These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

Titan changes - update

First post First post First post
Author
CCP Greyscale
C C P
C C P Alliance
#281 - 2012-03-28 13:30:38 UTC
Poaw wrote:
CCP Greyscale wrote:
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.


Would you at least be open to not making it a special case and instead extending something like this to all turret classes? This kind of nuance is what leads to depth in the combat system, especially with regards to David v Goliath scenarios.


In principle, I like general fixes. In practice, anything that extends its immediate influence beyond just titans is out of scope for this change, because it massively increases the amount of work needed to ensure that we've not fundamentally broken something.

Kaj'Schak wrote:
There is also the question, if you field 50 Ships worth 70b each, you should be somehow able to vaporize an enemy fleet, that has only the value of one or two of these ships


The general principle we work on for cost vs performance is that a linear increase in performance should require (at least) a geometric increase in cost. This is why one raven is not the same power as 100 kestrels, why one rattlesnake is not the same power as 20 ravens and so on.

I'm Down wrote:

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

[much text].


This is clearly out of scope for this release, but I'm having a think about it anyway. My major concern is that it seems like it's got exactly the same overall goal as range-based falloff (ie, outside your optimal damage zone, you find it progressively harder to hit things), and it's not immediately obvious why increasing the system's overall complexity in this way is better than just having another look at our optimal and falloff values (and the ways they can be affected).

Daniel Plain wrote:
after reading dozens of pages, i still cannot see why you can't simply multiply the actual applied turret damage with something like max(1, sig radius / sqrt(gun resolution)).


Target painters, for the most part.
Delegado Cero
Sebiestor Tribe
Minmatar Republic
#282 - 2012-03-28 13:37:56 UTC
Acwron wrote:
CCP Greyscale, don't mind the goons and their pets...There's no rush regarding the titans, really. I could wait a couple of more years. There's no need to cut the tracking with 50%, nor the targets. A frigate has more targets FFS. Increase tracking speed so I can hear the goon's cry for mercy.

Thanks in advance,

Acwron

P.S. Don't forget that Titan is the best and most expensive ship in game and that's the way should stay. Until you release Titan tech 2 and officer guns for it ! YEAH !


Actually there is a rush regarding titans, our numbers are growing.
E man Industries
SeaChell Productions
#283 - 2012-03-28 13:56:52 UTC
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.


Works for me
Harotak
Caldari Provisions
Caldari State
#284 - 2012-03-28 14:17:05 UTC
E man Industries 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.


Works for me



CCP Greyscale wrote:
Target painters, for the most part.



bl4ckL0tus
Pator Tech School
Minmatar Republic
#285 - 2012-03-28 14:17:15 UTC
why so many ppl posting that quote works for them cos they dont fly titans ...
Harotak
Caldari Provisions
Caldari State
#286 - 2012-03-28 14:29:51 UTC
I personally like the idea of completely removing supercap ewar immunity.
CCP Greyscale
C C P
C C P Alliance
#287 - 2012-03-28 14:44:29 UTC
Harotak wrote:
I personally like the idea of completely removing supercap ewar immunity.


This is actually something we're evaluating at the moment, alongside a large built-in WCS bonus. The big issue is that it also makes it possible to use assistance modules on them (tracking links etc) which potentially undoes all the benefits.
Stellar Vix
State War Academy
Caldari State
#288 - 2012-03-28 14:46:22 UTC
I hate conundrums.

I can see any change that would reduce the bite of titans against smaller ships nearly a no win for anything.

Signature radius of ships would make sub capital compartment forced to scale down as well to deal with the new sizes which also means adjusting the target painters to be viable again and we're back to square one. Target Ship electronic size would be large enough to get nailed by the titan.

XL Gun only tweaking is off the shelf and I have to agree special casing a gun size is rather silly, short sighted, and short solution and the quickest path to make the entire weapon class 'useless'.

I think the best solution is to have signature radius of a ship verses the gun resolution to effect damage rolls. For example if a ship is 1/10th of the guns resolution 90% of hits will actually register as misses or glancing blows to help signify that yes the gun did place round into the resolution area but because the ship is that much smaller the round missed entirely.

