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[Proposal] smartbomb riggs and modules

Author
Hemmo Paskiainen
#21 - 2014-10-17 14:37:00 UTC
I would like to add another previous nerf to smartbombs:

As with the new warp speed changes, cycling the smartbombs doesnt kill the firgats anymore because the yare getting faster out of warp (pods yes, untanked firgs maybe just, everything fitted and more than 1200 (4sb) hp before resist > you wont kill).

If relativity equals time plus momentum, what equals relativity, if the momentum is minus to the time?

Brigadine Ferathine
Federal Navy Academy
Gallente Federation
#22 - 2014-10-18 19:25:43 UTC
I vote yes but I think the numbers would need some more attention. Smart bombs are neglected. I am also a soloist so I appreciate this idea.
James Baboli
Warp to Pharmacy
#23 - 2014-10-18 20:51:40 UTC
Lots of people seem to like the idea, but there seems to be universal agreement that the sort of buffs you get from normal damage mods would be OP, with the combined (ROF x damage multiplier) DPS increase of ~21% for a single t2 damage mod. Similar things have been mentioned with increasing the range too much leading to even more ways to use these as a tool to **** in the sandbox, by doing things like bombing the jita undock hard enough to kill the legions of frigates and cruiser that are constantly there.

Thus the damage modules having a range malus, and the range modules having a damage malus. Given stacking penalty does NOT apply to penalties in almost every case, this should strongly discourage more than 2 of any given module type, should all other things be equal. If done right, you would end up with more damage by 3-6% and more range by 3-6% if one tries for a balance of both with the ones I am currently theorycrafting. They also, because of the non-standard nature of smartbombs, have higher CPU and PG requirements than comparable weapon upgrade modules.

Initial numbers for refined proposal, with 2 of the new "meta" tier variations, as well as the lower tier faction:

Omni-directional projection enhancer, low slot:
T1: 7.5% bonus to smartbomb range, -7.5% smartbomb damage 20 CPU 1 PG
Scoped: 9% bonus to smartbomb range, -7.5% smartbomb damage 30 CPU 1 PG
Compact: 7.5% bonus to smartbomb range -7.5% smartbomb damage 15CPU 1 PG
T2: 10% bonus to smartbomb range, -7% smartbomb damage 35 CPU 1 PG
low tier Faction, scoped equivalent : 11% bonus to smartbomb range, -7% smartbomb damage 33 CPU 1 PG
low teir Faction, compact equivalent : 10% bonus to smartbomb range, -7% smartbomb damage 25 CPU 1 PG

Omni-directional Burst amplifier, low slot:
T1: 7.5% bonus to smartbomb damage, -7.5% smartbomb range 30 CPU 1 PG
Enhanced: 9% bonus to smartbomb damage, -7.5% smartbomb range 35 CPU 2 PG
Compact: 7.5% bonus to smartbomb damage, -7.5% smartbomb range 20 CPU 1 PG
T2: 10% bonus to smartbomb damage, -7% to smartbomb range 45 CPU 3 PG
Low tier Faction (enhanced equivalent): 12% bonus to smartbomb damage, -7% smartbomb range, 40 CPU 2 PG
Low tier Faction (compact equivalent): 11% bonus to smart bomb damage, -7% smartbomb range, 30 CPU 1 PG

Practical breakdown of possible combinations: (assuming t2)

1 Module: see above tables.


2 modules:
2 damage, 0 range: +19.6% damage, -14% range
1 damage, 1 range: +3% damage, + 3% range
0 damage, 2 range: -14% damage, +19.6% range
Ends up with a reasonable set of choices, with 1 of each module providing a VERY slight buff to both stats.


3 modules: wrote:

3 damage 0 range:+ 26.4% damage, - 21% range
2 damage 1 range: +9.6% damage, - 4% range
1 Damage 2 range: -4% damage, + 9.6% range
0 Damage 3 range: -21% damage, +26.4% range
Fairly reasonable imo, with no way to boost both stats with 3 modules. Damage and range boosts are nealy maxed in either full configuration. The importance of range vs DPS with a smartbomb ship becomes the key factor in your fits, as a t2 medium smartbomb would not have the damage to kill an incoming bomb with all rnag

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Baboli
Warp to Pharmacy
#24 - 2014-10-18 21:12:47 UTC
Also, because I forgot to mention it, I am working on balancing the 3 rigs I think are worth it and possible to balance. Currently the drawback is a 10% reduction in capacitor recharge rate, and bonuses are similar to those used for other kinds of rigs.

Current rigs under design are:
Cycle time
Capacitor use
PG use

Discarded rig ideas:
Damage
Range
Damage + range
focused smartbombs (BIG range hit for BIG Damage increase)
Firewall rigs (Big damage hit for BIG range increase)

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Trin Javidan
Caymen Labs
#25 - 2014-10-19 00:46:58 UTC  |  Edited by: Trin Javidan
That is some very good input James!

