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Fixing Sniping (and by extension, Caldari railboats)

Author
Kahega Amielden
Rifterlings
#1 - 2012-01-04 07:37:51 UTC  |  Edited by: Kahega Amielden
Today, the realistic engagement range of any fleet has to be within 150km. We all know this - if you attempt to do anything at any greater range than that, then any number of tactics (though most obviously, combat probes) will be used to get a close warpin on said sniper fleet and then your **** gets wrecked.

This is the problem that faces Caldari railboats, most notably the Eagle, but also the Rokh and Ferox. The primary benefit of railguns is their spectacular range (just as artillery has alpha and beams have DPS). However, since effective combat range is capped at 150, Caldari railboats are inherently ****.

There are two ways, then, that you can balance them. You can buff railguns at closer ranges, which then makes them a clone of beamlasers (boring), or you can raise the engagement range to 250km so that their niche is actually useful.



...And of course, the only way to do that, is to set the min warp distance to 250km. And frankly, I can't really see any long term problems with this. There is some short-term inconvenience (people have to remake tacticals and insta-undock bookmarks), but this is the only way I can see that can balance railguns in the long term. The other option is to give rails a complete redesign and coming up with a brand new niche for them.

I cannot see any other issues with this.
Zircon Dasher
#2 - 2012-01-04 08:03:27 UTC
Its not the min. warp distance that is the problem.

It is the probes.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Kahega Amielden
Rifterlings
#3 - 2012-01-04 08:08:08 UTC  |  Edited by: Kahega Amielden
Zircon Dasher wrote:
Its not the min. warp distance that is the problem.

It is the probes.


And how do you propose fixing that without completely overhauling the scanning system? I tried to think of a non-exploitable fix. I couldn't.
Zircon Dasher
#4 - 2012-01-04 08:16:49 UTC
Kahega Amielden wrote:
Zircon Dasher wrote:
Its not the min. warp distance that is the problem.

It is the probes.


And how do you propose fixing that without completely overhauling the scanning system? I tried to think of a non-exploitable fix. I couldn't.



I don't.

Smearing peanut butter on a table lamp because your car is out of gas does not fix the problem of you getting to work..... and it makes your cleaning lady mad in the process.

250km min warp distance changes nothing for long range sniping viability.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Kahega Amielden
Rifterlings
#5 - 2012-01-04 08:18:05 UTC  |  Edited by: Kahega Amielden
Quote:
250km min warp distance changes nothing for long range sniping viability.


this is not an argument.


Quote:
Smearing peanut butter on a table lamp because your car is out of gas does not fix the problem of you getting to work..... and it makes your cleaning lady mad in the process.


And this is a dumb and irrelevant analogy.
Zircon Dasher
#6 - 2012-01-04 08:55:58 UTC  |  Edited by: Zircon Dasher
Kahega Amielden wrote:
Quote:
250km min warp distance changes nothing for long range sniping viability.


this is not an argument.


Quote:
Smearing peanut butter on a table lamp because your car is out of gas does not fix the problem of you getting to work..... and it makes your cleaning lady mad in the process.


And this is a dumb and irrelevant analogy.


Correcting a factual inaccuracy that results in the invalidation of an interlocutor's logical chain does, in fact, count as an argument. Since you need it spoonfed though-

Gaining a warp-in [point,bookmark] in a rapid and indefensible manner is what killed the viability of long-range sniping in the general sense. Minimum warp distance has no bearing on either the ability to gain a warp-in [point,bookmark] nor the speed in which it is accomplished. Therefore, minimum warp distance does not play a role making long-range sniping viable again.

Nor does your awshum plan to fix sniping (and by extention Caldari rail boats) take into consideration any of the other factors that may make long-range sniping inefficient even if it were as "do-able" as it was in the past.

And I am glad you could see the parallels between my example and your reasoning.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Petrus Blackshell
Rifterlings
#7 - 2012-01-04 09:03:35 UTC
Zircon Dasher wrote:

Gaining a warp-in in a rapid and indefensible manner is what killed the viability of long-range sniping in the general sense. Minimum warp distance has no bearing on either the ability to gain a warp-in nor the speed in which it is accomplished. Therefore, minimum warp distance does not play a role making long-range sniping viable again.


