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Titan changes - update

First post First post First post
Author
Dregol
The Scope
Gallente Federation
#201 - 2012-03-27 21:44:55 UTC
La Dasha wrote:
pmchem wrote:
Greyscale,

Please consider special-casing XL turrets and implementing a signature radius based solution. If you modify chancetohit (from http://wiki.eveonline.com/en/wiki/Turret_damage ) by adding a sigrad based falloff function, but restrict the implementation just to XL turrets, it could be done very quickly. In time for the April escalation release, if not earlier. Plus, special-casing XL would mean subcap v subcap gameplay is not affected and nobody would really care if XL turrets were "special" with respect to sigrad effects. I think if you locked yourself, Masterplan, and Soundwave in a room this could be done in a matter of hours.

Definitely this.


This tbqh.
Yeep
The Scope
Gallente Federation
#202 - 2012-03-27 21:47:23 UTC
EnderCapitalG wrote:
The best counter to "quickly moving around" is jump drive spool up time. Will also allow for the killing of the cyno frigates that most people use to hotdrop dozens of capitals/supers onto other fleets. A drive spool up of even 30 seconds would give the opposing fleet 30 seconds to neutralize the cyno and if it's killed during that time then the jump is halted.


As someone who enjoyed being on both sides hotdrops all the way back in 2007 I'd hate to see them go away. The issue is in these days of cheap T2, rigs and too much ISK the aggressor isn't penalised enough. If jumping to a 0sec cyno killed all your cap and nerfed the recharge for a minute or two, scaling all the way to normal recharge if you waited with possibly a jump cap bonus for waiting more than a minute or two you could make people pay more for the ability to dictate range and time.
I'm Down
Macabre Votum
Northern Coalition.
#203 - 2012-03-27 21:50:19 UTC  |  Edited by: I'm Down
CCP Greyscale wrote:


It seems like it'd be just as easy just to introduce a sigrad-based damage scaling on XL turrets, which takes you to approximately the same expected DPS in most situations but in a more consistent (ie, less burst-prone) manner, and with the advantage that we can use much simpler math (linear/quadratic scaling) so the average user has a better chance of being able to estimate the likely outcomes. In either case though, it seems like a lot of effort to go to just to force people to fit target painters to their supercarriers; furthermore, the decision we've made is based partly on a desire to avoid special-casing so this sort of approach isn't really on the table right now.


dude, the problem is not sig radius the way you've suggested.

The problem is that tracking gets better over range because of your formula. There is no penalty for a ship being further away and thus appearing smaller in reality.

So while I can always choose a smaller ship to counter sig, I cannot choose a smaller ship to counter tracking. There's only 2 ways to counter tracking, get closer, or get faster.


The issue is this. If I pull out my gun and try to hit a pumpkin from 2 feet away, I'm probably going to hit it because it's very large in my view. But if that same pumpkin is 100 yards away, it should appear a hell of a lot smaller. This does not happen in eve. The sig size always stays consistent. So there is no penalty for sig according to range, and tracking gets progressively better at range.

For a huge ship like a titan, this means that if you have 10+ on the field, their shear size (30km+ across each) is going to spread them and the enemy fleet out more... meaning more range and greater tracking. Sig matters a hell of a lot less in this case. And in addition, you can add webs to targets in addition to that range factor benefiting the titans and you get very high results.

The solution is to inflate weapon signiture over range for all ships. You should not decrease damage directly like falloff... that's a horrible solution. If you just inflate the signiture according to range for the weapons, this means that smaller targets get progressively harder to hit.

My solution in another thread a while back is to give every gun a base range for their signiture to apply at. So a 425 railgun might have a 50km signiture range where it's signiture is 400 like current. But for every % further from that 50km base, the signiture of the gun should increase.... IE at 100 km range, the sig of the gun is 800. This means it's harder for the gun to hit smaller ships as range increases. This would not hurt titan v capital, but would likely affect titan vs anything else and reduce the effects of that 60-100km zone of combat where webs can't reach, and titans still struggle to track.

