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[Odyssey] Module Rebalancing Part One: RSBs and TEs

First post First post First post
Author
PsyDrakoon
Brutor Tribe
Minmatar Republic
#881 - 2013-04-01 23:09:43 UTC
Soldarius wrote:
So, minmatar ships will now have to choose between short-range and long range? Rather than having everything all-in-one with auto-cannons?

+1


ok, then make sure every ship can use Artys, because Vargur cant fit Artys.
and hey, more tracking for Artys would be nice also.

Big Alpha, veeeeery Long cycle time, and the tracking sucks....
PAPULA
The Chodak
Void Alliance
#882 - 2013-04-02 08:47:06 UTC  |  Edited by: PAPULA
Sorana Bonzari wrote:
This tailors the game towards the masses. Just like every other MMO the devs will tailor to the masses to simplify the game for the tards up until the point where the good players start to give up because its boring.

That's why all good players will quit eve and play something else.
I already see only 20k people online atm so that's a huge step down.
Normally i would see 35k or more on the server but now i see only 20k which is indicating that those changes are breaking the game.
Do more nerfs and people will start playing some other games that are more fun and better.
EVE will die slowly.
Ana Fox
Center for Advanced Studies
Gallente Federation
#883 - 2013-04-02 09:11:35 UTC  |  Edited by: Ana Fox
PAPULA wrote:
Sorana Bonzari wrote:
This tailors the game towards the masses. Just like every other MMO the devs will tailor to the masses to simplify the game for the tards up until the point where the good players start to give up because its boring.

That's why all good players will quit eve and play something else.
I already see only 20k people online atm so that's a huge step down.
Normally i would see 35k or more on the server but now i see only 20k which is indicating that those changes are breaking the game.
Do more nerfs and people will start playing some other games that are more fun and better.
EVE will die slowly.


You see those numbers drop on test server or what ? I dint notice any drop in number of players online ,I can say there is even more than usual.

If EVE die cause of TE changes than it will only show that even EVE community is on same way ******** like in other MMOs.Your posts are really same as WoW random paladin crying how his class is nerfed.

If you cant be constructive and you just rant then just stop ,quit or what ever .
AspiB'elt
Les chevaliers de l'ordre
Goonswarm Federation
#884 - 2013-04-02 09:44:30 UTC  |  Edited by: AspiB'elt
I believe to nerf the TE is a mistake.

Where is the problem ?

The problem is more with the medium autocanon.

425 mm T2 (optimal 2400, falloff 9600)
220 mm T2 (optimal 2160, falloff 8800)

If you change this data, you don't need to adjust the TE.

I propose
425 mm T2 (optimal 2400, falloff 5000)
220 mm T2 (optimal 2160, falloff 4400)

The main problem is more than the gun than the module.


Also perhaps that will be a great idea to split the ammo.

Ammo for weapon short range and ammo for weapon long range. That will be more easy to make some good balancing after that.
Kagura Nikon
Native Freshfood
Minmatar Republic
#885 - 2013-04-02 10:31:47 UTC
AspiB'elt wrote:
I believe to nerf the TE is a mistake.

Where is the problem ?

The problem is more with the medium autocanon.

425 mm T2 (optimal 2400, falloff 9600)
220 mm T2 (optimal 2160, falloff 8800)

If you change this data, you don't need to adjust the TE.

I propose
425 mm T2 (optimal 2400, falloff 5000)
220 mm T2 (optimal 2160, falloff 4400)

The main problem is more than the gun than the module.


Also perhaps that will be a great idea to split the ammo.

Ammo for weapon short range and ammo for weapon long range. That will be more easy to make some good balancing after that.



Nope. The autocannosn are intended to have superior falloff than blasters. Significantly Superior. The problem is the module itself! A module that increases so massively any ship capability with almost no cost up to the point that it becomes a serius reason why not even think on armor tanking is something in need of a nerf!

Its is so clearly the TE problem that you see amarr ships shield tankign so they can use TE!

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#886 - 2013-04-02 10:32:46 UTC
Funky Lazers wrote:
Capqu wrote:

you have to consider that falloff is worth roughly half as much as optimal range


So basically getting +20% of falloff is worse than +20% of optimal when my guns have 2km of optimal and 50km of falloff?!
Really?!

Remember that these modules are also usable on amarr ships taht have 50 km range and 2 km falloff? REally?

"If brute force does not solve your problem....  then you are  surely not using enough!"

Madbuster73
State War Academy
Caldari State
#887 - 2013-04-02 10:33:24 UTC
Great Job CCP!!!