An Eagle or a Rokh that is enjoying its range is comfortable at ~200km.

If a Zealot is faced with this situation, it can obtain a quick scan, and then just "warp to 100", which drops it at just the right range. Short range ships can do the same with "warp to 0".

Changing the minimum warp distance to 250km would prevent both of those cases from happening.

Therefore, minimum warp distance does have a bearing on getting a warp-in, and the speed at which it can be accomplished -- you have to warp away and then to the bookmark, rather than directly there.

Stop using big words to try to sound smart.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Pinky Denmark
The Cursed Navy
#8 - 2012-01-04 13:37:24 UTC
The biggest problem with sniping is keeping your enemy at place while you shoot him.

The enemy will simply warp off if they want - and if you send tacklers they will get massacred and then the enemy will warp off...
Then ofcourse you can use artillery and alpha strike people which is what the new tier 3 battlecruisers does. Only problem is they can do this without getting in trouble themself and then we have a double edged sword where nobody is happy but the Tornado pilots hehe

Pinky
Petrus Blackshell
Rifterlings
#9 - 2012-01-04 16:07:53 UTC
Pinky Denmark wrote:
The biggest problem with sniping is keeping your enemy at place while you shoot him.

The enemy will simply warp off if they want - and if you send tacklers they will get massacred and then the enemy will warp off...
Then ofcourse you can use artillery and alpha strike people which is what the new tier 3 battlecruisers does. Only problem is they can do this without getting in trouble themself and then we have a double edged sword where nobody is happy but the Tornado pilots hehe

Pinky


While this is true it doesn't explain the popularity of AHAC gangs. They are several (10ish) Zealots and maybe Muninns sitting at 100 km range, plus a Guardian or two, and they snipe.

Despite the lack of point, that generates a huge amount of DPS so some ships pop anyway. Kahega's proposed change would give the Eagle an engagement niche in much the same way, just at a higher range (and at slightly lower DPS).

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Jafit McJafitson
Viziam
Amarr Empire
#10 - 2012-01-04 17:11:52 UTC
Could try to contrive some kind of HIC bubble script that provides conditions good for sniping, while having limited applications for other scenarios, while somehow still being possible to counter.

Y'see kids, the real problem is that Eve's gameplay has massive fundamental flaws that will never ever be fixed Big smile
Petrus Blackshell
Rifterlings
#11 - 2012-01-04 17:16:45 UTC
Jafit McJafitson wrote:
Could try to contrive some kind of HIC bubble script that provides conditions good for sniping, while having limited applications for other scenarios, while somehow still being possible to counter.

Y'see kids, the real problem is that Eve's gameplay has massive fundamental flaws that will never ever be fixed Big smile


Sniping as a mechanic is fine as is. Kahega's change would just allow railguns to be used alongside beam lasers and artillery as sniping weaponry.

You don't need a point to PvP. *gasp* Particularly if you play the alpha/range game, or if you are an EW ship that really should be fitting something more useful instead of a point (my Arbitrator or Blackbird never fit points).

That said, I approve of more HIC fun.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#12 - 2012-01-04 17:29:52 UTC  |  Edited by: Ines Tegator
Wouldn't the caldari range bonus let them use shorter range ammo and increase their damage at 150km or less? I don't fly rails. Anyone done up the numbers to call me (or perhaps the op, depending on the results) an idiot?

Although that doesn't address the alpha issue, which imo is more serious to rendering fleet fights uninteresting.
Metal Icarus
Star Frontiers
Brotherhood of Spacers
#13 - 2012-01-04 18:13:19 UTC
It used to be you could make a ship unprobable. So this is what that fix also broke.
Kahega Amielden
Rifterlings
#14 - 2012-01-04 19:11:50 UTC
Quote:
Wouldn't the caldari range bonus let them use shorter range ammo and increase their damage at 150km or less? I don't fly rails. Anyone done up the numbers to call me (or perhaps the op, depending on the results) an idiot?


an eagle cannot out-Zealot a Zealot. It blows by comparison.