In particular, it would hurt the close range high tracking titans because if their base sig range was low... (IE 15-20km for Giga Pulse as an example), at 60km range, they would have 3x the sig or 3000 sig compared to the BS they are trying to hit....

This makes sense because distant objects are supposed to be harder to hit. So please implement a mechanic that makes sense not just for titans, but for all ship class warfare. Because quite honestly, frigates should have a lot better survival rate vs bs according to their sig/speed advantage...and you just don't see it currently. I mean, smaller ships are already penalized enough for small defense and smaller offense and range.


***** As a side note, the above suggestion adds a huge new feature for gun balance where you can make proper mid range weapons, close range weapons, and long range weapon. This means that every solution to the artillery vs rail vs beam or the blaster vs auto vs pulse doesn't have to come down to direct damage and tracking... you actually have a mechanic to make each range and gun type specialize with it's signature in a certain zone.... So rails might have 3x further range than pulse for their signiture to remain normal, thus boosting their efficiency with mid range ammos and not forcing you to apply a **** patch where damage is boosted like the last one. Artilleries might have huge alpha, but a pretty small window for sig (30-40km), meaning more struggles hitting moving ships due to the sig inflation of the guns(which they need btw).
Jax Slizard
Science and Trade Institute
Caldari State
#204 - 2012-03-27 21:51:32 UTC
While this may be similar to the previous suggestion of messing with sig radius of XL turrets, as long as we are special casing them, why not just literally add some kind of "explosion velocity" type term to them?

Like simply give every size ship a "targetable area" term, (frigates 1, dessies 2..... bc 5, bs 6, dreads/carrier 18, titans 20.) Give XL turrets and XL turrets only a "barrel size" value, like 18.

For any given turret hit, make the hit value multiplied by "targetable area"/ barrel size.

Thus, titan shots would do 1/18 of their damage on hitting a frigate, 6/18 (or 1/3) damage to battleships, full damage to dreads/carriers, and extra damage against other titans.


Adjust until you get values you like. RP it as the projectiles are simply too big to do full and proper damage to undersized targets.

This literally lets you tailor how much damage you want to do to each size ship with XL turrets, regardless of tracking, speed, angle, etc. If a titan could 1shot a BS, and you want it to take 4 shots, make the factor between them 1/4, or whatever.
Gabriel Karade
Coreli Corporation
Pandemic Legion
#205 - 2012-03-27 22:11:02 UTC
Seeing a lot of '+1's' for the first page suggestion but; Why expend effort on a 'XL turret only' fix?

The tracking formula as a whole doesn't take into account 'signature' too well - I've been banging on about it for years - why is 'sig radius' a constant? It should be a variable that decreases with increasing gun-target distance ("Really far away = really small"), and conversely increases as you get to point blank rages ("km long Battleship blotting out the sun = really big).

So the question would be; why limit any fix to a 'special case' for XL turrets? If you're going to expend the effort, why not fix the job lot?...

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

Lucas Quaan
Dark Enlightenment
New Eden Alliance 99013733
#206 - 2012-03-27 22:19:16 UTC  |  Edited by: Lucas Quaan
CCP Greyscale wrote:
pmchem wrote:
Greyscale,

Please consider special-casing XL turrets and implementing a signature radius based solution. If you modify chancetohit (from http://wiki.eveonline.com/en/wiki/Turret_damage ) by adding a sigrad based falloff function, but restrict the implementation just to XL turrets, it could be done very quickly. In time for the April escalation release, if not earlier. Plus, special-casing XL would mean subcap v subcap gameplay is not affected and nobody would really care if XL turrets were "special" with respect to sigrad effects. I think if you locked yourself, Masterplan, and Soundwave in a room this could be done in a matter of hours.

Yeah, fair enough. We'll have another look into this, although I'm concerned that the amount we'd have to add to sig radii (and not just all caps, but all starbase mods as well) to put XL turrets safely north of TP-stacking limits might end up being problematic.