First you nerf Heavy missiles because they where to OP at range, and made them equally with Guns.

Now you nerf range of guns and make Missiles OP again.....

Goodbey long range guns, welcome back Missile boats

Also this will ruin A LOT of solo kiting frigs except ofcourse for the condor that can still kite with his light missiles. (AND actually hit)

no more nice range on the kting slicer, no more nice range on the kiting retribution, in other words: let solo pvp die.

only way to pvp after this is close range brawl and this means you get blobbed to hell. No way to get out solo anymore.
Hannott Thanos
Squadron 15
#888 - 2013-04-02 10:54:59 UTC
Madbuster73 wrote:
Great Job CCP!!!

First you nerf Heavy missiles because they where to OP at range, and made them equally with Guns.

Now you nerf range of guns and make Missiles OP again.....

Goodbey long range guns, welcome back Missile boats

Also this will ruin A LOT of solo kiting frigs except ofcourse for the condor that can still kite with his light missiles. (AND actually hit)

no more nice range on the kting slicer, no more nice range on the kiting retribution, in other words: let solo pvp die.

only way to pvp after this is close range brawl and this means you get blobbed to hell. No way to get out solo anymore.


Oh oh oh, I know this one, mememememe!

Wait wait.. it's... YES

"EVE is dying!"

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Claire Raynor
NovaGear
#889 - 2013-04-02 10:57:41 UTC
ACs - 425 used as example. Lasor was Heavy Pulse Laser II.

I've been running with these numbers - on a 425 with a TE - it moves the DPS back by about 1km after 11KM which is at 62% damage due to falloff - this contines to ultimatly reduces max range of 2km. But at the final 2km you were only doing 2% and 6% respectivly. Previously at 23km you would be doing 10% - now you only do 10% at 22km - and previously at 22km you were doing 17%.

At 14km you lose 4%. At 11km it is 3%.

This affects proportionally all tracking based weapons I've looked at. Lasors suffer exactly the same in terms of proportions looking at a range/effectivness falloff. Before and after the Lasors do more percentage than the AC to 10km - at which point the AC is stronger - after the changes the AC actually gets stronger quicker.

With 1 TE the AC does percentage-wise double the Lasor at 14km.

With the old TE - this didn't happen till 15km. The differential between 14 and 15 km is still 4% - and the difference at those ranges between the old TE and the new is also 4%.

I need my excel sheet to show. But in all honesty. . .

It's a 4% hit to ACs - and also all the other systems. ACs lose 2km - lasors 1km. (but at these extreme ranges the ACs do nothing - it's like 1 to 5 % - because the range is squashed up the percentage loss to the bulk of the range is less diminished)

Also - proportinally - Lasors become less good than ACs slightly quicker by 1% per km initially with the gap then growing like it did before.

With two TEs - (with stacking penalty 0.87) - Things look a bit worse. From 19km the difference is 10% - with 25km giving 11% whereas we would have gotten 12% at 28km. This is a loss of 3km. At 24km you are doing 14% whereas you used to do 25%.

At 14km you are doing 6% less but proportionally still more than lasors used to at that range by 20% of the percentage reduction, (ACs do 52% and lasors do 37% - it used to be 58% and 49% respectivly).

With 1 TE - a 4%@14km hit and 2km reduction at extremities
With 2 TE - a 6%-8%@14km hit and a 3km reduction at extremities

Once target sig, traversal and tracking are taken into consideration - And I needed to model scenarios in EFT for this - using a 'Caine against frigates cruisers and other battlecruisers. I didn't notice much indicated difference. Where I used two TEs before I may actually still do this - it still gives a 19% increase at 14KM and a 5km range increase. It used to give 25% and 7km increase (at a 14km equiv). Although 19% is less than the DPS increase of a Gyro - factoring in tracking - it still works. (I'm not good enough to model this).

In my humble opinion - and I'm doing a U-Turn from my previous bitching - I will still consider TEs to be a great module esspecially for their fitting cost.

Now I know that I'm not very good at EvE - and that people will have specialised fits to take advantage of mechanics. But in the general case - all the proportions seem to be respected by the changes - this seems to affect all the tracking weapons I've looked at equally. Minnies don't seem to suffer more. And Minnies can still perform outside Scram range - but not so good outside long point range. For mediums.

All my efforts have focused on medium wepaonry as that's what I'm personnaly interested in.

