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[Odyssey] Module Rebalancing Part One: RSBs and TEs

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Author
Arteriamus
Blue Republic
RvB - BLUE Republic
#941 - 2013-04-09 09:06:46 UTC
To avoid hurting minnies too much, why not add scripts for the TEs? thereby allowing minnie to keep their falloff bonus, by forefeiting the tracking bonus? this would also put TEs in line with TCs
Funky Lazers
Funk Freakers
#942 - 2013-04-09 10:00:44 UTC
Arteriamus wrote:
thereby allowing minnie to keep their falloff bonus


Lol, this is exactly why they nerf TEs - so minnies can't have their falloff.

Whatever.

Akonnen
Birds of Prey Inc.
#943 - 2013-04-09 14:24:09 UTC
As a Vargur pilot using 2 TE to be effective without having to fly all over the ******* space i call BS on this. If you want to nerf a Ship, the machariel in particular, then nerf it. not the modules everyone else uses to be effective. The range on projectiles are already a problem because of falloff, not to mention you have to switch ammo all the times. there's no reason to nerf it even lower if you won't increase the speed to get in range faster or add something else to compensate.
Sigras
Conglomo
#944 - 2013-04-10 06:16:10 UTC
Seriously as a PvE vargur pilot i have to say if you find yourself having to switch ammo all the time then you're doing it wrong.

Also, if youre using a vargur in PvP . . . youre still doing it wrong . . .
Nagarythe Tinurandir
Einheit X-6
#945 - 2013-04-10 13:36:12 UTC
Akonnen wrote:
As a Vargur pilot using 2 TE to be effective without having to fly all over the ******* space i call BS on this. If you want to nerf a Ship, the machariel in particular, then nerf it. not the modules everyone else uses to be effective. The range on projectiles are already a problem because of falloff, not to mention you have to switch ammo all the times. there's no reason to nerf it even lower if you won't increase the speed to get in range faster or add something else to compensate.



if your doing L4s, fit an Afterburner. You'll be ridiculously overtanked anyway. Afterburner even adds to that too.
when you are doing sites in 0.0 you should not have to switch ammo and certainly enough range with two TEs. even after patch.
choosing ammo for autocannons is a non-issue. load fusion, emp or phased. when doing angels use hail.
just considering that you still have 44km falloff with hail (falloff penalty n'stuff) and 2 TEs. How can you possibly be lacking range?

amurder Hakomairos
Deep Core Mining Inc.
Caldari State
#946 - 2013-04-10 15:48:01 UTC
CCP Fozzie wrote:


  • Is it intentional that this change hurts the Cynabal and Machariel?
  • Many people are expressing surprise that we are making this change without somehow compensating the larger Angel ships. I can tell you that the effect this change has on the Cynabal and especially the Mach is intended. The Machariel has absolutely exceptional projection using high tracking autocannons and after this change it will still be very powerful and viable. The slight decrease in its ability to project using short range weapons is both intended and necessary to keep it in balance.



    So is a Cynabal/Mach hull nerf at least off the table now that you are crushing tracking enhancers?
    James Amril-Kesh
    Viziam
    Amarr Empire
    #947 - 2013-04-11 10:10:30 UTC
    *Give Machariel and Cynabal a 10% bonus to falloff per level*
    OMFG MACHARIEL AND CYNABAL DAMAGE PROJECTION TOO HIGH WAT DO
    *Nerf TE O/F by 33%*

    Enjoying the rain today? ;)

    James Amril-Kesh
    Viziam
    Amarr Empire
    #948 - 2013-04-11 10:21:07 UTC  |  Edited by: James Amril-Kesh
    Lloyd Roses wrote:
    notify: your effective combat range has been cut down by 5%.

    conclusion: SOLO PVP AND SMALL SCALE IS DEAD WTFOMG CCP SUCKS EVE IS DYING!!!1!!

    I also believe that kiting cruisers won't notice a singnificant drop in dps at 22km...

    The kiting SFI fit I have here loses 30 DPS at 22 km with barrage (from 230 down to 198) according to EFT's DPS graph.
    That's almost 10% of your DPS.
    An Omen with no range mods and one less damage mod by comparison gets about 370 DPS here.

    Your standard Stabber which has a 7.5% falloff bonus will also lose about 10-15% of its DPS in this range compared to the Stabber with the pre-nerf tracking enhancers. 10-15% from a ship in an operating regime where there isn't that much DPS to begin with.

    Enjoying the rain today? ;)

    James Amril-Kesh
    Viziam
    Amarr Empire
    #949 - 2013-04-11 10:41:47 UTC  |  Edited by: James Amril-Kesh
    Of course other ships get hit a lot harder. The Talos comes to mind. At 30 KM which is a typical engagement range with Null ammo, the Talos loses about 80 DPS, from 640 to 560, with two tracking enhancers.

    The Talos is a Gallente ship, mind you.
    CCP might be scratching their heads at this point and say "well if we nerf the TE, why won't people just use tracking comps?"

