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bastion module turret projection tweak

Author
chaosgrimm
Synth Tech
#1 - 2014-01-11 14:03:17 UTC  |  Edited by: chaosgrimm
2 suggestions surrounding bastion's turret projection bonuses.

A) Set the falloff bonus to twice the optimal bonus like tracking comps and enhancers, possibly adjusting the base values at the same time. Optimal and falloff are not equal. The vargur in particular gets screwed on this untraditional 1:1 setup.

B) Remove the stacking penalty in conjunction with lowering the bonus values. It's very easy to reach the point as which bastion offers insignificant projection increases. If these ships' specialization surround tanking and projection as mention in the rebalancing thread, it would be nice to receive meanful projection from bastion regardless of the fit
James Amril-Kesh
Viziam
Amarr Empire
#2 - 2014-01-11 14:04:57 UTC
Yeah, I never understood why the bastion module was still stacking penalized with other modules. It doesn't make any sense to me.

Enjoying the rain today? ;)

Kadazer
The Scope
Gallente Federation
#3 - 2014-01-12 02:05:35 UTC
Agree
Rowells
Blackwater USA Inc.
Pandemic Horde
#4 - 2014-01-12 02:31:50 UTC
i like it. but, knowing these forums, someone is going to come in here and derail it into a "I hate marauder changes" thread
Arthur Aihaken
CODE.d
#5 - 2014-01-12 02:34:09 UTC
+1, sure - why not.

I am currently away, traveling through time and will be returning last week.

Nevyn Auscent
Broke Sauce
#6 - 2014-01-12 06:57:03 UTC
Not sure about the first part. The main thing with the Vargur is actually the stacking penalty. As one can argue Lasers don't gain very much from a fall off increase. So a 1:1 is actually fair enough. Especially if you decrease the optimal bonus Lasers suffer.
Simply removing the stacking penalty will give Vargurs a massive buff already.
hmskrecik
TransMine Group
Gluten Free Cartel
#7 - 2014-01-12 09:05:48 UTC  |  Edited by: hmskrecik
Nevyn Auscent wrote:
As one can argue Lasers don't gain very much from a fall off increase. So a 1:1 is actually fair enough. Especially if you decrease the optimal bonus Lasers suffer.

This.

Quote:
Simply removing the stacking penalty will give Vargurs a massive buff already.

Actually, it would give massive buff to every Marauder. Sure, it would be nice to have but something tells me it would also be quite OP.

Edit: contrary to many voices, in this and other threads, that it doesn't make sense, it actually does. Barring drone speed upgrades, ALL modules improving ship's force are being stack penalized and as of now I haven't seen any good justification why the bastion module should be an exception.
Gustav Mannfred
Summer of Mumuit
Remember Mumuit
#8 - 2014-01-12 09:41:25 UTC
chaosgrimm wrote:
2 suggestions surrounding bastion's turret projection bonuses.

A) Set the falloff bonus to twice the optimal bonus like tracking comps and enhancers, possibly adjusting the base values at the same time. Optimal and falloff are not equal. The vargur in particular gets screwed on this untraditional 1:1 setup.

B) Remove the stacking penalty in conjunction with lowering the bonus values. It's very easy to reach the point as which bastion offers insignificant projection increases. If these ships' specialization surround tanking and projection as mention in the rebalancing thread, it would be nice to receive meanful projection from bastion regardless of the fit


i would choose of one of the proposed ideas, double the falloff bonus and remove stacking penalty is a bit OP (especially vargur and kronos)

i would choose B.

I would also like to see a missile flight time bonus, because turrets have 2 rangebonus, missiles only one.

i'm REALY miss the old stuff. 

https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=24183

Nevyn Auscent
Broke Sauce
#9 - 2014-01-12 09:49:14 UTC
Vargurs are far more affected by the stacking penalty due to the standard ways the ships are fitted. Paladins don't tend to be TE/TC fitted. Golems well.... enough said. Kronos might have a couple, but Vargurs are the ones which really get hit hard by the stacking.
hmskrecik
TransMine Group
Gluten Free Cartel
#10 - 2014-01-12 11:03:28 UTC
Nevyn Auscent wrote:
[....] Vargurs are the ones which really get hit hard by the stacking.