I now give Fozzie a +1 for this and conceed it was imba b
AspiB'elt
Les chevaliers de l'ordre
Goonswarm Federation
#890 - 2013-04-02 11:11:17 UTC
Kagura Nikon wrote:
AspiB'elt wrote:
I believe to nerf the TE is a mistake.

Where is the problem ?

The problem is more with the medium autocanon.

425 mm T2 (optimal 2400, falloff 9600)
220 mm T2 (optimal 2160, falloff 8800)

If you change this data, you don't need to adjust the TE.

I propose
425 mm T2 (optimal 2400, falloff 5000)
220 mm T2 (optimal 2160, falloff 4400)

The main problem is more than the gun than the module.


Also perhaps that will be a great idea to split the ammo.

Ammo for weapon short range and ammo for weapon long range. That will be more easy to make some good balancing after that.



Nope. The autocannosn are intended to have superior falloff than blasters. Significantly Superior. The problem is the module itself! A module that increases so massively any ship capability with almost no cost up to the point that it becomes a serius reason why not even think on armor tanking is something in need of a nerf!

Its is so clearly the TE problem that you see amarr ships shield tankign so they can use TE!


They are no problem with that. In Amarr in shield you don't have tanking because you have only 3 or 4 medium slot. Increase your range without tanking and without speed. It's no a problem.

In this case the autocannon keep a better falloff then Gallente but you decrease massively the range of the optimal + 2*falloff.

The problem is simply in this equation optimal + 2* falloff (the falloff for the medium autocannon it's too high ). it's also for this reason than minmatar use only the short range ammo.

Now if you spit the ammo in two short range ammo and long range ammo (autocannon and artillery don't use same ammo).

You can make some very interesting modification (this value is only for exemple).

First range :
Autocannon EMP same damage optimal 0 (before -50 %)
Second range :
Autocannon Titanium sabot same damage, tracking + 20 % and falloff + 30 %
third range :
Autocannon nuclear same damage, tracking + 5 % + 50 optimal + 50 % falloff

Claire Raynor
NovaGear
#891 - 2013-04-02 11:14:50 UTC  |  Edited by: Claire Raynor
AspiB'elt wrote:
I believe to nerf the TE is a mistake.

Where is the problem ?

The problem is more with the medium autocanon.

425 mm T2 (optimal 2400, falloff 9600)
220 mm T2 (optimal 2160, falloff 8800)

If you change this data, you don't need to adjust the TE.

I propose
425 mm T2 (optimal 2400, falloff 5000)
220 mm T2 (optimal 2160, falloff 4400)

The main problem is more than the gun than the module.


Also perhaps that will be a great idea to split the ammo.

Ammo for weapon short range and ammo for weapon long range. That will be more easy to make some good balancing after that.


You do realise you've just suggested that ACs should have the same falloff - less optimal - and significantly less DPS than blasters - and that would be balanced how?
AspiB'elt
Les chevaliers de l'ordre
Goonswarm Federation
#892 - 2013-04-02 11:18:08 UTC  |  Edited by: AspiB'elt
Claire Raynor wrote:
AspiB'elt wrote:
I believe to nerf the TE is a mistake.

Where is the problem ?

The problem is more with the medium autocanon.

425 mm T2 (optimal 2400, falloff 9600)
220 mm T2 (optimal 2160, falloff 8800)

If you change this data, you don't need to adjust the TE.

I propose
425 mm T2 (optimal 2400, falloff 5000)
220 mm T2 (optimal 2160, falloff 4400)

The main problem is more than the gun than the module.


Also perhaps that will be a great idea to split the ammo.

Ammo for weapon short range and ammo for weapon long range. That will be more easy to make some good balancing after that.


You do realise you've just suggested that ACs should have the same falloff - less opptimal - and significantly less DPS than blasters - and that would be balanced how?


They have more range then gallente but less than laser. They make less dps than gallente but more then amarr.

The minmatar have also the smallest signature. And about tanking it's about the same then gallente. But minmatar have more speed and more agility.
Akturous
The Scope
Gallente Federation
#893 - 2013-04-02 11:25:04 UTC
Claire Raynor wrote:


You do realise you've just suggested that ACs should have the same falloff - less optimal - and significantly less DPS than blasters - and that would be balanced how?


Because blasters are UP and need moar dps, tracking, oh and null needs to give them more dps at long ranges, because beating 'winmatar' at that game has already happened.

Stupid OP Gallente.

TE changes are needed, there's a real problem atm of short range weapons being used at med-long ranges (blasters are really the worst offenders, auto's not so much).

With this nerf it will give back the advantage to lol medium rails (they really need a buff), arty and scorch, since that's a key advantaged to flying that fat slow slave trader race.

