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Titan changes - update

First post First post First post
Author
Woo Glin
State War Academy
Caldari State
#221 - 2012-03-28 00:10:10 UTC
ISD Grossvogel wrote:
Thread cleaned up -- please stay on topic.


imma make it dirty again ooooohhh yeah
Woo Glin
State War Academy
Caldari State
#222 - 2012-03-28 00:10:49 UTC
dirty boy sniper check me out boys
EnderCapitalG
Caldari Provisions
Caldari State
#223 - 2012-03-28 00:21:40 UTC
I'm sad that Greyscale left after the derail that he started.
Zagdul
Federal Navy Academy
Gallente Federation
#224 - 2012-03-28 01:43:07 UTC
CCP Greyscale wrote:


CynoNet Two wrote:

b) Reduce the number of XL turret/launcher slots on all titans to 4.
c) Reduce Doomsday base damage to 1 million, reduce fuel use by 75%, reduce cap use by 75%.
d) Change Doomsday Operation to reduce DD cooldown by 5% per level (to 7.5 mins at level V).
e) Allow the racial Titan skill to online 1 additional Doomsday module per level.



This has a decent chance of being a good long-term fix (we'd have to think about it some more), but it's too large in scope for this release, unfortunately.


This is brilliant.

It turns Titans into anti capital ships. Doesn't completely neuter them and isn't overly ridiculous. It actually puts titans into what everyone has argued their intended purpose is. This isn't taking too much away from them. It seems like a step in the right direction.


Dual Pane idea: Click!

CCP Please Implement

Nirnaeth Ornoediad
GoonWaffe
Goonswarm Federation
#225 - 2012-03-28 01:46:04 UTC
CCP Greyscale wrote:
Kyle Myr wrote:
Ok, I understand the context of your post, but warping in and out isn't necessary mechanically against Titan missiles currently. The damage formula alone means that small, fast ships with low signature radii are able to speed tank their weaponry.


Yup. However, it is likely to be a primary reason why nobody's bothered to set up blapleviathans with TP/web support (aside from the fact that you'd need either lots of officer webs or a paper-thin recon to actually pull it off, rather than just slapping a TPII in a mid), which was the discussion we were having. Again, yay for context.


No. The reason Leviathans aren't used against subcaps is not because subcaps warp out because the missiles are too slow (Missile Velocity). Warp Disruptors and Warp Disruption Bubbles hold down targets quite long enough, thank you.

The reason is that Missile Explosion Velocity when compared to Target Velocity, AND Missile Explosion Radius compared to Target Radius BOTH affect the damage of missiles. Even MWDing Drakes are barely touched by Capital Cruise Missiles, not because they warp out, but because Capital Cruise Missiles due **** damage to such small targets.

The issue with TItan guns is not tracking, and it's not lock time: it's the fact that they get maximum damage against anything on the field.

Fix POSes.  Every player should want one (even if all players can't have one).

Zagdul
Federal Navy Academy
Gallente Federation
#226 - 2012-03-28 01:46:42 UTC
I'm Down wrote:
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).



By god, you fixed rails.

Dual Pane idea: Click!

CCP Please Implement

I'm Down
Macabre Votum
Northern Coalition.
#227 - 2012-03-28 01:54:57 UTC
Zagdul wrote:
CCP Greyscale wrote:


CynoNet Two wrote:

b) Reduce the number of XL turret/launcher slots on all titans to 4.
c) Reduce Doomsday base damage to 1 million, reduce fuel use by 75%, reduce cap use by 75%.
d) Change Doomsday Operation to reduce DD cooldown by 5% per level (to 7.5 mins at level V).
e) Allow the racial Titan skill to online 1 additional Doomsday module per level.



This has a decent chance of being a good long-term fix (we'd have to think about it some more), but it's too large in scope for this release, unfortunately.


This is brilliant.

It turns Titans into anti capital ships. Doesn't completely neuter them and isn't overly ridiculous. It actually puts titans into what everyone has argued their intended purpose is. This isn't taking too much away from them. It seems like a step in the right direction.





