops operation ships can't fit the High end cloak module and can't warp cloacked ... really don't get it

It would be very nice to look deeper into the Black ops give them a real role except being a fancy jump drivers ships like old post says

CCP it's time to remove Off Grid Boost and Put Them on Killmail too, add Logi on killmails .... Open that damn door !!

you shall all bow and pray BoB

Sinzor Aumer
Planetary Harvesting and Processing LLC
#32 - 2013-01-18 10:00:15 UTC
Unforgiven Storm wrote:
Please tell me carriers and dreads are getting some love this summer?

+1
Any hint on when and what would be done about capships?
Irregessa
Obfuscation and Reflections
#33 - 2013-01-18 17:45:23 UTC  |  Edited by: Irregessa
In regards to the command ships and already proposed method of rebalancing:

What we have now are two fairly different lines of ships (fleet and field) that are both called Command Ships, both the T2 version of one of the T1 battlecruiser hulls. The two lines do not have the same exact skill requirements, which separates them from the how Recons are handled, which also have two lines, or HACs, of which there are two per race, though not two distinct lines.

The proposed change, from the recent-ish devblog, would actually make the two CS lines closer in operation. They would largely be different in the weapon system used. That has the two racial CSs being less distinguished from each other than even the two HACs, as they at least use different hulls.

What if, instead, the two CSs were split into two entirely different ship types. Leave the fleet line as Command Ships, and make the Field something like Heavy Assault Battlecruiser. The Command Ships (formerly fleet) could then have their tanks appropriately designed - all of them buffer tank based, even the Gallente and Minmatar, as in a fleet they are buffer tanked anyway. The HABCs can be tanked as they are now.

In regards to the lack of use of the Eos, widening the types of links that it gets bonuses for is a band-aid at best. The real solution is to make Information links desirable, which they presently are not.
Roime
Mea Culpa.
Shadow Cartel
#34 - 2013-01-19 11:04:15 UTC
I'd say that Sensor Integrity is indeed very desirable link when combined with lvl 5 [racial] sensor strenght skill and one ECCM.





.

Malcanis
Vanishing Point.
The Initiative.
#35 - 2013-01-19 11:11:58 UTC
Irregessa wrote:


In regards to the lack of use of the Eos, widening the types of links that it gets bonuses for is a band-aid at best. The real solution is to make Information links desirable, which they presently are not.


A big part of the problem with the Eos has been that for years and years, the only EW worth anything was ECM, and an armour tanked drone boat is not a good match for a wing of shield tanked ECM ships

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Vaju Enki
Secular Wisdom
#36 - 2013-01-19 17:34:56 UTC
Don't forget the pirate frigates. The Worm needs some work.

The Tears Must Flow

Irregessa
Obfuscation and Reflections
#37 - 2013-01-19 22:45:22 UTC  |  Edited by: Irregessa
Malcanis wrote:
Irregessa wrote:


In regards to the lack of use of the Eos, widening the types of links that it gets bonuses for is a band-aid at best. The real solution is to make Information links desirable, which they presently are not.


A big part of the problem with the Eos has been that for years and years, the only EW worth anything was ECM, and an armour tanked drone boat is not a good match for a wing of shield tanked ECM ships



Okay, so with the new scheme, the vulture will have bonuses to Information and Siege, Damnation has Armor and Skirmish and Eos will have Information and Armor. That means Vulture for ECM-based fleets and Damnation for armor fleets - especially if it remains the only armor command ship with the armor buffer that it has. The Claymore being Siege and Skirmish will remain a popular wing ship for shield fleets.

Have dampening and turret disruption become real popular in fleets? Otherwise, the Eos will remain not being used.
Alekseyev Karrde
Noir.
Shadow Cartel
#38 - 2013-01-20 13:58:21 UTC
Irregessa wrote:
Malcanis wrote:
Irregessa wrote:


In regards to the lack of use of the Eos, widening the types of links that it gets bonuses for is a band-aid at best. The real solution is to make Information links desirable, which they presently are not.


A big part of the problem with the Eos has been that for years and years, the only EW worth anything was ECM, and an armour tanked drone boat is not a good match for a wing of shield tanked ECM ships



Okay, so with the new scheme, the vulture will have bonuses to Information and Siege, Damnation has Armor and Skirmish and Eos will have Information and Armor. That means Vulture for ECM-based fleets and Damnation for armor fleets - especially if it remains the only armor command ship with the armor buffer that it has. The Claymore being Siege and Skirmish will remain a popular wing ship for shield fleets.

Have dampening and turret disruption become real popular in fleets? Otherwise, the Eos will remain not being used.

A main barrier to such fleet level usage of EWAR in general is the EWAR pilots not knowing what effects are already on the target. If you only have 10 people in fleet, it's easy to coordinate. But if you have 100, you waste a lot of effort jamming things that are already jammed or tracking disrupting someone that already cant lock due to damps etc.

There are work arounds to minimize that, but nothing perfect. Thus the value of all kinds of EWAR diminish as the size of the fight scales up.

Alek the Kidnapper, Hero of the CSM

Malcanis
Vanishing Point.
The Initiative.
#39 - 2013-01-20 14:00:46 UTC  |  Edited by: Malcanis
There's also the issue of CCP generally moving EW to EW-bonused boats and nerfing it in non-specialised ships.

EDIT: That said I don't think the possibilities of Tracking Disruptors for fleet use have been fully explored.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

fukier
Gallente Federation
#40 - 2013-01-20 19:07:34 UTC
Malcanis wrote:
There's also the issue of CCP generally moving EW to EW-bonused boats and nerfing it in non-specialised ships.

EDIT: That said I don't think the possibilities of Tracking Disruptors for fleet use have been fully explored.



i support this infact i would go as far to make scripts for ew only usable on bonuses ships...
At the end of the game both the pawn and the Queen go in the same box.
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