If you do end up going this route, and straight damage reduction sounds like a better solution more in-line with missiles tbh, please apply this to ALL turret sizes. There are a lot of us who would like to sig-tank against BS guns too.
I'm Down
Macabre Votum
Northern Coalition.
#207 - 2012-03-27 22:22:10 UTC
Lucas Quaan wrote:
CCP Greyscale wrote:
pmchem wrote:
Greyscale,

Please consider special-casing XL turrets and implementing a signature radius based solution. If you modify chancetohit (from http://wiki.eveonline.com/en/wiki/Turret_damage ) by adding a sigrad based falloff function, but restrict the implementation just to XL turrets, it could be done very quickly. In time for the April escalation release, if not earlier. Plus, special-casing XL would mean subcap v subcap gameplay is not affected and nobody would really care if XL turrets were "special" with respect to sigrad effects. I think if you locked yourself, Masterplan, and Soundwave in a room this could be done in a matter of hours.

Yeah, fair enough. We'll have another look into this, although I'm concerned that the amount we'd have to add to sig radii (and not just all caps, but all starbase mods as well) to put XL turrets safely north of TP-stacking limits might end up being problematic.

If you do end up going this route, please apply this to ALL turret sizes. There are a lot of us who would like to sig-tank against BS guns too.


sig damage falloff is horrible, make it based on sig vs range ffs... see above
Lucas Quaan
Dark Enlightenment
New Eden Alliance 99013733
#208 - 2012-03-27 22:24:55 UTC
Either way is fine. I just don't want it to be a special case since it makes just as little sense that a BS can blap a frig.
EnderCapitalG
Caldari Provisions
Caldari State
#209 - 2012-03-27 22:24:56 UTC
Gabriel Karade wrote:
Seeing a lot of '+1's' for the first page suggestion but; Why expend effort on a 'XL turret only' fix?

The tracking formula as a whole doesn't take into account 'signature' too well - I've been banging on about it for years - why is 'sig radius' a constant? It should be a variable that decreases with increasing gun-target distance ("Really far away = really small"), and conversely increases as you get to point blank rages ("km long Battleship blotting out the sun = really big).

So the question would be; why limit any fix to a 'special case' for XL turrets? If you're going to expend the effort, why not fix the job lot?...


Agreed. The tracking formula is a big culprit in a lot of fleet doctrines, including the CFC's own Alpha Fleet, being so successful. I'm not saying that it'd completely nerf Turret ships but it'd certainly balance them better compared to missiles.


Also, I'm Down, thank you for that wall of text since you're, once again, completely spot on.
Gabriel Karade
Coreli Corporation
Pandemic Legion
#210 - 2012-03-27 22:37:53 UTC
Just seen that I'm Down beat me to it… Smile

Anyhow, basically I think this plot (~2008 when this was first discussed):


...is reasonably succinct on how turret accuracy should be affected by range.

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

I'm Down
Macabre Votum
Northern Coalition.
#211 - 2012-03-27 22:57:47 UTC
Gabriel Karade wrote:
Just seen that I'm Down beat me to it… Smile

Anyhow, basically I think this plot (~2008 when this was first discussed):


...is reasonably succinct on how turret accuracy should be affected by range.


If you don't understand what he linked... it's the dilated effect of an object relative to distance.... IE why a penny can cover the sun in the sky if you hold it close to your eye. I think or hope we all know a penny is not actually larger than the sun, but range has an affect on size in all places but eve.
Dalton Russel
Sebiestor Tribe
Minmatar Republic
#212 - 2012-03-27 23:01:20 UTC
I'm Down wrote:
... The problem is that tracking gets better over range because of your formula. There is no penalty for a ship being further away and thus appearing smaller in reality. ...


