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Proposal for 'multi-barrelled' turrets (example given)

Author
Lienzo
Amanuensis
#21 - 2015-03-06 23:57:22 UTC
I'd definitely like to see a battleship sized weapon with a target res between 250-400m. This would give it a battlecruiser sized target zone, but on the high end. If it used medium rounds, then gravy. That's a hell of a lot more difference than 15% more tracking. I don't even know how you would adjust your flying to benefit from a 15% increase in tracking, so the current system pretty much encompasses a distinction without a difference.

Currently, all people do is fit as much gun as their fitting allows, so we aren't getting as much ecological diversity as we might like. If fitting requirements were static across the board, it would be just as functional. Anti-support fits really don't even need all that much tank, so I'd rather see the range get buffed instead, but have the damage multiplier lowered so the high hit-rate, normal range guns don't outperform the standard anti-BS weaponry.

On the flip-side, I'd like to see the heaviest medium guns be able to punch up, with reduced tracking and range, but then have a significantly increased damage multiplier. However, their target sig would be somewhere between 125-250m. That would make them really popular with battlecruiser, as they'd have an own class normalized weapon system.

That would have Ruptures fitting 425mm ACs with the intent of getting under the guns of battleships, or hitting harder against battlecruisers. They'd fit 220mm ACs for fighting other cruisers, and Dual 180mm ACs for anti-support work.

I don't think anybody could have a problem with Cormorants fitting 125mm rails to do a better job of hitting interceptors, and actually doing a better job of than when fitting 150mm rails, which would have a target sig somewhere between the current 40m and 75m.
Gabriel Karade
Coreli Corporation
Pandemic Legion
#22 - 2015-03-07 09:13:18 UTC
If I get chance I'll look at lasers properly.

One area that you'd need to be careful with is the peak DPS and the penalties, say for example, for Dual Heavy Pulses; even if the cap usage was astronomical, I could still envisage the rise of 'TurboAbaddons' being fed by Guardians to sustain them, completely overcoming the penalties, hence why my initial thoughts were on crystal damage and a long reload.

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

beakerax
Pator Tech School
#23 - 2015-03-07 10:01:34 UTC
I really like this idea.

Gabriel Karade wrote:
One area that you'd need to be careful with is the peak DPS and the penalties, say for example, for Dual Heavy Pulses; even if the cap usage was astronomical, I could still envisage the rise of 'TurboAbaddons' being fed by Guardians to sustain them, completely overcoming the penalties, hence why my initial thoughts were on crystal damage and a long reload.

I sort of prefer a long cooldown after x cycles to extra crystal damage, but I don't know if this is technically feasible.
Gabriel Karade
Coreli Corporation
Pandemic Legion
#24 - 2015-04-06 19:11:12 UTC
beakerax wrote:
I really like this idea.

Gabriel Karade wrote:
One area that you'd need to be careful with is the peak DPS and the penalties, say for example, for Dual Heavy Pulses; even if the cap usage was astronomical, I could still envisage the rise of 'TurboAbaddons' being fed by Guardians to sustain them, completely overcoming the penalties, hence why my initial thoughts were on crystal damage and a long reload.

I sort of prefer a long cooldown after x cycles to extra crystal damage, but I don't know if this is technically feasible.
I think it could be relatively straightforward, and do take the point that could be a better means than crystal damage. The 'Fluff' element could be reasonably satisfied too...

"... due to the rapid rate of fire, the heat sinks become dangerously saturated, requiring an extended cool down period to prevent system damage...."

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Iroquoiss Pliskin
9B30FF Labs
#25 - 2015-04-06 19:37:49 UTC  |  Edited by: Iroquoiss Pliskin
Seems like I may have created a similar thread on this very issue Shocked

https://forums.eveonline.com/default.aspx?g=posts&t=417162&find=unread

See how I define the problem and propose the solution. Post your thoughts. Smile

Gabriel Karade wrote:
beakerax wrote:
I really like this idea.

Gabriel Karade wrote:
One area that you'd need to be careful with is the peak DPS and the penalties, say for example, for Dual Heavy Pulses; even if the cap usage was astronomical, I could still envisage the rise of 'TurboAbaddons' being fed by Guardians to sustain them, completely overcoming the penalties, hence why my initial thoughts were on crystal damage and a long reload.

I sort of prefer a long cooldown after x cycles to extra crystal damage, but I don't know if this is technically feasible.
I think it could be relatively straightforward, and do take the point that could be a better means than crystal damage. The 'Fluff' element could be reasonably satisfied too...