The more on center the round was placed in the more likely it would have been a wrecking hit causing a critical strike. However this has to be tweaked and monitored and will take time to assure its quality of effect but it would make it more advantageous for smaller ships to fire on larger ships. HOPEFULLY you can stick with just adjusting gun resolution and not have to mess with ship resolutions as much.

Maybe have 'tebo's effect gun resolution as well?

Either way this idea would make it 'less' effective for a titan to attempt to shoot a sub cap but not impossible and at least increase the time between targeting and blaping the poor bugger out of existence.

-Vix

SWA Instructor, Commander Select Currently being blamed as SWA's CEO SWA PVP Program

Gilbaron
The Scope
Gallente Federation
#289 - 2012-03-28 14:52:15 UTC
CCP Greyscale wrote:
Harotak wrote:
I personally like the idea of completely removing supercap ewar immunity.


This is actually something we're evaluating at the moment, alongside a large built-in WCS bonus. The big issue is that it also makes it possible to use assistance modules on them (tracking links etc) which potentially undoes all the benefits.



cant you make some weird mathematical thing (i stopped understanding when they mixed the alphabet in) that makes both ewar and ebuff (sic!) less effective when used on (super)caps ?

Harotak
Caldari Provisions
Caldari State
#290 - 2012-03-28 14:59:48 UTC  |  Edited by: Harotak
CCP Greyscale wrote:
Harotak wrote:
I personally like the idea of completely removing supercap ewar immunity.


This is actually something we're evaluating at the moment, alongside a large built-in WCS bonus. The big issue is that it also makes it possible to use assistance modules on them (tracking links etc) which potentially undoes all the benefits.


EW is far more powerful than remote assistance though. A single arbitrator supported by a link proteus could knock a titan down to 2% of its normal range or tracking.


Ideally I would like to see webs, target painters, tracking disruptors, sensor damps, and ECM changed so that only a single (more powerful) effect can be applied to any single target. As an example, webs could be changed to -80% speed reduction but stacking more than one on a target wouldn't do anything more.
Il Reverendo
Forty Two
#291 - 2012-03-28 15:10:35 UTC  |  Edited by: Il Reverendo
Exactly what is the CCP line on specific supercap roles atm?

What's the overall vision that's informing these changes? Granted, it seems the knee-jerk portion of it is along the lines of quick, stop titans from being able to hit targets with sig radii the size of planets and no concept of transversal but that isn't an over-arching philosophy.

I'm finding it very hard to deduce from the various possibilities and approaches discussed. Forgive my lack of faith, but it seems a bit like you guys don't really have a clear idea and are just swinging in the dark with a nerfbat.


[Re EW.....remote assistance is the big problem? You don't think that the entire chance-based ECM mechanic might also be a fundamental issue if you make titan succeptible to it? Or maybe that it would take any vaguely organised group about 10seconds to modify all their fleets in such a way as to render supers completely useless. Then consider the associated workload for making supers vulnerable to ew and changing ew in such a way that is wouldn't make them broken....yeah I'm sure that's not substantial. I'm not against it in principle if it can be made to work in a sane fashion.....but without a huge amount of re-designing I don't see how that can happen.]
Christopher Crusman
Brutor Tribe
Minmatar Republic
#292 - 2012-03-28 15:19:35 UTC
CCP Greyscale wrote:
I'm Down wrote:

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

[much text].


This is clearly out of scope for this release, but I'm having a think about it anyway. My major concern is that it seems like it's got exactly the same overall goal as range-based falloff (ie, outside your optimal damage zone, you find it progressively harder to hit things), and it's not immediately obvious why increasing the system's overall complexity in this way is better than just having another look at our optimal and falloff values (and the ways they can be affected).