QFT
Headerman
Native Freshfood
Minmatar Republic
#213 - 2012-03-27 23:09:29 UTC
Kyle Myr wrote:
Honestly, Shadoo's post in the previous thread said it best. Give Titans a role that doesn't involve rapidly killing sub caps, which would be useful in a capital fleet, or mixed sub capital fleet. Removing the scan resolution change but keeping the maximum targets and tracking changes seems like a reasonable start for making Titans something that can be used mostly against large single targets. However, people better at gameplay mathematics have put forth a good conceptual solution that would complement those changes:

pmchem wrote:
Greyscale,

Please consider special-casing XL turrets and implementing a signature radius based solution. If you modify chancetohit (from http://wiki.eveonline.com/en/wiki/Turret_damage ) by adding a sigrad based falloff function, but restrict the implementation just to XL turrets, it could be done very quickly. In time for the April escalation release, if not earlier. Plus, special-casing XL would mean subcap v subcap gameplay is not affected and nobody would really care if XL turrets were "special" with respect to sigrad effects. I think if you locked yourself, Masterplan, and Soundwave in a room this could be done in a matter of hours.


This seems like a reasonable way of handling XL turrets on Dreadnoughts and Titans.


Yeah he did post some good ideas. This idea though is far less arbitrary than a flat tracking nerf, and goes part of the way to re-ballance titans

Australian Fanfest Event https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=90062

Le Thanh Ton
Kick B0rt
#214 - 2012-03-27 23:14:41 UTC
The problem seems to be that XL guns on a titan are simply overpowered.

No one seems to have a problem with Citadel Cruise missiles (as they properly do little damage against subcaps).

Easy fix - make all Titans missile boats. Make XL turrets Dread only weapons - which is really in keeping with what a Dread should be a - a massive boat covered in massive guns.

No need to change any formulas, no need to do any balancing, no need to do any special case code (with the inherent chance of screwing up).
I'm Down
Macabre Votum
Northern Coalition.
#215 - 2012-03-27 23:19:49 UTC
Le Thanh Ton wrote:
The problem seems to be that XL guns on a titan are simply overpowered.

No one seems to have a problem with Citadel Cruise missiles (as they properly do little damage against subcaps).

Easy fix - make all Titans missile boats. Make XL turrets Dread only weapons - which is really in keeping with what a Dread should be a - a massive boat covered in massive guns.

No need to change any formulas, no need to do any balancing, no need to do any special case code (with the inherent chance of screwing up).



yes, make every ship in game a missile boat... that's really interesting. Stop with this lazy bullshit type suggestions and fix the game right.
Le Thanh Ton
Kick B0rt
#216 - 2012-03-27 23:27:28 UTC
I'm Down wrote:
Le Thanh Ton wrote:
The problem seems to be that XL guns on a titan are simply overpowered.

No one seems to have a problem with Citadel Cruise missiles (as they properly do little damage against subcaps).

Easy fix - make all Titans missile boats. Make XL turrets Dread only weapons - which is really in keeping with what a Dread should be a - a massive boat covered in massive guns.

No need to change any formulas, no need to do any balancing, no need to do any special case code (with the inherent chance of screwing up).



yes, make every ship in game a missile boat... that's really interesting. Stop with this lazy bullshit type suggestions and fix the game right.


Where does it say every ship? - there are 4 titans, making them all missile boats will solve the issue in the short term while a true role is defined for them.

Screwing around with tracking, sig rad, etc has consequences *beyond* the ships in question and is much more likely to lead to an unwanted nerf of dreads.

I'm suggesting a quick fix for now which minimizes the risks of trying to add special case code (always bad) and messing with core formulae that have been in play for ages.

If people agree that Titans should not be able to blap supcaps, remove the weapon that causes the blapping - every other solution is based on small tweaks which will be orders of magnitude harder to balance.
I'm Down
Macabre Votum
Northern Coalition.
#217 - 2012-03-27 23:30:08 UTC  |  Edited by: I'm Down
Le Thanh Ton wrote:
I'm Down wrote:
Le Thanh Ton wrote:
The problem seems to be that XL guns on a titan are simply overpowered.

No one seems to have a problem with Citadel Cruise missiles (as they properly do little damage against subcaps).