So is my blaster Kronos and I don't complain. The bastion module, in this regard, is yet another range improving module and should be dealt with as such. If it's effect is negligible it means either this module does not need to be run (tank permitting) or some other mid or low slot module is redundant.
chaosgrimm
Synth Tech
#11 - 2014-01-12 16:56:09 UTC  |  Edited by: chaosgrimm
hmskrecik wrote:
Nevyn Auscent wrote:
As one can argue Lasers don't gain very much from a fall off increase. So a 1:1 is actually fair enough. Especially if you decrease the optimal bonus Lasers suffer.

This.


Im going to need to disagree with you here in that an optimal range increase offers more of a benefit than a Falloff increase of the same amount. Increasing optimal allows you to potentially apply 100% of your paper dps, while an increase in falloff only lets you apply more of a portion of your paper dps.

Ex: Say there are 2 ships at 1000dps and everything else equal, except ship A has 90km+10km opt/falloff while ship B has 10km + 90km opt/falloff. ship A is clearly a better choice b/c it will outdamage B past 10km, or 12.5km if both opt and falloff where increased by 25%.

1 unit Optimal > 1 unit Falloff (which is also why TC's and TE's offer more falloff than optimal)
hmskrecik
TransMine Group
Gluten Free Cartel
#12 - 2014-01-12 18:27:56 UTC  |  Edited by: hmskrecik
chaosgrimm wrote:
hmskrecik wrote:
Nevyn Auscent wrote:
As one can argue Lasers don't gain very much from a fall off increase. So a 1:1 is actually fair enough. Especially if you decrease the optimal bonus Lasers suffer.

This.


Im going to need to disagree with you here in that an optimal range increase offers more of a benefit than a Falloff increase of the same amount. Increasing optimal allows you to potentially apply 100% of your paper dps, while an increase in falloff only lets you apply more of a portion of your paper dps.

Ex: Say there are 2 ships at 1000dps and everything else equal, except ship A has 90km+10km opt/falloff while ship B has 10km + 90km opt/falloff. ship A is clearly a better choice b/c it will outdamage B past 10km, or 12.5km if both opt and falloff where increased by 25%.

1 unit Optimal > 1 unit Falloff (which is also why TC's and TE's offer more falloff than optimal)

You are free to disagree but please do remember that you are disagreeing with math. Equal, 1:1 bonus distribution means your whole operation range increases.

Of those two ships the ship A is better choice from the start, isn't it? Because at 90km, which pretty well covers most typical PVE engagements, it still dished out it's full 1000dps. But let's look how the bonus changes this situation, how the 50%dps (optimal+falloff) point moves along:

before it's at 90+10=100km
90km optimal with 25% bonus is 112,5km
10km falloff with 25%bonus is 12,5km
so the ship A does it's half dps at 125km, which, and it's not a coincidence, equals 100 plus 25%.

the ship B:
before: 50%dps at 10+90 = 100km
10km optimal plus 25% bonus = 12,5km
90km falloff plus 25% bonus = 112,5km
thus 50%dps is done at 12,5+112,5 = 125km = 100km +25% bonus

See the pattern? Uniform bonus linearly scales the dps curve along the range axis, for EVERY gun. Of course there are arguments for this or that change but "being unfair" is not a valid one.
Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#13 - 2014-01-12 18:43:23 UTC
hmskrecik wrote:
chaosgrimm wrote:
hmskrecik wrote:
Nevyn Auscent wrote:
As one can argue Lasers don't gain very much from a fall off increase. So a 1:1 is actually fair enough. Especially if you decrease the optimal bonus Lasers suffer.

This.


Im going to need to disagree with you here in that an optimal range increase offers more of a benefit than a Falloff increase of the same amount. Increasing optimal allows you to potentially apply 100% of your paper dps, while an increase in falloff only lets you apply more of a portion of your paper dps.

Ex: Say there are 2 ships at 1000dps and everything else equal, except ship A has 90km+10km opt/falloff while ship B has 10km + 90km opt/falloff. ship A is clearly a better choice b/c it will outdamage B past 10km, or 12.5km if both opt and falloff where increased by 25%.

1 unit Optimal > 1 unit Falloff (which is also why TC's and TE's offer more falloff than optimal)

You are free to disagree but please do remember that you are disagreeing with math. Equal, 1:1 bonus distribution means your whole operation range increases.