These changes will also help armour tanking a bit more. No one can possibly say that having a ship like the talos that can in 5s swap from a <15k 1200dps monster, to a 800ds 50km range kiter is balanced.

What they do need to do is give ships the fitting to fit their long range weapons, I'm thinking arty on a vaga, stabber, vargur, rails on thorax (though it's mainly a cap issue on those). Without the fitting changes, the vaga will be significantly nerfed, the stabber is getting the buff to counteract the TE changes (so it's just as **** as it is now) and the Vargur has always needed more grid.

Close range means 10km, not 30. Close range weapons should not hit effectively to 30km, unless it's a specialist (read t2) ship designed for that.

Vote Item Heck One for CSM8

Claire Raynor
NovaGear
#894 - 2013-04-02 11:25:28 UTC
AspiB'elt wrote:
Claire Raynor wrote:
AspiB'elt wrote:
I believe to nerf the TE is a mistake.

Where is the problem ?

The problem is more with the medium autocanon.

425 mm T2 (optimal 2400, falloff 9600)
220 mm T2 (optimal 2160, falloff 8800)

If you change this data, you don't need to adjust the TE.

I propose
425 mm T2 (optimal 2400, falloff 5000)
220 mm T2 (optimal 2160, falloff 4400)

The main problem is more than the gun than the module.


Also perhaps that will be a great idea to split the ammo.

Ammo for weapon short range and ammo for weapon long range. That will be more easy to make some good balancing after that.


You do realise you've just suggested that ACs should have the same falloff - less opptimal - and significantly less DPS than blasters - and that would be balanced how?


They have more range then gallente but less than laser. They make less dps than gallente but more then amarr.

The minmatar have also the smallest signature. And about tanking it's about the same then gallente. But minmatar have more speed and more agility.


I appologize - I was looking at the Weapon not the ships. You suggest the 425 gets 2400 Optimal - 1.2km less than the bigg medium blaster and the same falloff as the blaster. The Blaster does more DPS than the 425. That wouldn't be balanced. From an applied DPS point of veiw falloff is worth numerically half of Optimal - but raw DPS can adjust this up and down. So with 1.2 KM more optimal a blaster doing the same raw DPS as an autocannon would need to give the autocannon 2.4 km more falloff so - 7.4km - and then you factor in the increased DPS and the two get closer - and then reload speed. . .. And finally you are left with the tactics - but the weapons themselves are balanced at the moment.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#895 - 2013-04-02 12:22:04 UTC
I've got a trouble with this specific module since the beginning because of "generalities" in those bonuses.

One option would be to completely get rid of this module and add different variants of dmg mods with different optimal or fall off bonus:

Minmatar does not need optimal bonus, change from 3km to 3,15km is kinda pathetic change, however 30% bonus on fall off is too much considering this on some already fall off bonused hulls.
This means the problem is not being solved at the source (hulls bonus) but somewhat tweak which leads me to the following point.

Optimal bonus on TEs has very little influence on Rails and Beams, small on Arty. Again, specific dmg modules could use of different "logical" variants instead of some sort of generic module being a strong plus in some circumstances (projectiles/hybrids) but little and still mandatory for lasers (tracking issues).

Making these bonus as options in specific dmg mods either by scripting them either by making different ones would force players to make rational choices instead of as per usual stack of TE's.
This would also open new options since having more room for tanking mods or just add drone upgrades.

Probably a terrible idea but I think this wouldn't hurt.

removed inappropriate ASCII art signature - CCP Eterne

Major Killz
inglorious bastards.
#896 - 2013-04-02 12:59:03 UTC
PAPULA wrote:
Sorana Bonzari wrote:
This tailors the game towards the masses. Just like every other MMO the devs will tailor to the masses to simplify the game for the tards up until the point where the good players start to give up because its boring.

That's why all good players will quit eve and play something else.
I already see only 20k people online atm so that's a huge step down.
Normally i would see 35k or more on the server but now i see only 20k which is indicating that those changes are breaking the game.
Do more nerfs and people will start playing some other games that are more fun and better.
EVE will die slowly.


The reason you have not noticed a drop in our player base is simple. Alternative characters and now DUST514.
As far as to why those players are leaving. Well. The core player base are old and have been ingame for awhile now.

The older players tend to be the largest content providers ingame. That is. Leadership in large scale engagements (commanders) and organization (corporation, alliance). From what I know. Most of them are done with hearding sheep and this game.