I was thinking. The risk of making improvements OP, lies indeed in the stacking and/or fitting posibilities.

Maybe another possible solution to bypass this is to make it the numbers fixed. Like, as in.. eeh.. 1 module with +X amount of range or damage, with restriction to fit only 1 per ship; as in example the cloaks. Than it could be devided in small, med, large.

Like
Small rig: + 500m range
Med rig: + 750m range
Large rig: + 1500m range
Capital rig: +1500m range (=-tank + nerf to interdictoes + buff to use of hics)

Small rig: + 25 damage (current 70)
Med rig: + 50 damage (current 140)
Large rig: + 100 damage (current 300)
Capital rig: + 100 damage (current 300)

Same for module, with matched cpu and power requirments (with only 1 able to fit restriction):
small module
medium module
large module
James Baboli
Warp to Pharmacy
#26 - 2014-10-19 01:48:37 UTC
I am horribly opposed to the idea of single modules or rigs that OP. They reduce fitting choice and minimize tradeoffs, which means they become a new "must have" for anything with any smartbombs. Also, they don't scale with investment, and thus are even more out of line with any other module in eve.

Most especially the range rig. Smartbomb range increase the potential damage inflicted on a group at a MASSIVE rate, and so 1.5km from a single module is massive overkill, as this increased the swept area from 104,666,666 m3 (assuming a ship radius of 0) to 176,886,666 m3, and thus nearly doubling the number of ships and other things it can hit.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Trin Javidan
Caymen Labs
#27 - 2014-10-19 10:37:45 UTC  |  Edited by: Trin Javidan
James Baboli wrote:

Most especially the range rig. Smartbomb range increase the potential damage inflicted on a group at a MASSIVE rate, and so 1.5km from a single module is massive overkill, as this increased the swept area from 104,666,666 m3 (assuming a ship radius of 0) to 176,886,666 m3, and thus nearly doubling the number of ships and other things it can hit.


Thas is very good and interesting point of view, i h'vnt looked at it this way. The numbers are again pulled out of the magic hat and by "single" module is meant "a single and the only module of that kind that could be fitted". But yeah, looking at this, i tend to agree with you, it is quet a (maybe too big)significant buff.
For the numbers i have looked at T2 smartbombs. But i could imagin when this get's applied to (example) a true sansha, 9km would indeed be too much. (Looking top-down) What do you think, what would be the maxed range increase a potential buff could be, before it go's too OP? And what about the damage? (without range buffs/and maybe with range buff)

Maybe a key to finding the max possible range buff, before it go's too OP, could lie in relation of officer sb's on supercaps. (im just thinking out loud here). Im convinced most supers pilots find their tank and fitting mods more inportant than a relative small sb buff to the single sb they have fitted, but assuming: 1 erebus with a chelm sb, could nowardays wipe out any interdicter bubble within 10,5km of his ship. Meaning there is a 9,5km margin for a dictor to trap that titan. Theoraticaly, when 1 dictor with 1 bubble, bubbles a titan at exacly half that marging (titan could approach or pull off, range is the same) = 4,75km = 15,25km; What are the chances for that erebus pilot, with any increased range, to blow up any interdiction bubble and simply jump out? (A avatar moves 88m/s, and 138m/s with overload cormack mwd). I tend to think that any range buff would be too OP on officer sb's in this theoratical situation.
I could draw the conclusion that maybe just a whole new revamp is needed for all ranges? (Every meta and diferent damagetype has differant ranges) with a slight inclease in damage only? And/or this, plus only a damage mod and/or rigs?
James Baboli
Warp to Pharmacy
#28 - 2014-10-19 20:44:37 UTC  |  Edited by: James Baboli
Trin Javidan wrote:
James Baboli wrote:

Most especially the range rig. Smartbomb range increase the potential damage inflicted on a group at a MASSIVE rate, and so 1.5km from a single module is massive overkill, as this increased the swept area from 104,666,666 m3 (assuming a ship radius of 0) to 176,886,666 m3, and thus nearly doubling the number of ships and other things it can hit.


Thas is very good and interesting point of view, i h'vnt looked at it this way. The numbers are again pulled out of the magic hat and by "single" module is meant "a single and the only module of that kind that could be fitted". But yeah, looking at this, i tend to agree with you, it is quet a (maybe too big)significant buff.
For the numbers i have looked at T2 smartbombs. But i could imagin when this get's applied to (example) a true sansha, 9km would indeed be too much. (Looking top-down) What do you think, what would be the maxed range increase a potential buff could be, before it go's too OP? And what about the damage? (without range buffs/and maybe with range buff)


Here is the set of tenants that I have been applying to all of my proposals, from the ill-fated T3 battleship thread (I just can't get reasonable bonii on them without having 2-3 configurations that obsolete almost all t1 BS roles entirely) to some other reasonably well received threads:


  1. The maximum bonus that is balanced scales with the sacrifice to attain that bonus.
  2. It is better to propose things in an underpowered way and then gradually adjust them upwards until balance is reached.
  3. Specialization should always require sacrifices elsewhere, but be better than any generalist fit for the same purpose.
  4. Utility should always be worse at a wide range of roles than a specialist design.
  5. Specialization and swiss-army-knife fits should both be viable for any proposed addition to the game.
  6. Always consider what happens when someone uses shiny modules and implants in combination with your proposal.
  7. If something can only be used one way, and reduces the dynamic and changing nature of the game, it is BAD.