Problems with this concept:

Block 1 problems (capitals)

Titans have more overall DD damage.

Still a 1 shot killer of any dread or carrier thus taking out any chance of dreads or carriers being useful vs supers... and what other true counter is there besides massive blobs vs titans in bulk?

Faster capital killer.

Able to spread damage around to be more efficient with use versus capitals.

Block 2 problems (anti support)

Titan guns are still effective in a variety of manners because the tracking formula doesn't get fixed (PRIMARY PROBLEM IN EVE WARFARE OVERALL)

Titans only lose 33% of their blap damage, so they go from insta-pwn on steroids to slightly less instapwn on steriods which gets fixed by larger numbers... does not address the continued increase in titans in game as endgame pwn.


========

So in the end, this fix does nothing to address any of the issues while making titans more efficient vs the one good possible counter in game. Again, DD is supreme because any 1 shot kill weapon that counters your one natural counter that can be massed in bulk while also performing other anti support fleet duties means it's going to be a high demand, high utility combat ship.

This took me longer to type than it did to see.... it's scary that our own game designers couldn't see the flaw in the plan immediately since by default they should be experts in their field.

I'm Down
Macabre Votum
Northern Coalition.
#228 - 2012-03-28 02:02:34 UTC  |  Edited by: I'm Down
Zagdul wrote:


By god, you fixed rails.



I know right, fixes blasters too.

Amazing how something that fixes titans also fixes every god damn problem with combat and ship class warfare in game.... then all ya gotta do is nerf probes to hell and you got interesting combat again.

But damn, why should a dev listen to the idea that takes effort when we can do half arsed ineffective fixes just to tell the player base, "hey, at least we're doing something... amirite?"
Zagdul
Federal Navy Academy
Gallente Federation
#229 - 2012-03-28 02:26:26 UTC
I'm Down wrote:
Zagdul wrote:


By god, you fixed rails.



I know right, fixes blasters too.

Amazing how something that fixes titans also fixes every god damn problem with combat and ship class warfare in game.... then all ya gotta do is nerf probes to hell and you got interesting combat again.

But damn, why should a dev listen to the idea that takes effort when we can do half arsed ineffective fixes just to tell the player base, "hey, at least we're doing something... amirite?"


yeah, the concept is brilliant.

I think your concept mixed with CynoNet's would actually give titans a role. I'd even consider putting a siege module on them so their 4 turrets can do good damage to towers.

Dual Pane idea: Click!

CCP Please Implement

Mara Rinn
Cosmic Goo Convertor
#230 - 2012-03-28 02:41:25 UTC
What about increasing the XL turret sig resolution by a factor of two or three? This will impact to-hit for everything that isn't standing still, and reduce the actual damage dealt based on the damage scaling (you scale damage based on turret res versus sig radius, don't you?). Then incorporate the tracking nerf, remove ECM immunity from the game, allow siege mode dreads to have double tracking, reduced sig radius, and have a use (blapping subcaps).

Titans will still deal huge damage to stationary fat things, dreads have a role, no one gets blipped by titans because you have tracking disruptors on the field. Who cares how many tracking computers they have? And there is a good reason to field non-ECM EWAR,
Christopher Crusman
Brutor Tribe
Minmatar Republic
#231 - 2012-03-28 02:57:27 UTC  |  Edited by: Christopher Crusman
I'm Down wrote:
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...

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.


In other words:

Would it make sense, or be remotely feasible, for the signature resolution of a gun to be changed to an *angular* resolution, and then apply this as a scaling factor directly onto the hit-chance formula rather than as a modifier to tracking?

So, instead of a gun having a signature resolution of "40m", it might have one of "5 minutes of arc"/"0.0015 radians" (numbers pulled firmly from my rear end); it would start to miss a 40m-sig target at a distance where that 40m constitutes no more than 5 minutes of arc from the gun's POV, i.e. at about 26.7km. (I should really be using diameter for this, but I'm using radius instead since sig's an arbitrary construct anyway, ~dealwithit~)

A 400m-sig gun would have a resolution of 50 minutes of arc/0.015 radians, and would start to miss a 400m-sig target at a distance where that 400m constitutes no more than 50 minutes of arc from the gun's POV - again, at about 26.7km.

