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Balancing out RR

Author
X Gallentius
Black Eagle1
#21 - 2013-06-14 15:08:15 UTC
Little Dragon Khamez wrote:
Resists are not the problem, rr is overpowered, like the op I have been on the losing end of small gang warfare many times recently, we then got our own rr and ewar support and fought to a stalemate, neither side was satisfied with this.
RR when repping non-resist bonused ships is not all that OP. Tank often breaks, but it takes a long time.
Samuel Woodbury
Garoun Investment Bank
Gallente Federation
#22 - 2013-06-14 15:11:33 UTC
Julius Foederatus wrote:
It's not dumbing the game down to require more thought from the attackers as well as the defenders. This isn't obsoleting T2 logi, they would still be the much preferred logistics ships for BC and BS gangs.

And I know that triage carriers can't be repped, but with the current meta, unless you have a stupid amount of neuts and dps, they don't really need any outside rep because they can regen enough cap to keep their local reps going.

Look, I understand that there are counters to RR now, my point is that they are insanely complex, and usually involve bringing a bigger blob. Instead of just coming in here with replies about how this will break the game as we know it, ask yourselves if you really like the way RR is used now and if it wouldn't be better if we made some changes to it.


Ok... heres a few steps for you:
1 get a carrier pilot on test server with near perfect skills.
2 shoot at him with a Dread.
3 Put the triage and the dread in Seige.
4 The carrier should/might be able to resist that, put 1 ship fitted with at the less 8 neuts
5 Watch him die.

" I understand that there are counters to RR now"
Ooohhh... now you do?.... wait wait.... do you remember when you where a noob?.. even if you still are think day 1
Could you of fitted a ship correctly? for solo pvp? no.....

Now no you don't need a blob, you just need 1 neuting ship and 1 dps ship worth about has much has the carrier it self, makes sense?
MeBiatch
GRR GOONS
#23 - 2013-06-14 15:40:29 UTC
Samuel Woodbury wrote:

No, repairing armor works with electricity
repairing shield works with light particles

Nantes are little robots has small has a blood cell, they are able to repair Electronics and Mechanics, they are nor made to repair armor, they can be used to boost up armor repairers by making them work faster and be able to be repaired at the same time if anything breaks down.

Armour repair works by hardening the armor actively sending in electricity.

On the other hand Shield transferred send in some sort of light/wave particles, they directly send more shielding.

The armor on your space ship is special, its meant to not break down, when it does everything collapses at once, its like a bridge, bridges are made with a slight round shape so that when it brakes it breaks all at once... it has no weakness's like a round submarine
The difference here is that your armor has this on the atomic level.

try reading the discription on how the mod works:

Quote:
This module uses nano-assemblers to repair damage done to the armor of the Target ship.


nano-assemblers are nanites...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Samuel Woodbury
Garoun Investment Bank
Gallente Federation
#24 - 2013-06-14 15:56:24 UTC
MeBiatch wrote:
Samuel Woodbury wrote:

No, repairing armor works with electricity
repairing shield works with light particles

Nantes are little robots has small has a blood cell, they are able to repair Electronics and Mechanics, they are nor made to repair armor, they can be used to boost up armor repairers by making them work faster and be able to be repaired at the same time if anything breaks down.

Armour repair works by hardening the armor actively sending in electricity.

On the other hand Shield transferred send in some sort of light/wave particles, they directly send more shielding.

The armor on your space ship is special, its meant to not break down, when it does everything collapses at once, its like a bridge, bridges are made with a slight round shape so that when it brakes it breaks all at once... it has no weakness's like a round submarine
The difference here is that your armor has this on the atomic level.

try reading the discription on how the mod works:

Quote:
This module uses nano-assemblers to repair damage done to the armor of the Target ship.


nano-assemblers are nanites...


No, Nanites repair Paste are like small blood cells, its actually a liquid
Nano-assemblers could be anything, it could be little mechanics implied on something the size of an electron, non the less no its not like nano paste.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#25 - 2013-06-14 16:06:19 UTC

A couple points to add:

1.) I dislike RR, because I think it allows another means of Risk adverse PvP. Go Read Jester's Blog on how many people utilize RR! It basically makes fun of a 12-man AHAC fleet with 4x Guardians, (= DPS 3500, Tank 11k EHP/s), out looking for "small gang PvP". I've run many skirmish gangs into unfriendly territories, with the intention of getting good fights, but too often run into fleets that can outrep the entire applied damage of my gang. Agony runs PvP Classes, where we take 30-60 man frigate & dessie gangs around to find fights, have fun, and teach the basics of EWAR and PvP. We deal 3k-6k dps (frigs) and have no problem slamming into overwhelming odds if we think we can have fun and kill some stuff before we die. Yet, all to often people come at us with more logistical repping power than our entire fleet can output. This risk adverse behavior is why I think adding RR was a mistake, but it is here to stay.