    Here's the thing, people don't use TEs over TCs because the TE is that much better. The TC can get the exact same range and falloff bonus with a script, and generally when it does the tracking bonus doesn't matter. CPU is only really the issue in a few cases and isn't a deciding factor either. Cap use is pretty much a non-issue as well, since the TC uses 7 cap every 10 seconds.

    The issue here is slots.
    I can refit this Talos from shield to armor, and for the exact same tank and DPS I can now use two TCs and sensor dampener (or some other ewar) at the expense of 250 m/s and 1 s align time.
    The REAL reason we don't actually see armor Talos more often is because they're often used in short range blaster fleets in a role that very closely matches that of the Naga. Because of the fact that the Naga absolutely MUST shield tank, Talos in fleet must also shield tanked since logistics in fleet compositions are best kept homogeneous w.r.t. shield vs. armor.

    Ships don't shield tank because they use TEs. They use TEs because they shield tank. Because the ship's role, slot configuration, or bonuses and attributes lends it to being better off shield tanked. And people don't armor tank to use TCs, they use TCs because they're armor tanked.

    Nerfing TEs is not going to make more people use TCs or forgo shield ships for armor. Ever.

    Enjoying the rain today? ;)

    Johnson Oramara
    Science and Trade Institute
    Caldari State
    #950 - 2013-04-11 12:41:30 UTC
    Let's look at this from PVE standpoint, not every minmatar player have the skills or the isk to fly Vargur or Machariel and end up getting Maelstrom. For other races we have Apocalypse, Dominix and Raven as good entry pve battleships.

    In many missions there will be many rats orbiting at 50km, let's see how they compare at damage projection.

    Apocalypse: 593dps with 3xHSII

    Raven: 598dps with 3xBCUII

    Dominix: 795dps with 3xDDAII and and 2x OTLII

    Maelstrom: 348dps with 3xGyros AND 2x TEII after changes.

    Where is this huge damage projection of the autocannons? When you consider that not everyone have all the skills at L5 and aren't using full T2 fit it gets even worse... If you are suggesting arties have you ever actually tried to use them for something else than alpha? they suck. With AB you can move 311m/s but even then you will be dealing subpar dps at the end of your falloff most of the time.
    Gaetring Xana
    Unstable Reaction Inc.
    #951 - 2013-04-11 19:03:07 UTC  |  Edited by: Gaetring Xana
    How about fighting at optimal instead of falloff? You're always going to lose damage in falloff anyway.

    If we're talking PVE battleships then you need to be using the long range guns instead as well. (or missiles as the case may be..)

    I don't like the range nerf either but at least there are options.
    Rroff
    Antagonistic Tendencies
    #952 - 2013-04-11 19:11:18 UTC  |  Edited by: Rroff
    Gaetring Xana wrote:
    How about fighting at optimal instead of falloff? You're always going to lose damage in falloff anyway.

    If we're talking PVE battleships then you need to be using the long range guns instead as well. (or missiles as the case may be..)

    I don't like the range nerf either but at least there are options.


    Long range guns often take a massive damage dump for middle ground you often get much better dps with short range guns and some TE/TCs even when shooting in falloff not to mention the tracking differences.

    Its still a complete mystery to me why this change is needed in this way I've not seen any good arguement so far other than "because". It is a little odd they don't have a penalty as other low slot mods of this nature have, tho there are other exceptions to, and TCs probably need some minor tweaking to balance them with the TE tho I've not seen anyone complaining about TCs much.
    Akonnen
    Birds of Prey Inc.
    #953 - 2013-04-12 11:01:31 UTC
    Sigras wrote:
    Seriously as a PvE vargur pilot i have to say if you find yourself having to switch ammo all the time then you're doing it wrong.

    Also, if youre using a vargur in PvP . . . youre still doing it wrong . . .


    Lot's of valid point you brought there. You're a ******* genius.
    Akonnen
    Birds of Prey Inc.
    #954 - 2013-04-12 11:15:33 UTC  |  Edited by: Akonnen
    Nagarythe Tinurandir wrote:
    Akonnen wrote:
    As a Vargur pilot using 2 TE to be effective without having to fly all over the ******* space i call BS on this. If you want to nerf a Ship, the machariel in particular, then nerf it. not the modules everyone else uses to be effective. The range on projectiles are already a problem because of falloff, not to mention you have to switch ammo all the times. there's no reason to nerf it even lower if you won't increase the speed to get in range faster or add something else to compensate.



    if your doing L4s, fit an Afterburner. You'll be ridiculously overtanked anyway. Afterburner even adds to that too.
    when you are doing sites in 0.0 you should not have to switch ammo and certainly enough range with two TEs. even after patch.
    choosing ammo for autocannons is a non-issue. load fusion, emp or phased. when doing angels use hail.
    just considering that you still have 44km falloff with hail (falloff penalty n'stuff) and 2 TEs. How can you possibly be lacking range?