However, the small gun wouldn't start to see sig-based misses against a 400m target until past max lock range, whereas the large gun would start to see sig-based misses against the 40m target at 2.7km - at which point, the small target should probably have enough transversal tracking would take over.


I'm not sure if this would cause issues by having two separate limiting factors on range (raw range limit, i.e. projectile just petering out/laser diffusing, plus sig-res based misses), but seems to solve the zero-transversal problem while not causing the "hit a mosquito with a sledgehammer and it survived, wtf" problem. Would probably require substantial balancing to see how it impacts subcap play (in particular, it seems like it would be a blaster buff, since at blaster ranges everything would be such a "big" target as to render the extra miss chance irrelevant).

tl;dr Changing gun sig res to "angular" resolution rather than a flat radius decouples sigres from tracking without causing "hit that rifter in the face with 4000mm artillery and he survived, wtf" issues, and also makes physical sense.

EDIT: Would also have the comedy result that a titan can blap a frigate, but only if that frigate is holding still and literally touching the muzzle of the cannon - which I find perfectly acceptable :P
dontmindmeloltwo
Doomheim
#232 - 2012-03-28 03:10:53 UTC
Just coincidence that shortly after fanfest/pl get 2 seats on csm, part of the titan nerf is removed? interesting indeed :CCP:

I havent done the math, but from what i see large blobs of titans will still be pretty effective against subcaps so meh kinda dissapointed about this.
Tetragammatron Prime
Pink Sockers
#233 - 2012-03-28 03:16:20 UTC
Is this part of Mittani's punishment for his hate crimes??
Zxmagus
Delta Sqad
#234 - 2012-03-28 03:20:29 UTC
Common Grayscale your a cool guy I've met you in person your eve's great white hope we asked you to fix titans get down to it and do it like it should have been done in early 2010.
Woo Glin
State War Academy
Caldari State
#235 - 2012-03-28 03:22:20 UTC  |  Edited by: Woo Glin
Christopher Crusman wrote:
wall of text



It's amazing that you can post such a giant wall of text but then at the same time not understand anything about how or why tracking actually works in the current model.

At least you had the good sense to post it on an alt.
pmchem
Brutor Tribe
Minmatar Republic
#236 - 2012-03-28 03:25:59 UTC
I'm Down wrote:
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.


For what it's worth, I read your posts on the subject and agree that a change in the way signature is handled across varying ranges to target would be a good thing. But it'd also be a massive change; much much larger than what I had proposed (better handling of existing sigrad vs sigres in chancetohit). I don't think an overhaul like what you had proposed is likely to occur in either the April release or Inferno. If CCP wanted to totally overhaul the system, well, there are a LOT of possible changes to make projectile / laser warfare more realistic.

At least we agree that tracking-based fixes are hopeless and that the existing tracking formula is broken.

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

Zagdul
Federal Navy Academy
Gallente Federation
#237 - 2012-03-28 03:43:43 UTC
pmchem wrote:
I'm Down wrote:
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.


For what it's worth, I read your posts on the subject and agree that a change in the way signature is handled across varying ranges to target would be a good thing. But it'd also be a massive change; much much larger than what I had proposed (better handling of existing sigrad vs sigres in chancetohit). I don't think an overhaul like what you had proposed is likely to occur in either the April release or Inferno. If CCP wanted to totally overhaul the system, well, there are a LOT of possible changes to make projectile / laser warfare more realistic.

At least we agree that tracking-based fixes are hopeless and that the existing tracking formula is broken.

I agree with the both of you.

I think both concepts need to be implemented. Neither are nerfs, they are mechanic adjustments which provide a role for titans and fixes to current balancing issues across multiple weapon platforms.