2.) RR is very powerful, and near overpowered primarily because it scales beautifully. EWAR, the other force multipliers, run into major coordination difficulties as you scale up, while the broadcast tool essentially makes coordinating friendly RR trivial!!! Unfortunately, you can't remove the "broadcast feature", because we can all type in fleet "I need reps".

3.) RR can be countered, Nuets, ECM, Damps, force division, etc... are all great tactics to take out gangs with RR. The changes to aggression timers also go a HUGE way in making RR more vulnerable!

In the end, I don't think RR can be balance from a game mechanics perspective:
-- Your RR penalty sounds terrible, and hurts the wrong focus... We want people to drop triage carriers to rep BS gangs!! And you don't want to nerf t2 Logi as you would with your suggestion!
-- Diminishing Returns: This method is hard to implement in a non-exploitable fashion, and won't solve the underlying issue.
-- Potentially lowering their vulnerability to counters would help (35% lower sensor strength, alter cap to make them more susceptible to neuts, their Targeting range is right where it aught to be!)

The only true means to rectify the balance is from a social perspective. If you want fights, don't bring a "**** off" amount of logistics. If someone consistently plays at "risk adverse PvP", name and shame them. That's the only solution I can think of that truly will result in progress!
Burseg Sardaukar
Free State Project
#26 - 2013-06-14 16:07:51 UTC
I have seen this idea surface many times on F&I, and I like reading it each time.

It can't be a coincidence that many players want to see this implemented to the point of posting it in F&I.

Can't wait to dual box my Dust toon and EVE toon on the same machine!

Samuel Woodbury
Garoun Investment Bank
Gallente Federation
#27 - 2013-06-14 16:17:22 UTC
Burseg Sardaukar wrote:
I have seen this idea surface many times on F&I, and I like reading it each time.

It can't be a coincidence that many players want to see this implemented to the point of posting it in F&I.


Its also a bad idea, your ship wants/accepts RR, it does not do the same for bullets why? because your ship is not made to accept receiving ammo in its hull, its made to refuse it, dont you think your ship is made to us the module even if its not fitted onto your ship?
Samuel Woodbury
Garoun Investment Bank
Gallente Federation
#28 - 2013-06-14 16:19:10 UTC
Gizznitt Malikite wrote:

A couple points to add:

1.) I dislike RR, because I think it allows another means of Risk adverse PvP. Go Read Jester's Blog on how many people utilize RR! It basically makes fun of a 12-man AHAC fleet with 4x Guardians, (= DPS 3500, Tank 11k EHP/s), out looking for "small gang PvP". I've run many skirmish gangs into unfriendly territories, with the intention of getting good fights, but too often run into fleets that can outrep the entire applied damage of my gang. Agony runs PvP Classes, where we take 30-60 man frigate & dessie gangs around to find fights, have fun, and teach the basics of EWAR and PvP. We deal 3k-6k dps (frigs) and have no problem slamming into overwhelming odds if we think we can have fun and kill some stuff before we die. Yet, all to often people come at us with more logistical repping power than our entire fleet can output. This risk adverse behavior is why I think adding RR was a mistake, but it is here to stay.

2.) RR is very powerful, and near overpowered primarily because it scales beautifully. EWAR, the other force multipliers, run into major coordination difficulties as you scale up, while the broadcast tool essentially makes coordinating friendly RR trivial!!! Unfortunately, you can't remove the "broadcast feature", because we can all type in fleet "I need reps".

3.) RR can be countered, Nuets, ECM, Damps, force division, etc... are all great tactics to take out gangs with RR. The changes to aggression timers also go a HUGE way in making RR more vulnerable!

In the end, I don't think RR can be balance from a game mechanics perspective:
-- Your RR penalty sounds terrible, and hurts the wrong focus... We want people to drop triage carriers to rep BS gangs!! And you don't want to nerf t2 Logi as you would with your suggestion!
-- Diminishing Returns: This method is hard to implement in a non-exploitable fashion, and won't solve the underlying issue.
-- Potentially lowering their vulnerability to counters would help (35% lower sensor strength, alter cap to make them more susceptible to neuts, their Targeting range is right where it aught to be!)

The only true means to rectify the balance is from a social perspective. If you want fights, don't bring a "**** off" amount of logistics. If someone consistently plays at "risk adverse PvP", name and shame them. That's the only solution I can think of that truly will result in progress!