An angular sig resolution for guns (which seems to be similar to what I'm Down was proposing), combined with decoupling sig radius/sig resolution from the tracking formula, would have the effect of making it more difficult to hit small ships at long range - but *only* small ships. A titan gun could have 100km optimal and still be unable to hit a frigate (or, more importantly, a dictor) *even with zero transversal* at 15km, which no amount of tweaks to optimal/falloff/tracking will achieve under the current formulae. (It'd make the sig radius/sig resolution comparison less intuitive, true, but would make tracking comparison more intuitive if 0.1 rad/s actually *means* 0.1 rad/s, regardless of what ship you're shooting at.)
Nova Fox
Novafox Shipyards
#293 - 2012-03-28 15:29:16 UTC
Il Reverendo wrote:
Exactly what is the CCP line on specific supercap roles atm?

What's the overall vision that's informing these changes? Granted, it seems the knee-jerk portion of it is along the lines of quick, stop titans from being able to hit targets with sig radii the size of planets and no concept of transversal but that isn't an over-arching philosophy.

I'm finding it very hard to deduce from the various possibilities and approaches discussed. Forgive my lack of faith, but it seems a bit like you guys don't really have a clear idea and are just swinging in the dark with a nerfbat.


[Re EW.....remote assistance is the big problem? You don't think that the entire chance-based ECM mechanic might also be a fundamental issue if you make titan succeptible to it? Or maybe that it would take any vaguely organised group about 10seconds to modify all their fleets in such a way as to render supers completely useless. Then consider the associated workload for making supers vulnerable to ew and changing ew in such a way that is wouldn't make them broken....yeah I'm sure that's not substantial. I'm not against it in principle if it can be made to work in a sane fashion.....but without a huge amount of re-designing I don't see how that can happen.]


I think it has more to do with its too convient to have a titan kill everything instead of the appropirate sized ships do that job instead.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Calipso Star
Eye For An Eye
#294 - 2012-03-28 15:31:57 UTC  |  Edited by: Calipso Star
CCP Greyscale wrote:
[quote=Harotak]I personally like the idea of completely removing supercap ewar immunity.[/quote

This is actually something we're evaluating at the moment, alongside a large built-in WCS bonus. The big issue is that it also makes it possible to use assistance modules on them (tracking links etc) which potentially undoes all the benefits.


What is "a large built-in WCS bonus" ? You can get tangled in ideas as much as you want. The truth is i won't buy a ship that is worth 100 bil to be jammed by a falcon/kitsune or tracking disrupted by curse/pilgrim. I don't understand one thing isn't it obvious that CFC coalition made a strong case against titans with them making suicidal runs at them ? If there is something to implement i suggest you implement some imagination to some of the fleet commanders that have no idea how to run their fleets. About all the people complained that got hot drooped in frigs and cruisers they have no idea how to play this game. They have so many ways to counter titans but you need a brain in order to find them out and i will not do their work for them if they are so narrow minded they should leave other people lead. At some point a dude said is like comparing a Lada with a Lamborghini , you do get what you pay for as in real life ( spare me the comments of this is not real life is a game ) the more expensive the product is the better the quality of that product. Goons unfortunately for them showed that is possible to counter titans, but why making life easier for people that want to race a Lamborghini with a Lada ? The overall tactic is to suicide run insurable ships ( that is from CFC side) but they don't want to suicide dreads because are expensive in stead why not suicide a hurricane or drake in stead. And now comes the idea of casual players and hard-core players ( casual - the dude that plays this game to have fun and hard core - that play this game to achieve something ). You nerfed the supers once reducing their ehp with 20 % - everyone said that was it , titans are no longer able to remove instantly command ships from the field - fair enough, you took out supercarriers from their engagements agains subcapitals now beeing only logistics for titans and a guardian in case of a capital fight, so what is next ?. You can't kill a well organized fleet with only i have 1200 people lets do it. It doesn't work that way, you managed to get the game in to a point that if you have 150 mil sp or 40 it would not matter. Along the years you encouraged "the dude" and his friends for quite along time. It think is enough if they want to win let them try harder , let them try different stuff. If you fly a drake , a maelstrom and a hurricane and you have 1000 friends that shouldn't allow you to win everything. Tell me a feature that will keep veterans in game ? tell me something that you have done so that old players would come and openly say: HELL YES, THIS IS THE GAME I AM PLAYING SINCE 2003 AND I LOVE IT


best regards.
Retar Aveymone
GoonWaffe
Goonswarm Federation
#295 - 2012-03-28 15:34:23 UTC
CCP Greyscale wrote:
Harotak wrote:
I personally like the idea of completely removing supercap ewar immunity.