They actually add a mechanic to titans that make them effective, not neutered yet provide a way for future balancing to happen. I don't code so I don't know how much goes into adding Yaay's adjustments but if that math were added to calculations of wepon damage there are other things to consider like how much load is put on the server for running the math. I would imagine that all ships running the math that misses do can't be good on TQ's health. Not at least until there are some of the optimizations Veratas was talking about at FF.

However, the idea of removing the turrets and adding DD's sounds like a REALLY easy way to balance titans as a quick fix. It just seems to make sense.

Dual Pane idea: Click!

CCP Please Implement

I'm Down
Macabre Votum
Northern Coalition.
#238 - 2012-03-28 04:10:23 UTC
From what I've read in the past, changing the formula has very little impact on the server performance as it's just 1 bulk calculation each time. Basically, the server just runs the formula, plugs in all the variables, and hits enter. So adding variables to the formula doesn't change the performance of the server as it's not adding calculations.

What it does add is more searches, which I believe was explained as far less load than actual calculations.... I'm no tech pro, so maybe someone can clarify that.



As for the formula itself, I think when you talk about the health of the game, it should be one of the top goals on the priority list ahead of changing ship roles. I really don't think it's going to affect balance nearly as much as people think.

An example is large Mega Pulse: The gun itself is only designed to be effective out to about 60km range. Sig is only 50% of the formula. The Mega Pulse tracking at 60km range is going to be massive. Nearly 2,400 m/s velocity. So short of intercepters at greater than a 45 degree angle of orbit or approach, almost no ship is going to break the tracking at that range.

If you say Mega Pulse have a Sig Range of effect at 30km, then at 60km, the guns would only have 800 sig. Remember, this is only half the formula. The ships it's hitting are still probably well within tracking.

So near it's max effect, it can still hit BS pretty easy, especially with 1 target painter. Vs a BC, it's going to lose some of it's damage because of sig, if the BC is moving properly. But the BC is still going to be well within tracking.


My very lazy expectation of sig ranges that make sense for large guns:

Close range:

Autocannon's: 15km range

Blasters: 20 km range

Pulse: 30km range


Long range:

Artilleries: 40 km range

Beams: 50km range

Rails: 75km range

Obviously you can manipulate these with possible skills, implants, T2 ammo, etc.
Blasters get more sig range since autos get much more falloff range and no capacitor.
I'm Down
Macabre Votum
Northern Coalition.
#239 - 2012-03-28 04:11:23 UTC  |  Edited by: I'm Down
Zagdul wrote:


However, the idea of removing the turrets and adding DD's sounds like a REALLY easy way to balance titans as a quick fix. It just seems to make sense.


Read above, I explained exactly why it's a horrible Idea once you consider it in dept

Post # 2

You can also go to the test server forum and see why the titan tracking change will have 0 effect and how we are already addapting and planning for more titan spam as a result of the failed changes. For some reason, I can't link it here.
Alex Radu
Enlightened Logistics
#240 - 2012-03-28 05:42:12 UTC  |  Edited by: Alex Radu
CCP Greyscale wrote:
pmchem 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.


I don't entirely understand what you're suggesting here - the hit chance is already scaled based on a comparison of the signature resolution and the target's signature radius. My math is rusty, please explain further.


In the current formula, if target transversal is zero and the target is within falloff range, then the exponent in chancetohit = 0.5^(exponent) will be zero and the chancetohit will be = 1.

However, if you added a new term in the exponent (or as a prefactor), then you could have it so chancetohit is less than 1 if the turretsigres is much larger than the targetsigrad. For example, add a third term to the exponent where the value of the term is zero if targetsigrad > turretsigres, and a large number when targetsidrad is zero. This value would have to be added, not multiplied (as is done in the first term in the exponent). If you wanted to do this as a prefactor, you would have a smoothly decaying function where if targetsigrad > turretsigres the function = 1, but if targetsigrad = 0 then the prefactor = 0. This is often done in classical molecular dynamics for cutoff or switching functions. I could write up a couple example formulas for either case if you're interested, (but it may take me a bit, I have work too!).


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.



I don't see why this has to be limited to just XL turrets, this should be implemented for all sizes to balance turrets with missiles!