"... due to the rapid rate of fire, the heat sinks become dangerously saturated, requiring an extended cool down period to prevent system damage...."


My POV is that we probably shouldn't look directly to Rapid L/HMLs for a solution.

These turrets could have a medium sustained DPS - higher than the medium/small equivalents - with no need for long reloads. Smile
Gabriel Karade
Coreli Corporation
Pandemic Legion
#26 - 2015-04-07 20:50:40 UTC  |  Edited by: Gabriel Karade
Iroquoiss Pliskin wrote:
Seems like I may have created a similar thread on this very issue Shocked

https://forums.eveonline.com/default.aspx?g=posts&t=417162&find=unread

See how I define the problem and propose the solution. Post your thoughts. Smile

Gabriel Karade wrote:
beakerax wrote:
I really like this idea.

Gabriel Karade wrote:
One area that you'd need to be careful with is the peak DPS and the penalties, say for example, for Dual Heavy Pulses; even if the cap usage was astronomical, I could still envisage the rise of 'TurboAbaddons' being fed by Guardians to sustain them, completely overcoming the penalties, hence why my initial thoughts were on crystal damage and a long reload.

I sort of prefer a long cooldown after x cycles to extra crystal damage, but I don't know if this is technically feasible.
I think it could be relatively straightforward, and do take the point that could be a better means than crystal damage. The 'Fluff' element could be reasonably satisfied too...

"... due to the rapid rate of fire, the heat sinks become dangerously saturated, requiring an extended cool down period to prevent system damage...."


My POV is that we probably shouldn't look directly to Rapid L/HMLs for a solution.

These turrets could have a medium sustained DPS - higher than the medium/small equivalents - with no need for long reloads. Smile

I don't think changing the sig resolution alone is enough; even with the latest changes to medium railguns, the Battleship dual 250's still do less DPS than the cruiser sized 250's, as demonstrated in the OP.

Sadly, with the way small-medium-large weapon tiers were originally setup, the difference in DPS between them isn't sufficient to allow 'proper' dual weapons (using the class below ammo size) without going down the burst fire route. Kinda curious as to why you have discounted that? (especially when it works really well for RHML's).

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Cade Windstalker
#27 - 2015-04-07 21:26:23 UTC  |  Edited by: Cade Windstalker
I think giving small battleship sized guns (in general, not just rails) the ability to engage small targets is a good idea, but I think the changes should be based on what makes sense from a game design perspective not what makes sense for what is technically a "dual ___" weapon. Boosting DPS by 120% for example doesn't make sense and just creates a weapon that has far far better DPS than the largest size of the Battleship weapons (including the largest size of *short range* weapon by the way), and buffing *those* in turn just creates power creep and all sorts of other problems.

So yeah, I like the basic idea but your specific numbers not so much. They swing the weapon from the current "meh, not worth it" to "wildly and completely over-powered".
Aivlis Eldelbar
State War Academy
Caldari State
#28 - 2015-04-07 22:21:22 UTC
Maybe look at heat generation as a balancing mechanism? I realize it's not much, but it fits the theme (an array of multiple small guns is easier to cool than a single large gun).

Just my 0.02isk
James Baboli
Warp to Pharmacy
#29 - 2015-04-08 00:40:59 UTC
https://forums.eveonline.com/default.aspx?g=posts&t=417162&find=unread has a very similar, if slightly less fleshed out version of this. I like the discussion here and the general way this is trending more than the much more general numbers in the other thread though.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Gabriel Karade
Coreli Corporation
Pandemic Legion
#30 - 2015-04-08 23:44:44 UTC  |  Edited by: Gabriel Karade
Cade Windstalker wrote:
I think giving small battleship sized guns (in general, not just rails) the ability to engage small targets is a good idea, but I think the changes should be based on what makes sense from a game design perspective not what makes sense for what is technically a "dual ___" weapon. Boosting DPS by 120% for example doesn't make sense and just creates a weapon that has far far better DPS than the largest size of the Battleship weapons (including the largest size of *short range* weapon by the way), and buffing *those* in turn just creates power creep and all sorts of other problems.

So yeah, I like the basic idea but your specific numbers not so much. They swing the weapon from the current "meh, not worth it" to "wildly and completely over-powered".