Easy fix - make all Titans missile boats. Make XL turrets Dread only weapons - which is really in keeping with what a Dread should be a - a massive boat covered in massive guns.

No need to change any formulas, no need to do any balancing, no need to do any special case code (with the inherent chance of screwing up).



yes, make every ship in game a missile boat... that's really interesting. Stop with this lazy bullshit type suggestions and fix the game right.


Where does it say every ship? - there are 4 titans, making them all missile boats will solve the issue in the short term while a true role is defined for them.

Screwing around with tracking, sig rad, etc has consequences *beyond* the ships in question and is much more likely to lead to an unwanted nerf of dreads.

I'm suggesting a quick fix for now which minimizes the risks of trying to add special case code (always bad) and messing with core formulae that have been in play for ages.

If people agree that Titans should not be able to blap supcaps, remove the weapon that causes the blapping - every other solution is based on small tweaks which will be orders of magnitude harder to balance.


First of all, learn sarcasm.

Second, it's not titan guns that are the problem, it's the formula and mechanic. You can't put a bandaid on a broken dam and hope it gets fixed.

Third, there is no nerf possible to dreads. Dreads have 1 intended role, hit huge slow/stationary objects. The suggested changes cannot nerf that... it's just not possible.

Forth, the suggested fix to sig over range properly adds back roles to ship classes beyond the dominant mechanic today of BS/BC > virtually any smaller ship classes 9/10 times. Just like titan fleet > all.

Frigs have virtually no role in game today compared to 8 years ago. Destoryers gain a role because if they're a ranged frigate damage platform with high range projected damage for a small ship, then the small sig at range is a buff to them. Cruisers are sort of the middle ground as almost none of the tech ones have range, and HACs have **** dps beyond 50km, which would also get impacted by the sig penalties. Not to mention sniper HACs have a new natural counter in game with dual prop assault frig platforms.

Once you get to BC/BS levels, the sig is so high, it's hard to suggest that BCs or BS get a huge advantage over each other. Plus no Cruiser weapon BC in game does any good damage projection over 90km well, and the BS weapon BC platforms would have the same weaknesses as their BS counterparts as range progressed.

So to me, it not only sounds like a viable solution to fix titans, but to fix a huge issue in Eve combat that's gotten worse every patch throughout the years where almost all 0.0 combat has been BS or BC and at that mid range 50-110 km range.

It's stale, and boring, and needs to be looked at. Fix the guns, and fix probing and this cookie cutter bullshit we have seen the past 8 years might go away and much more diverse fleet warfare might come about.
Le Thanh Ton
Kick B0rt
#218 - 2012-03-27 23:41:05 UTC  |  Edited by: Le Thanh Ton
I'm Down wrote:
Le Thanh Ton wrote:
I'm Down wrote:
Le Thanh Ton wrote:
The problem seems to be that XL guns on a titan are simply overpowered.

No one seems to have a problem with Citadel Cruise missiles (as they properly do little damage against subcaps).

Easy fix - make all Titans missile boats. Make XL turrets Dread only weapons - which is really in keeping with what a Dread should be a - a massive boat covered in massive guns.

No need to change any formulas, no need to do any balancing, no need to do any special case code (with the inherent chance of screwing up).



yes, make every ship in game a missile boat... that's really interesting. Stop with this lazy bullshit type suggestions and fix the game right.


Where does it say every ship? - there are 4 titans, making them all missile boats will solve the issue in the short term while a true role is defined for them.

Screwing around with tracking, sig rad, etc has consequences *beyond* the ships in question and is much more likely to lead to an unwanted nerf of dreads.

I'm suggesting a quick fix for now which minimizes the risks of trying to add special case code (always bad) and messing with core formulae that have been in play for ages.

If people agree that Titans should not be able to blap supcaps, remove the weapon that causes the blapping - every other solution is based on small tweaks which will be orders of magnitude harder to balance.


First of all, learn sarcasm.