Thus, by using multiple modules with smaller bonuses, my proposal allows you to create a larger total bonus than your proposal. It is not the outcome that unbalance the single module design, but the undersized sacrifice in other flexibility and slots. It becomes worth it on any ship with smartbombs to run a single module that gives a massive bonus to them, always. Also, by size classing them and locking them in by ship type, you reduce flexibility. Lots of BS use small or medium smart bombs in a utility high to try and clear drones if they don't have the CPU/PG or cap for a large, and your modules bonus these undersized modules in a much much stronger manner than size appropriate smartbombs, so this is a second violation in the first principal.

Secondly, your module has a much larger bonus to potential damage output (several dozen times the total damage landed if hitting tightly packed ships) because of the AOE nature of smart bombs. This means that while it is comparable to some shiny damage mods in single target DPS, it massively outperforms any other single mod in a brawling setup or against a tight industrial target, spider-tank gang, etc. It does not scale effectively. Also, imagine jita undock if you pushed out a few smartbomb BS fit with your modules.

Third: it is an all or nothing method of improving smartbombs, which means that a pipe bomb is yet more deadly, and a firewall works better, but is overshadowed most places by other modules in a generalist fit, rather than being yet another valid option for how to improve many things. It thus violates the idea of options and tradeoffs, being mandatory for specialists but absolutely useless for anything else because of the large CPU/PG requirements.

Next, lets consider that some EM smartbombs already have a 10.5km range. adding another 1.5km pushes it so only bonused tackle has a chance to land a cold scram (besides officer, which mostly are on range bonused ships to begin with) from outside the damage radius, inside which most normal forms of damage mitigation are useless, without links. This either reinforces the "links or go home" nature of some areas, or "bonused tackle or go home" nature of others.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Baboli
Warp to Pharmacy
#29 - 2014-10-19 20:52:52 UTC
Trin Javidan wrote:

Maybe a key to finding the max possible range buff, before it go's too OP, could lie in relation of officer sb's on supercaps. (im just thinking out loud here). Im convinced most supers pilots find their tank and fitting mods more inportant than a relative small sb buff to the single sb they have fitted, but assuming: 1 erebus with a chelm sb, could nowardays wipe out any interdicter bubble within 10,5km of his ship. Meaning there is a 9,5km margin for a dictor to trap that titan. Theoraticaly, when 1 dictor with 1 bubble, bubbles a titan at exacly half that marging (titan could approach or pull off, range is the same) = 4,75km = 15,25km; What are the chances for that erebus pilot, with any increased range, to blow up any interdiction bubble and simply jump out? (A avatar moves 88m/s, and 138m/s with overload cormack mwd). I tend to think that any range buff would be too OP on officer sb's in this theoratical situation.
I could draw the conclusion that maybe just a whole new revamp is needed for all ranges? (Every meta and diferent damagetype has differant ranges) with a slight inclease in damage only? And/or this, plus only a damage mod and/or rigs?


I submit that a lone titan should be a lumbering giant, incapable of killing the tackle on its own, and thus either dependant on a subcap support fleet to get it out of the bubble and/or very good piloting, barring a mistake on the part of the other pilot.

Smartbomb range on titans is already much much larger than the official size of the model or the official range of the smartbomb would indicate. I am far more worried about pipebombs being able to drop into an ongoing fight and remove one or both sides subcap fleet and their pods for a much much smaller investment.

Range dropping damage means you then need a second smartbomb in the bubble trap. Range dropping damage means that you can't get all of the subcap blob in a major battle. Damage dropping range means less through coverage in a pipebomb, meaning lower applied damage per ship in total, while allowing faster kills with more ships at risk, and more chance of accidentally killing your own ships if the warp bubble drops you too tightly clustered.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Brigadine Ferathine
Federal Navy Academy
Gallente Federation
#30 - 2014-10-20 04:07:25 UTC
I think my main reason for being for this is like mentioned frigates are hard to kill now. All I ever have had luck with is pods. Bigger ships especially active tank ones can be depressing to fight.
Trin Javidan
Caymen Labs
#31 - 2014-10-22 13:30:08 UTC  |  Edited by: Trin Javidan
Very good input James!