    I actually have about 75km range with AC's and normal ammo but with falloff i start shooting at about 40-50km anything higher is a waste of ammo, max range for frigates. Vargur can't use Arty. Who doesn't fit an afterburner on a Vargur anyway? It's still slow boating. Some ship don't even need to move to clear the entire area at much higher range. Why not nerf the Arty or ships themself instead of TE?
    TheFace Asano
    Caldari Provisions
    Caldari State
    #955 - 2013-04-12 13:15:48 UTC
    I don't think the effects of the TE nerfs are a bad thing. What I do feel needs to happen is that AC's could use a buff to optimal range to compensate in a more appropriate way. At this point when are you ever at optimal even on large AC's? Never
    DeLindsay
    Galaxies Fall
    #956 - 2013-04-16 17:02:17 UTC  |  Edited by: DeLindsay
    So if this isn't a Galente nerf then who has thought about Incursion fits? By further reducing the range of Blasters (which could BARELY reach the ~30km orbit for Vanguards even WITH Falloff unless using the horribly inferior Null) what Gallente BS's (Including the Vindi which is is really just a super Mega) will even be allowed into Incursion fleets? Hell you rarely find them being allowed in now. This will effect the Rokh as well, since missile boats are discouraged due to Incursion mechanics only paying out to the fleet that kills it first.

    By reducing the TE range bonus, CCP is saying that if you want to really run Incursions your choices are Nightmare, Mach, and maybe Maelstrom, as even after the nerf the Falloff of Large ACs will still be rediculous. That's pretty crappy that in order to participate in an added part of the game that CCP will further be reducing the ship types allowed in such activities to so few choices.

    In order to keep this nerf and still allow blaster boats some ability to get into non-friend Incursion fleets how about you just reduce the orbit range to say 22-25km. This would allow you to screw Minmatar while not removing ANY chance that players still had to run Incursions in a Gallente BS.

    EDIT: TBH this is expected in MMOs. Devs get tired of hearing whiny ass pansies crying about something that is OP in PvP so they vow to nerf it, not bothering to think about the PvE consequences. Once the change launches they have to scramble to hotfix it when the PvE issues come to light, thus screwing up the change for PvP and round and round we go.

    Edit2: One possible harmful side effect of the desire to "balance" i.e. nerf PvP is that dare I say it Incursion BS's may have to start fitting long range weapons instead of short range like Railguns... sorry, I threw up in my mouth a little there... which would make Incursions PAINFULLY slow.

    The Operative: "There are a lot of innocent people being killed in the air right now".

    Capt. Malcolm Reynolds: "You have no idea how true that is".

    Jonas Sukarala
    Deep Core Mining Inc.
    Caldari State
    #957 - 2013-04-17 13:09:12 UTC
    CCP Fozzie
    perhaps whilst you're you could fix T2 mods that are worse than the meta 4 versions
    - TD's
    -RSD
    -Neuts
    -Ecm

    Theres plenty to fix

    'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

    Galmas
    United System's Commonwealth
    #958 - 2013-04-18 13:24:19 UTC
    DeLindsay wrote:
    ...tired of hearing whiny ass pansies crying...


    You hit the nail right on the head there mate.

    If you feel like beeing pushed around while trying to creep up the backside of some PVE FC then maybe try to start your own thing. And maybe think about how bad 5% less isk/hour really is.

    BTW have you ever thought about what happens to your ISK/hour rate when suddenly everyone stops doing PVP in eve?

    Ah nvm, just keep doing what the quote says, that requires way less drive anyway...
    DeLindsay
    Galaxies Fall
    #959 - 2013-04-18 14:21:24 UTC
    Galmas wrote:
    DeLindsay wrote:
    ...tired of hearing whiny ass pansies crying...


    You hit the nail right on the head there mate.

    If you feel like beeing pushed around while trying to creep up the backside of some PVE FC then maybe try to start your own thing. And maybe think about how bad 5% less isk/hour really is.

    BTW have you ever thought about what happens to your ISK/hour rate when suddenly everyone stops doing PVP in eve?

    Ah nvm, just keep doing what the quote says, that requires way less drive anyway...


    I'm sorry, you must have misunderstood my post. I could care less if CCP nerfs TE's. I was making a valid point about how the 'balance' to PvP (a direct result of player base complaints) would effect PvE, which most players don't see and some Devs wouldn't catch, at first. I have played 4 diff MMO's and it's always the same. PvP balancing always effects PvE negatively, then they have to fix that side which messes up the original balancing act, then they have to fix it again, etc. In the end everyone loses. What Trion Worlds did better than most (Rift) was figure out how to code abilities to act differently against players than it did against NPCs, which other game devs should jump on.

    The Operative: "There are a lot of innocent people being killed in the air right now".

    Capt. Malcolm Reynolds: "You have no idea how true that is".

    CinaneK
    Anoikis Exploration
    #960 - 2013-04-19 06:14:49 UTC
    Well, when you finally decide to buff gallente class ships to make them worth to fly u nerf TEs to get them back where they were before. Another excellent example how u CCPs dont unerstand this game. Instead of nerfing specific ammo type - to get an optimal balance between ships / races, is way better to nerf tracking enhancers that affects all ships and races.

    Again "Good Job" CCPs