Secondly, there is no nerf possible to dreads. Dreads have 1 intended role, hit huge slow/stationary objects. The suggested changes cannot nerf that... it's just not possible.

Third, the suggested fix to sig over range properly adds back roles to ship classes beyond the dominant mechanic today of BS/BC > virtually any smaller ship classes 9/10 times. Just like titan fleet > all.

Frigs have virtually no role in game today compared to 8 years ago. Destoryers gain a role because if they're a ranged frigate damage platform with high range projected damage for a small ship, then the small sig at range is a buff to them. Cruisers are sort of the middle ground as almost none of the tech ones have range, and HACs have **** dps beyond 50km, which would also get impacted by the sig penalties. Not to mention sniper HACs have a new natural counter in game with dual prop assault frig platforms.

Once you get to BC/BS levels, the sig is so high, it's hard to suggest that BCs or BS get a huge advantage over each other. Plus no Cruiser weapon BC in game does any good damage projection over 90km well, and the BS weapon BC platforms would have the same weaknesses as their BS counterparts as range progressed.

So to me, it not only sounds like a viable solution to fix titans, but to fix a huge issue in Eve combat that's gotten worse every patch throughout the years where almost all 0.0 combat has been BS or BC and at that mid range 50-110 km range.

It's stale, and boring, and needs to be looked at. Fix the guns, and fix probing and this cookie cutter bullshit we have seen the past 8 years might go away and much more diverse fleet warfare might come about.


I'm suggesting a simple fix right now to titans - you're suggesting a complete rebalancing of all ships with some very good reasons why it is needed (stop simple fleet doctrines, mix things up, provide meaningful roles for destroyers and frigs etc).

Why not both, simple fix for titans *now* and a proper look at balancing based on very carefully messing with sig rad calculations over a longer period of time.

I think that guns should be affected as people have mentioned in prior posts, but this would require longer to implement, and getting something out now that fixes the problem now, may be more valuable as a short term fix than waiting on another 9 months of development and balancing.

I say make all titans missile boats *for now* and it resolves the immediate issue. Shadoo says remove all weapons apart from the doomsday - pretty similar ideas, but one requires modifying the doomsday timings and one doesn't.
I'm Down
Macabre Votum
Northern Coalition.
#219 - 2012-03-27 23:53:04 UTC  |  Edited by: I'm Down
Until thе devs realize that their fоrmula іs **** аnd that all turrets need to be balanсed based on a gun signature to range comparison‚ combat in еve will cоntіnue to be broken. It just mаkes 0 sense that the frigate that is 100km distanсe away looks exactly the same size to my guns as he does at 1km range, while my tracking is literally 100x better at 100km range.


Literally, if you didn't know this, tracking is a linear relationship where I gain 100% of my base tracking every km..... so I literally track 100x better at 100km range than I do at 1km range, or 10x better when I compare 10km base range to 100km range.

This is the equivalent to a 10,000% tracking boost from 1km to 100km range

This is the equivalent to a 1,000% tracking boost from 10km range to 100km range

MEANWHILE MY SIG HAS NOT REDUCED 1 POINT.

Do you see the problem yet?

50% of my formula has not changed one bit, and the other 50% has just improved an obsurd amount.

DEVELOPERS, DO YOU SEE THE PROBLEM YET?

IT'S NOT TITANS, IT'S THE TURRET TRACKING FORMULA

Oh BTW, do you see why blaster boats get screwed on approach to enemy ships with far superior range... they're a frickin balloon out there easy to hit. Auto cannons and Pulse have so much more range and hardly any penalty for keeping that range as long as possible. What happens if their sig multiplier meant they had a harder time hitting the Mega on approach from 70km out while the Mega can't even hit at all.
ISD Grossvogel
ISD Community Communications Liaisons
ISD Alliance
#220 - 2012-03-27 23:58:30 UTC
Thread cleaned up -- please stay on topic.

ISD Grossvogel (ISD Гроссфогель) Captain, Community Communication Liaisons (CCL) Волонтёр группы по взаимодействию с игроками Interstellar Services Department