It's not 120% though (not sure where you've gotten that from?), it is a 3.7% increase in sustained DPS, with the iteration in my original post, over what the weapon currently does now on TQ:

http://dl.eve-files.com/media/1503/DT_-_Proposal.png

(please re-read the above)

In terms of peak DPS (i.e. before the clip runs out), that is equivalent to 83.7% that of a Neutron blaster Cannon II, while sustained DPS (factoring re-loads), is still marginally lower than the 250mm medium weapon, and still at the bottom of the Battleship railgun line-up.

Edit: see the problem - remove the word 'bonus' from OP and refer to numbers linked above.... Smile

(120% as in ROF multiplied by factor 0.83333)

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Gabriel Karade
Coreli Corporation
Pandemic Legion
#31 - 2015-04-09 00:01:21 UTC  |  Edited by: Gabriel Karade
Just for the avoidance of any doubt.....

TQ Dual 250mm Railgun (runs out of ammo in 936 seconds):

Peak DPS = 16.25
Sustained = 16.16

Proposed mechanism using Dual 250mm Railgun (runs out of ammo in 108 seconds):

Peak DPS = 22.16
Sustained = 16.75

Edit: and to re-state - this was my stab at iterating the numbers (but a pretty decent start IMO).... the spreadsheet used is linked in the OP, to allow anyone to see the impact of changing the five different parameters... (reload time and capacity vs ROF for example - can make the 'peak' DPS more aggressive at the expense of 'sustained', or vice versa)

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Cade Windstalker
#32 - 2015-04-09 03:32:17 UTC
Gabriel Karade wrote:

Edit: see the problem - remove the word 'bonus' from OP and refer to numbers linked above.... Smile


Well, I'd respond but you seem to have beaten me to everything... lol.

So, have you run the numbers against a Frigate or Cruiser sized opponent if the Target Resolution is simply reduced down to at or near Cruiser gun levels? This should have a very significant effect on applied DPS against smaller targets without needing to tweak the DPS on the weapon itself. (I can run the numbers later but don't have time right this second)

Other than that I think a base HP buff to Battleships (and BCs for that matter) would go a long way toward fixing things without completely breaking the current balance of PvE in Eve.
Iroquoiss Pliskin
9B30FF Labs
#33 - 2015-04-09 03:48:18 UTC
I've done a 3x Damage mod setup on a Harbinger, Brutix, Hyperion and an Abaddon - https://forums.eveonline.com/default.aspx?g=posts&m=5646050#post5646050

Damage would have to be reduced by a lot for these turrets, if they are to have lower signature resolutions.

I don't want to create more 800 DPS RLML Orthruses in the game. Smile
Cade Windstalker
#34 - 2015-04-09 04:11:25 UTC
Iroquoiss Pliskin wrote:
I've done a 3x Damage mod setup on a Harbinger, Brutix, Hyperion and an Abaddon - https://forums.eveonline.com/default.aspx?g=posts&m=5646050#post5646050

Damage would have to be reduced by a lot for these turrets, if they are to have lower signature resolutions.

I don't want to create more 800 DPS RLML Orthruses in the game. Smile


Were you running numbers against a static target or a moving one though? Also I'm not suggesting we bring the sig radius down to 70, just ~125 or 200, and the tracking wouldn't be touched. The result should be a gun that's better at dealing with small targets but doesn't apply nearly full DPS to them. This of course being a problem because Battleships generally fit around 8 guns with bonuses, as opposed to the ~4-6 generally found on Cruisers and BCs.
Iroquoiss Pliskin
9B30FF Labs
#35 - 2015-04-09 05:13:35 UTC  |  Edited by: Iroquoiss Pliskin
That's raw DPS with their current attributes.

My vision for this weapons system is thus - https://forums.eveonline.com/default.aspx?g=posts&m=5646234#post5646234:

Iroquoiss Pliskin wrote:

I see these turrets having moderately more DPS than the top tier short range Blasters/ACs/Pulses.

So Quad Light Beam Lasers with 70 m Sig resolution on a cruiser/BC > Small Focused Pulse Lasers on an Executioner/Coercer, for an example.
Dual Heavy Beam Lasers with 167 m Sig resolution on a battleship > Heavy Pulse Lasers on an Omen.

Dual 150mm Rails with 70 m SR on a cruiser/BC > Light Neutron Blaster setup on an Incursus/Catalyst.
Dual 250mm Rails with 167 m SR on a BS > Heavy Neutron Blasters on a Thorax.