I tend to agree with you. What there must come is a guarantied slight option or buff for damage. That is for sure.!

AI do would like to add another dicovered nerf issues!


Did you knew that you can not smartbomb a faction frigat in 1 cycle of 7 smartbombs?
Arronicus
State War Academy
Caldari State
#32 - 2014-10-22 13:40:02 UTC
Keep in mind that while tech 1 ship HP in many cases has increased, the intended targets of smartbombs, that is missile, drone, and bomb hp (not in that order) has not increased significantly.

Modules that buffed the range of smartbombs by any significant amount, or damage, would dramatically reduce the combat usefulness of drones and missiles, and bombs, and completely skew the balance of PvP in Eve. AoE damage has caused issues in Eve in the past, and I think many others like myself do not look forward to a reintroduction of mini doomsdays, or ships that could nullify the effects of all drones/missiles/bombs against a gang, by running size extended smartbombs.

-1 from me, sorry. IF, IF smartbombs were a legitimate weapon intended for anti-ship combat, maybe, but they're not.
Trin Javidan
Caymen Labs
#33 - 2014-10-22 13:45:37 UTC
Arronicus wrote:
Keep in mind that while tech 1 ship HP in many cases has increased, the intended targets of smartbombs, that is missile, drone, and bomb hp (not in that order) has not increased significantly.

Modules that buffed the range of smartbombs by any significant amount, or damage, would dramatically reduce the combat usefulness of drones and missiles, and bombs, and completely skew the balance of PvP in Eve. AoE damage has caused issues in Eve in the past, and I think many others like myself do not look forward to a reintroduction of mini doomsdays, or ships that could nullify the effects of all drones/missiles/bombs against a gang, by running size extended smartbombs.

-1 from me, sorry. IF, IF smartbombs were a legitimate weapon intended for anti-ship combat, maybe, but they're not.


I find this a very good and valid qustion! What is actualy the purpose of smartbombs?

To know the real true answere, i think we must go back in time, and ask the DEV that came up with the idea 10 years ago. Does anyone has perhaps a dev friend who he could ask?

Anthar Thebess
#34 - 2014-10-22 13:48:36 UTC
What CCP have to think, is how to remove the smart bomb ratting from the game without hitting the smartbombs to much.
Brigadine Ferathine
Federal Navy Academy
Gallente Federation
#35 - 2014-10-24 04:47:34 UTC
Anthar Thebess wrote:
What CCP have to think, is how to remove the smart bomb ratting from the game without hitting the smartbombs to much.

How is smartbomb ratting even a thing? many rats don't even get within 30km of you.
James Baboli
Warp to Pharmacy
#36 - 2014-10-24 04:56:58 UTC
Brigadine Ferathine wrote:
Anthar Thebess wrote:
What CCP have to think, is how to remove the smart bomb ratting from the game without hitting the smartbombs to much.

How is smartbomb ratting even a thing? many rats don't even get within 30km of you.

Capitals and supercaps with officer smartbombs will get out that far because bump radius vs official radius vs radius that the smartbombs use are all different.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Brigadine Ferathine
Federal Navy Academy
Gallente Federation
#37 - 2014-10-24 05:06:39 UTC
James Baboli wrote:
Brigadine Ferathine wrote:
Anthar Thebess wrote:
What CCP have to think, is how to remove the smart bomb ratting from the game without hitting the smartbombs to much.

How is smartbomb ratting even a thing? many rats don't even get within 30km of you.

Capitals and supercaps with officer smartbombs will get out that far because bump radius vs official radius vs radius that the smartbombs use are all different.

Oh well don't punish the sub caps ;)
FT Diomedes
The Graduates
#38 - 2014-10-24 05:23:35 UTC
Smartbombs ratting is already too effective as it is...

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

FT Diomedes
The Graduates
#39 - 2014-10-24 05:25:23 UTC
Brigadine Ferathine wrote:
Anthar Thebess wrote:
What CCP have to think, is how to remove the smart bomb ratting from the game without hitting the smartbombs to much.

How is smartbomb ratting even a thing? many rats don't even get within 30km of you.



Certain Havens have all the rats spawn in a nice tight spot. 3 smartbombing Machs and a gunship for stragglers makes great ISK/hour.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Brigadine Ferathine
Federal Navy Academy
Gallente Federation
#40 - 2014-10-24 05:26:32 UTC
FT Diomedes wrote:
Brigadine Ferathine wrote:
Anthar Thebess wrote:
What CCP have to think, is how to remove the smart bomb ratting from the game without hitting the smartbombs to much.

How is smartbomb ratting even a thing? many rats don't even get within 30km of you.



Certain Havens have all the rats spawn in a nice tight spot. 3 smartbombing Machs and a gunship for stragglers makes great ISK/hour.

That sounds like effort with multiple people?
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