Of those two ships the ship A is better choice from the start, isn't it? Because at 90km, which pretty well covers most typical PVE engagements, it still dished out it's full 1000dps. But let's look how the bonus changes this situation, how the 50%dps (optimal+falloff) point moves along:

before it's at 90+10=100km
90km optimal with 25% bonus is 112,5km
10km falloff with 25%bonus is 12,5km
so the ship A does it's half dps at 125km, which, and it's not a coincidence, equals 100 plus 25%.

the ship B:
before: 50%dps at 10+90 = 100km
10km optimal plus 25% bonus = 12,5km
90km falloff plus 25% bonus = 112,5km
thus 50%dps is done at 12,5+112,5 = 125km = 100km +25% bonus

See the pattern? Uniform bonus linearly scales the dps curve along the range axis, for EVERY gun. Of course there are arguments for this or that change but "being unfair" is not a valid one.


actually Ship B gets a bigger boost because the applied damage in the falloff region is not linear, but the endpoints are the same
Alvatore DiMarco
Capricious Endeavours Ltd
#14 - 2014-01-12 18:46:55 UTC
CCP Ytterbium already addressed the stacking penalty in the Marauder thread. The Bastion Module remains stacking penalized because they don't want the Paladin to have even more ridiculous range than it already does. Fozzie backs this up by saying that the Kronos gets crazy range with Null.

Unfortunately, this means that the range bonus doesn't help the Torp Golem or the Anything Vargur nearly as much as one would hope.
hmskrecik
TransMine Group
Gluten Free Cartel
#15 - 2014-01-12 19:33:14 UTC
Jeanne-Luise Argenau wrote:
actually Ship B gets a bigger boost because the applied damage in the falloff region is not linear, but the endpoints are the same

The dps curve is not linear. Scaling it, as per bastion bonuses, is.
hmskrecik
TransMine Group
Gluten Free Cartel
#16 - 2014-01-12 19:38:44 UTC
Alvatore DiMarco wrote:
CCP Ytterbium already addressed the stacking penalty in the Marauder thread. The Bastion Module remains stacking penalized because they don't want the Paladin to have even more ridiculous range than it already does. Fozzie backs this up by saying that the Kronos gets crazy range with Null.

Unfortunately, this means that the range bonus doesn't help the Torp Golem or the Anything Vargur nearly as much as one would hope.

Honestly I don't quite remember Paladin's stats before rebalance and thus don't remember if it had bonus to optimal or not but the Kronos has got its falloff bonus and this is the main reason for this crazy Null range. It has nothing to do with bastion.

Torp Golem doesn't have its TC/TE equivalent and the Vargur was already the best marauder before and now the others had catched up with it. In some way I can understand your bitterness.
chaosgrimm
Synth Tech
#17 - 2014-01-12 19:51:02 UTC  |  Edited by: chaosgrimm
hmskrecik wrote:
chaosgrimm wrote:
hmskrecik wrote:
Nevyn Auscent wrote:
As one can argue Lasers don't gain very much from a fall off increase. So a 1:1 is actually fair enough. Especially if you decrease the optimal bonus Lasers suffer.

This.


Im going to need to disagree with you here in that an optimal range increase offers more of a benefit than a Falloff increase of the same amount. Increasing optimal allows you to potentially apply 100% of your paper dps, while an increase in falloff only lets you apply more of a portion of your paper dps.

Ex: Say there are 2 ships at 1000dps and everything else equal, except ship A has 90km+10km opt/falloff while ship B has 10km + 90km opt/falloff. ship A is clearly a better choice b/c it will outdamage B past 10km, or 12.5km if both opt and falloff where increased by 25%.

1 unit Optimal > 1 unit Falloff (which is also why TC's and TE's offer more falloff than optimal)

You are free to disagree but please do remember that you are disagreeing with math. Equal, 1:1 bonus distribution means your whole operation range increases.

Of those two ships the ship A is better choice from the start, isn't it? Because at 90km, which pretty well covers most typical PVE engagements, it still dished out it's full 1000dps. But let's look how the bonus changes this situation, how the 50%dps (optimal+falloff) point moves along:

before it's at 90+10=100km
90km optimal with 25% bonus is 112,5km
10km falloff with 25%bonus is 12,5km
so the ship A does it's half dps at 125km, which, and it's not a coincidence, equals 100 plus 25%.

the ship B:
before: 50%dps at 10+90 = 100km
10km optimal plus 25% bonus = 12,5km
90km falloff plus 25% bonus = 112,5km
thus 50%dps is done at 12,5+112,5 = 125km = 100km +25% bonus

See the pattern? Uniform bonus linearly scales the dps curve along the range axis, for EVERY gun. Of course there are arguments for this or that change but "being unfair" is not a valid one.