All examples are arbitrary. Smile

P.S. Perhaps them exceeding DPS of Smaller top tier short range weapons is a bit OP*, tho.

*Only If CCP considers current RLMLs OP.Blink


TL;DR: Similar to what you would get if you simply gave Battleship and BC hulls bonuses to Medium/Small turrets.
Gabriel Karade
Coreli Corporation
Pandemic Legion
#36 - 2015-04-09 18:28:41 UTC
Cade Windstalker wrote:
Gabriel Karade wrote:

Edit: see the problem - remove the word 'bonus' from OP and refer to numbers linked above.... Smile


Well, I'd respond but you seem to have beaten me to everything... lol.

So, have you run the numbers against a Frigate or Cruiser sized opponent if the Target Resolution is simply reduced down to at or near Cruiser gun levels? This should have a very significant effect on applied DPS against smaller targets without needing to tweak the DPS on the weapon itself. (I can run the numbers later but don't have time right this second)

Other than that I think a base HP buff to Battleships (and BCs for that matter) would go a long way toward fixing things without completely breaking the current balance of PvE in Eve.
Hi Cade, I haven't yet, I didn't add that functionality to the spreadsheet in its initial form - I only showed the 50% hits regime on the cruiser sized target (i.e. when a target's angular velocity = turret tracking, modified by sig radius:sig resolution).

I do intend to add more, as I also want to show some realistic setups, on top of the pure "here's the normalised damage using base parameters", it's just getting the time to do so.

Bear with me on that, I will get round to it Smile

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Gabriel Karade
Coreli Corporation
Pandemic Legion
#37 - 2015-04-09 18:41:50 UTC  |  Edited by: Gabriel Karade
Iroquoiss Pliskin wrote:
I've done a 3x Damage mod setup on a Harbinger, Brutix, Hyperion and an Abaddon - https://forums.eveonline.com/default.aspx?g=posts&m=5646050#post5646050

Damage would have to be reduced by a lot for these turrets, if they are to have lower signature resolutions.

I don't want to create more 800 DPS RLML Orthruses in the game. Smile

I'll do an amended spreadsheet, hopefully this weekend, to show DPS from potential fits.

Personally, I wouldn't drop the scan resolution as it is a relatively blunt tool; I think, keep it matched to the base weapon (125m for a dual cruiser weapon), give it lower tracking (it's a bulkier turret after-all), and carefully iterate the ROF vs clip capacity to get the numbers into a sensible place.

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

afkalt
Republic Military School
Minmatar Republic
#38 - 2015-04-09 19:01:18 UTC
Attack battlecruisers: You either have to ban entirely from these hulls, or keep at the forefront of your balancing minds.
Cade Windstalker
#39 - 2015-04-10 06:16:45 UTC
afkalt wrote:
Attack battlecruisers: You either have to ban entirely from these hulls, or keep at the forefront of your balancing minds.


It's a fair point but I don't think the concern should be a huge one. They're still slower than a Cruiser or Frigate and have significantly less HP than a Battleship, so if the guns are acceptable on a Battleship then they should do fine on these ABC hulls.

Plus Battlecruisers in general, including the ABCs, aren't in a great spot either relative to Cruisers so giving them a bit more teeth wouldn't be the worst thing here, especially since the only ABC with a tracking bonus is the Talos, and Rails suck at tracking already.

Gabriel Karade wrote:
Hi Cade, I haven't yet, I didn't add that functionality to the spreadsheet in its initial form - I only showed the 50% hits regime on the cruiser sized target (i.e. when a target's angular velocity = turret tracking, modified by sig radius:sig resolution).

I do intend to add more, as I also want to show some realistic setups, on top of the pure "here's the normalised damage using base parameters", it's just getting the time to do so.

Bear with me on that, I will get round to it Smile


I actually wanted to offer to help. I've cooked up spreadsheets like this before, you may remember one of them from the Medium weapons rebalance. I generally copy the full relevant stats of the weapons in question out of the game client using the Compare Tool to get the stats I want, and then I setup formulas where I can adjust values to come from the base weapons or adjusted versions.

If you'd be interesting in hacking away at this a bit shoot me an Eve Mail.
Nevyn Auscent
Broke Sauce
#40 - 2015-04-10 06:35:39 UTC
I'd be reasonably on board with turret RLML/RHML analogies. Even if a few people do use the smallest size M/L turrets, it adds more interesting designs to the game and when they do tiericide on the turret sizes rather than just metacide, makes it easier for them since there are clear roles in each size class already.