Quote:

The biggest problem with sniping is keeping your enemy at place while you shoot him.

The enemy will simply warp off if they want - and if you send tacklers they will get massacred and then the enemy will warp off...
Then ofcourse you can use artillery and alpha strike people which is what the new tier 3 battlecruisers does. Only problem is they can do this without getting in trouble themself and then we have a double edged sword where nobody is happy but the Tornado pilots hehe


...Then please explain to me why we have tier 3 BCs and zealots and sometimes muninns used for sniping.
Zircon Dasher
#15 - 2012-01-04 19:13:11 UTC
Petrus Blackshell wrote:
An Eagle or a Rokh that is enjoying its range is comfortable at ~200km.

If a Zealot is faced with this situation, it can obtain a quick scan, and then just "warp to 100", which drops it at just the right range. Short range ships can do the same with "warp to 0".

Changing the minimum warp distance to 250km would prevent both of those cases from happening.

Therefore, minimum warp distance does have a bearing on getting a warp-in, and the speed at which it can be accomplished -- you have to warp away and then to the bookmark, rather than directly there.

Stop using big words to try to sound smart.


I agree with you that the time it takes to apply damage to an enemy may (though not always) depend upon minimum warp distance. Unfortunately this missed the point of the argument. Perhaps my not including the words "point" or "bookmark", in relation to gaining a warp-in, confused you. I added a clarification to my original post. See the bracketed words.

Just in case you do not understand, I will make it simple:

The objection you raise is that it takes time to warp to a ping/bounce spot and then back to the enemy (at whatever range one desires) as opposed to warping directly. As such, the time it takes to get a warp-in is effected by minimum warp distance.

Your objection, however, presupposes the existence of that very warp-in [point,bookmark]. What I was refering to was the speed at which that warp-in [point,bookmark] can be generated. This happens prior to any consideration of the time it takes to warp to said point or bookmark (directly or via a ping/bounce). The longer it takes a Zealot to gain a warp-in [point,bookmark] the longer it takes for him to be able to warp in range of the target, even under the current min. warp standard of 150km. Making the min warp distance 250km does not change the amount of time it takes to create the warp-in [point,bookmark] in the first place.

Additionally, as you mention yourself, it is the result of the "obtaining a quick scan" that allows the Zealot to have anything to warp to in the first place. The zealot's distance to the target has no bearing on the creation of a warp-in [point, bookmark]. If the minimum warp distance was 10km, the zealot could be 130km away or 700km away and still be unable to warp.

So the argument that minimum warp distance has no role in getting a warp-in [point, bookmark] still stands.

The fact is, the time it takes to create a warp-in [point, bookmark] plays a larger role in the viability of sniping (generally construed) than the ability to warp to a target at 150km vs. 250km. As the time necessary for creation increases, the viability of sniping increases.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Petrus Blackshell
Rifterlings
#16 - 2012-01-04 19:25:50 UTC
Actually I was pre-supposing the presence of a Covert Ops ship with combat probes, or that the target(s) being sniped was on a celestial object like a gate.

The 150 km vs 250 km change would affect how easily range can be managed at very long range. Under the current system, if a bunch of Eagles attack you from 200 km, and you can get a warp-to point for them (either via your own Covert Ops ship, or an interceptor or something), then you can instantly nullify their rage advantage by warping to whatever range is convenient for you, be it 100 km, 20 km or 0 km. That makes having an operational range of 150+ km on a ship like the Eagle be worthless.

Of course, in a straight up Eagle vs Zealot fight, if they are at 100 km or 200 km it makes no difference to being able to warp to each other, and the fight is determined by who is at a better range for his fit -- and then who is stupid enough to not warp off. If that's what you were getting at, then sure, you got it. I think Kahega was referring to on-grid probing though, which implies the existence of that scanning ship.


Accidentally The Whole Frigate - For-newbies blog (currently on pause)