Both are gaining 25KM... But ship A does 100% dmg in 90% (22.5km) of the extra range gained....

There is no way you can argue that gaining 22.5KM of 100% dps is equal to gaining 22.5KM at anything less than 100%...

in terms of dmg within range optimal is better
Its not just me, CCP repeatably weighs optimal > falloff
consider ingame:
hull bonuses for optimal are less than hull bonuses for falloff
optimal on TC's and TE's are less than falloff
dominix optimal hull bonus was recently nerfed.
energy wep rigs for Falloff have a smaller calibration cost than opt
hmskrecik
TransMine Group
Gluten Free Cartel
#18 - 2014-01-12 20:58:43 UTC
chaosgrimm wrote:
Both are gaining 25KM... But ship A does 100% dmg in 90% (22.5km) of the extra range gained....

There is no way you can argue that gaining 22.5KM of 100% dps is equal to gaining 22.5KM at anything less than 100%...

What I am arguing is that if at a distance X you are doing Y damage then bastion bonuses make that at distance X+25% you are doing the same Y damage. It's simple as that and it can happen only when those bonuses are equal.

Quote:

in terms of dmg within range optimal is better
Its not just me, CCP repeatably weighs optimal > falloff
consider ingame:
hull bonuses for optimal are less than hull bonuses for falloff
optimal on TC's and TE's are less than falloff
dominix optimal hull bonus was recently nerfed.
energy wep rigs for Falloff have a smaller calibration cost than opt

I'm not contesting this. I'm only stating that if a certain module is supposed to give general range increase across the board, equal bonuses to relevant attributes is the only fair way.
chaosgrimm
Synth Tech
#19 - 2014-01-12 22:37:50 UTC
hmskrecik wrote:

What I am arguing is that if at a distance X you are doing Y damage then bastion bonuses make that at distance X+25% you are doing the same Y damage. It's simple as that and it can happen only when those bonuses are equal.


I see what you you are saying and rereading my original post, i could have stood to have been clearer.

Optimal and falloff are similar in that the sum of your optimal + falloff will be the same if both are increased by x%.

When I say optimal != falloff, it is in regards to the value of added effectiveness gained when both are increased by the same amount. Essentially, a km of optimal range is more useful than a km of falloff range. Therefore, bastion giving 22.5+2.5 to ship A while ship B gets 2.5+22.5, kinda screws ship B over. IMO, more falloff should be given to compensate.
hmskrecik
TransMine Group
Gluten Free Cartel
#20 - 2014-01-13 06:48:11 UTC
chaosgrimm wrote:
hmskrecik wrote:

What I am arguing is that if at a distance X you are doing Y damage then bastion bonuses make that at distance X+25% you are doing the same Y damage. It's simple as that and it can happen only when those bonuses are equal.


I see what you you are saying and rereading my original post, i could have stood to have been clearer.

Optimal and falloff are similar in that the sum of your optimal + falloff will be the same if both are increased by x%.

I tried to avoid stating it this way and I am well aware that those are not the same. I repeat, what happens now when you activate bastion is that whole your dps curve is scaled along Y axis.

Which is not true, I just realised. Bastion's bonuses are already stacked with hull's. Which means that ship with bonus to optimal will receive less of it and the same goes with falloff.

Quote:
When I say optimal != falloff, it is in regards to the value of added effectiveness gained when both are increased by the same amount. Essentially, a km of optimal range is more useful than a km of falloff range. Therefore, bastion giving 22.5+2.5 to ship A while ship B gets 2.5+22.5, kinda screws ship B over. IMO, more falloff should be given to compensate.

That would be correct if other things were equal. But they are not, as we both know it. You're talking Vargur vs. Paladin aren't you? You conveniently ignored that the Paladin has non-selectable damage profile while the Vargur has almost twice the tracking to compensate for shooting in falloff.

Mind you, I am not strictly against having moar falloff. I occasionally fly Vargur and my Kronos would benefit from it too. I'm just not convinced that this bonus asymmetry is that important to have. Especially when considering that both of those ships are already being flown while stacked to roof.
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