RR is apart of a fleet, its like giving your repair module to someone else who can also repair multiple targets.
MeBiatch
GRR GOONS
#29 - 2013-06-14 16:21:53 UTC
Samuel Woodbury wrote:

No, Nanites repair Paste are like small blood cells, its actually a liquid
Nano-assemblers could be anything, it could be little mechanics implied on something the size of an electron, non the less no its not like nano paste.


i said nanites not nano paste.



There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Jezza McWaffle
Lazerhawks
L A Z E R H A W K S
#30 - 2013-06-14 17:02:53 UTC
I dont think small amount of remote repping is over powered as the smaller the group the easier it is to combat with E-WAR.

However RR's dont get a stacking penalty unlike alot of EWAR modules. So they can scale perfectly, and it takes quite a few EWAR ships to take down say 10-20 Logistics.

I think RR needs to be nerfed with the introduction of a stacking penalty.

An idea I had before was:

After a certain amount of incoming RR's each new one increases your targets sig by X% and reduces the repping power by X%.

Wormholes worst badass | Checkout my Wormhole blog

Samuel Woodbury
Garoun Investment Bank
Gallente Federation
#31 - 2013-06-14 17:44:57 UTC
Jezza McWaffle wrote:
I dont think small amount of remote repping is over powered as the smaller the group the easier it is to combat with E-WAR.

However RR's dont get a stacking penalty unlike alot of EWAR modules. So they can scale perfectly, and it takes quite a few EWAR ships to take down say 10-20 Logistics.

I think RR needs to be nerfed with the introduction of a stacking penalty.

An idea I had before was:

After a certain amount of incoming RR's each new one increases your targets sig by X% and reduces the repping power by X%.


No lols, ok ok... only if stacking also apply's to damage your ship receive, the more weapons who are shooting you the less damage you get
Veshta Yoshida
PIE Inc.
Khimi Harar
#32 - 2013-06-14 18:10:22 UTC
Make recieved repair dependent on presence and size of local repairer(s), surely and already fitted and integrated repairer would help administering externally acquired nano-bots.
- Reduces overall buffers making it easier to break a chain (both by adding the repairer but also by favouring proper resists over plate).
- Acts as the separator between buffer/active that CCP has been loathe/scared to add.
- Partially expands the viability of active tank modules into the medium sized engagements (full-on blobs are still better off with pure buffer).

Ex. Numbers: Received HP with a repairer present as current and a 33-50% modifier if all brick.
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#33 - 2013-06-14 18:15:54 UTC
It is quite "duh": Balancing is a balancing act... :loleyes:

I agree on the subject stated in the OP as something like "God tanking/healing". There will certainly be flames and debate about the situation of a triage carrier on the field.

Not to say it is unfortunate, but this "force multiplying healing" is something that certainly came from the roots of MMORPGs and the renowned holy trinity of tanking, healing and DPS'ing.

It is currently like this more or less;
T2 logies are just healers, first and formost.
Any suggestions around such usually requires implementations of new gameplay stuff, in my opinion. Even I thought of a permanent damage model and other supplemental things so that one cannot heal a ship forever; but the general public doesn't seem to fancy a drop of realism-suggestions to this current play.


Nevertheless, it is interesting to see in other games that experiment with healing more as a specialty - and not a necessity. Of course, here in EVE, we have local healing as well. What makes matters problematic is that one can easily
a) amass Logistic Ships or anything else in the RR-field
b) have them be cap-stable to heal forever and ever

Now suggesting changes would immediately pi$$ off the crowd and all that drama. However, it doesn't have to be simply bland nerfs.

The upcoming example is a bad one, especially now that the game is applying the exact opposite for the sake decent gameplay/balance as the makers simply tossed in EVEN MORE overpowered stuff;
In Star Trek Online (at least while I was playing last year), most of the remote healing abilities have a cooldown. You cannot spam them just like that over and over. And there are several ones.

Now without going too deep into STO, I'd love to see something that would, say require a lot of cap but therefore give a ship a few timed buffs. But this is where people will get edgy as they feel it would be like WoW or the old DAOC mmorpg (even though there are a lot of bad aspects people use in EVE too and are not even aware of it).

As well as support modules for logistics ships to counter EWAR etc - Like antiwebbing AoE bubbles as an opposite to HiCs bubbles - as a rough example.

All those little things that could make Logistic Ship/Support-Healer gameplay fun, but giving it that note of skill required rather than just massing healing.

Using tablet, typoes are common and I'm not going to fix them all.

Axloth Okiah
Sebiestor Tribe
Minmatar Republic
#34 - 2013-06-15 07:45:53 UTC
Julius Foederatus wrote:
nerf reps
Try to think outside of FW for a while. What might seem like a big issue to you and your fleets, might actually be completely reversed in other pvp environments. Or do you really want to "improve" your experience by screwing someone elses? It looks like youre deliberately ignoring the wider picture.


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