As far as myself. Killmails become repetitive and that's someting I tried to avoid as long as possible in the past by focusing on things like setups and innovation. Once I exhasted those intrest all I had left was receiving repetitive killmails.

What I enjoy now are the simple things (frigates,cruisers, people). The complexities become worthless and boring.

CCP has a systemic problem that can only be solved by attracting and keeping new players.

These changes mean nothing and will not stop core players from leaving because this is the same game it was in 2007. All we have had is iterations. Playing the same game gets boring after awhile v0v


- killz

[u]Ich bin ein Pirat ![/u]

Athena Maldoran
Doomheim
#897 - 2013-04-02 13:21:02 UTC


I like my falloff, and I hate that I can't switch projectile guns without having to change the !!WHOLE layout for the ship. Granted some modules would have to be changed, but the pg/cpu requirements of arties...
Kagura Nikon
Native Freshfood
Minmatar Republic
#898 - 2013-04-02 13:44:23 UTC
AspiB'elt wrote:
Kagura Nikon wrote:
AspiB'elt wrote:
I believe to nerf the TE is a mistake.

Where is the problem ?

The problem is more with the medium autocanon.

425 mm T2 (optimal 2400, falloff 9600)
220 mm T2 (optimal 2160, falloff 8800)

If you change this data, you don't need to adjust the TE.

I propose
425 mm T2 (optimal 2400, falloff 5000)
220 mm T2 (optimal 2160, falloff 4400)

The main problem is more than the gun than the module.


Also perhaps that will be a great idea to split the ammo.

Ammo for weapon short range and ammo for weapon long range. That will be more easy to make some good balancing after that.



Nope. The autocannosn are intended to have superior falloff than blasters. Significantly Superior. The problem is the module itself! A module that increases so massively any ship capability with almost no cost up to the point that it becomes a serius reason why not even think on armor tanking is something in need of a nerf!

Its is so clearly the TE problem that you see amarr ships shield tankign so they can use TE!


They are no problem with that. In Amarr in shield you don't have tanking because you have only 3 or 4 medium slot. Increase your range without tanking and without speed. It's no a problem.

In this case the autocannon keep a better falloff then Gallente but you decrease massively the range of the optimal + 2*falloff.

The problem is simply in this equation optimal + 2* falloff (the falloff for the medium autocannon it's too high ). it's also for this reason than minmatar use only the short range ammo.

Now if you spit the ammo in two short range ammo and long range ammo (autocannon and artillery don't use same ammo).

You can make some very interesting modification (this value is only for exemple).

First range :
Autocannon EMP same damage optimal 0 (before -50 %)
Second range :
Autocannon Titanium sabot same damage, tracking + 20 % and falloff + 30 %
third range :
Autocannon nuclear same damage, tracking + 5 % + 50 optimal + 50 % falloff




I will not even loose time discussing with someoen that was not at the thread were the commuunity and developers calculated what was to be the range of falloff of each autocannon size. This were not thrown from the magical bag nubmers. All were calculated and were agreed upon.


The only thing back then that everyoen got surprised was when CCP decided to give such HUGE bonus to TE. Notice that CCp simply realized that the community was right back then.

"If brute force does not solve your problem....  then you are  surely not using enough!"

James Amril-Kesh
Viziam
Amarr Empire
#899 - 2013-04-03 01:24:00 UTC  |  Edited by: James Amril-Kesh
Kagura Nikon wrote:
Its is so clearly the TE problem that you see amarr ships shield tankign so they can use TE!

Except they don't, with some rare exceptions.

Enjoying the rain today? ;)

Johnson Oramara
Science and Trade Institute
Caldari State
#900 - 2013-04-03 10:57:46 UTC
Hannott Thanos wrote:
Madbuster73 wrote:
Great Job CCP!!!

First you nerf Heavy missiles because they where to OP at range, and made them equally with Guns.

Now you nerf range of guns and make Missiles OP again.....

Goodbey long range guns, welcome back Missile boats

Also this will ruin A LOT of solo kiting frigs except ofcourse for the condor that can still kite with his light missiles. (AND actually hit)

no more nice range on the kting slicer, no more nice range on the kiting retribution, in other words: let solo pvp die.

only way to pvp after this is close range brawl and this means you get blobbed to hell. No way to get out solo anymore.


Oh oh oh, I know this one, mememememe!

Wait wait.. it's... YES

"EVE is dying!"

Atleast my interest to eve has been rapidly declining this past half year with these "balancings" I'm giving them last chance to prove themselfs with the BS rebalance. I'm especially interested in planned caldari and minnie BS changes.