This is actually something we're evaluating at the moment, alongside a large built-in WCS bonus. The big issue is that it also makes it possible to use assistance modules on them (tracking links etc) which potentially undoes all the benefits.

Since it is possible to permit assistance but not hostile ewar (like they were before this was changed), it must also be possible to reverse this. The supercap ewar immunity is separate from their inabillity to receive ewar assistance in the code because they were done separately.
Daniel Plain
Doomheim
#296 - 2012-03-28 15:41:21 UTC
CCP Greyscale wrote:

Daniel Plain wrote:
after reading dozens of pages, i still cannot see why you can't simply multiply the actual applied turret damage with something like max(1, sig radius / sqrt(gun resolution)).


Target painters, for the most part.


don't TPs get diminishing returns? if there is no point in putting more than 2-3 painters on a target, you can account for that by adding a constant factor to the damage nerf. i'm not an expert but a scenario where titans can damage other caps without any help, damage BS and buffer drakes drakes with TP support, and not seriously damage cruisers no matter how much they get webbed/painted seems reasonable to me.

if the diminishing returns on TPs aren't strong enough, you can still nerf TP stacking.

I should buy an Ishtar.

Tore Vest
#297 - 2012-03-28 15:43:34 UTC
CCP Greyscale wrote:
Harotak wrote:
I personally like the idea of completely removing supercap ewar immunity.


This is actually something we're evaluating at the moment, alongside a large built-in WCS bonus. The big issue is that it also makes it possible to use assistance modules on them (tracking links etc) which potentially undoes all the benefits.


CCP Greyscale....
Are you shure you know what you are doing ?
You start to scare me now....
In stead of making titans to a riskfree large target for subcaps..
Why dont you remove them from the game ?
And give ppl that own them their isk/sp back.
No stepping on toes.. and everyone is happy

No troll.

CCP Greyscale
C C P
C C P Alliance
#298 - 2012-03-28 15:45:21 UTC
Daniel Plain wrote:
CCP Greyscale wrote:

Daniel Plain wrote:
after reading dozens of pages, i still cannot see why you can't simply multiply the actual applied turret damage with something like max(1, sig radius / sqrt(gun resolution)).


Target painters, for the most part.


don't TPs get diminishing returns? if there is no point in putting more than 2-3 painters on a target, you can account for that by adding a constant factor to the damage nerf. i'm not an expert but a scenario where titans can damage other caps without any help, damage BS and buffer drakes drakes with TP support, and not seriously damage cruisers no matter how much they get webbed/painted seems reasonable to me.

if the diminishing returns on TPs aren't strong enough, you can still nerf TP stacking.


We don't want to balance turrets around the *assumption* of TPs, and we don't want to do a wider nerf to TPs just to solve this one case.
Kazanir
GoonWaffe
Goonswarm Federation
#299 - 2012-03-28 15:49:13 UTC
CCP Greyscale wrote:
Harotak wrote:
I personally like the idea of completely removing supercap ewar immunity.


This is actually something we're evaluating at the moment, alongside a large built-in WCS bonus. The big issue is that it also makes it possible to use assistance modules on them (tracking links etc) which potentially undoes all the benefits.


Presumably tracking LINKS are stacking-penalized in the same chain as tracking computers/enhancers and thus it wouldn't have much of an overall effect to allow tracking links to work since most turret titans are fitting 2-3 TCs anyway, especially the armor variants who can fit them without sacrificing resist modules.
Il Reverendo
Forty Two
#300 - 2012-03-28 15:55:04 UTC
Nova Fox wrote:

I think it has more to do with its too convient to have a titan kill everything instead of the appropirate sized ships do that job instead.


Yes because that's really how it stands atm.

Sarcasm aside; identifying a perceived problem is not the same as providing a future vision (to borrow ccp's beloved term). Where are we headed? Or at least where are we supposed to be headed? I'm finding it hard to get a clear picture.