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Titan changes - update

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Ganthrithor
School of Applied Knowledge
Caldari State
#621 - 2012-04-04 19:46:06 UTC  |  Edited by: Ganthrithor
Raivi wrote:

I think the concern many players will have with this is that CCP very rarely mentions that they want to increase the significance of player choice. It hasn't seemed like a priority in the past and we are afraid that it will be ignored in the future.

These kinds of "unintended" game mechanics make up the most interesting tactics in eve, and it seems to me that it's better to support that innovation (as long as said mechanics do not become overpowered) instead of discouraging it.

I'll put it another way. People who enjoy developing new tactics can sometimes feel like they're fighting against CCP more than against their ingame enemies. We want you guys to be on our side in making eve deeper, but the results often aren't there.
I know the idea behind all the new modules is to open up new player choices, but if someone finds a use for them beyond the ideas you had in mind when you developed them, will that also fall into this "grey area" that you don't want to be seeing? Should we be getting a list of approved tactics that we can legally employ with any given module or mechanic?


I honestly think that part of whats going on is unanticipated fallout from The Bosse winning the war on lag. Yes, groups like R&K who mainly do smaller scale fights may have been able to do things like hotswap modules in the past, but honestly, would you even have considered taking a Titan or supercarrier into a fight without a tank two years ago? Would you have bet your supercap on your ability to hotswap mods during the middle of a 3000-man clusterfuck? I doubt it.

In this respect, I think a lot of the balance problems that are cropping up in fleet fights are the result of (essentially) entirely new fleet tactics becoming viable.
Raivi
State War Academy
Caldari State
#622 - 2012-04-04 21:34:05 UTC  |  Edited by: Raivi
Nobody bets their supercap in large fights on the ability to swap even today due to the "Too many ships within range" error.

Swapping fits is a very powerful trick for titans, but it rarely works in normal sized or larger fights. That's pretty much the definition of a bad mechanic (overpowered when it works once and a while) so I can see why CCP wants to get away from the status quo in that regard.

However the damage nerf against small targets removes the interest people will have in flying no-tank blap fits, making the swapping to tank trick obsolete for titans. I think combat refitting can safely be left in place for Escalation without continuing to be a titan-related problem.
Bouh Revetoile
In Wreck we thrust
#623 - 2012-04-04 21:35:04 UTC
steave435 wrote:

If there's a choice between a mechanic that produce consistent results and thus will be dependant on player skill and a mechanic based on the luck of the draw, relying on player skill is always the better choice. Some randomness is fine, but the kind of modifications that would be applied with that suggestion is way over the top.

Unfortunately for you, missiles are not a system promoting player skill, and if you suggest that making turrets to work more like missiles will promote player skill, then I suggest you take a deeper look at how things work.
There is no such a choice here. Truth is that turret are based on statistics and randomness of hit. Adding something deterministic on this randomness won't make it deterministic ; that would only make them more like missiles with odd mechanics.
Statistics work fine with falloff. Problem here is that big guns have huge optimal, and that huge optimal allow to negate their low tracking. We cannot easily change this fact without modifying the formula, so a quick and dirty fix would be to modify the hit chance directly. That would not add more randomness than there already is. That is only how you cap turret damage while keeping the spirit of turrets.
The damage calculation for turrets is the essence of turrets. Turret damages are, by essence, a random number between 50% and 150% of their base damages for each shot. You reduce the dps of turret in the current mechanic by reducing the chances to hit. The graph you see on EFT are only an average. Even the number you see on your screen is an average of your whole group of turrets. Missiles are deterministic, that's why they are less effective than turret in EFT ; it's balance. And that's why the only way to reduce missile damage is to reduce the damage value directly.

Calmoto
Brutor Tribe
Minmatar Republic
#624 - 2012-04-04 21:41:12 UTC  |  Edited by: Calmoto
if you fix the turret dmg modifier then the problem of titans being able to hit people is moot

as long as they cant apply their 15k dps on me i dont care if they hit me or not

a titan should hit capitals for 100% dmg and should take into effect the target getting hit, as the other guy said eg. 15% dps on a BS and 8% on BC etc
Mechael
Tribal Liberation Distribution and Retail
#625 - 2012-04-04 21:48:19 UTC
There are two big problems here. The turret damage formula, and the roles of ships in today's EVE.

Both need changing. Sig res needs to affect accuracy over distance (closer targets appear a lot bigger, no?) Capital ships (and honestly, most of the other ships in the game) need their roles and sizes more clearly defined.

It sounds simple, but honestly it's quite a lot of work to go from brainstorming all the way to implementing. I'm in favor of the bandaid fix until that can be done.

Whether or not you win the game matters not.  It's if you bought it.

Ganthrithor
School of Applied Knowledge
Caldari State
#626 - 2012-04-04 21:54:10 UTC
Raivi wrote:
Nobody bets their supercap in large fights on the ability to swap even today due to the "Too many ships within range" error.

Swapping fits is a very powerful trick for titans, but it rarely works in normal sized or larger fights. That's pretty much the definition of a bad mechanic (overpowered when it works once and a while) so I can see why CCP wants to get away from the status quo in that regard.

However the damage nerf against small targets removes the interest people will have in flying no-tank blap fits, making the swapping to tank trick obsolete for titans. I think combat refitting can safely be left in place for Escalation without continuing to be a titan-related problem.


Definitely agree on the either / or nature of the problem. Personally I'd prefer to see current gun mechanics remain while combat refitting for supers goes away, but it looks like CCP are more interested in the scaling damage approach. I have to agree that if Titans can't **** subcaps ~*with*~ a tracking fit, there's very little incentive to remove supercaps' ability to refit in combat, since they'll probably just stick to tanking / mostly tank fits anyway.

Greyscale: I didn't mean to call you out on "Don't use these scaling mechanics on subcaps come May" (I do understand that the change will initially be XL only) but it did sound like you were going to put the broader application of scaling on your "to do" list for the future. Also you're my hero for literally wading through this whole thread and replying to people's concerns on an almost daily basis.

Do consider buffng HICs and dics, though, regardless of what route you end up taking with the Titan fix. As it stands, killing of supercaps relies almost exclusively on them, yet they remain extremely easy ships to kill for almost any opposing force.
El Geo
Warcrows
THE OLD SCHOOL
#627 - 2012-04-04 22:12:53 UTC
CCP Greyscale wrote:
OK, so the approach we're currently considering is:

- Probably keep the lock count reduction on general principles
- Introduce an attribute that lets us scale turret damage based on raw unmodified sig radius, and set this to approximately capital-size on XL weapons
- Stop people from refitting their ships while they're being targeted
- Possibly revert the tracking adjustment, we're still considering this
- Put "revisit tracking formula" on our to-look-at list, and particularly consider revising how sig radius and sig res are treated (either make this comparison more prominent or pull it out and use the damage scaling on all turrets, possibly with some additional adjustments TBC)
- Put "revisit supercap EW immunity" on our to-look-at list

The damage scaling guarantees that we solve the problem we're trying to solve, which is why we're currently favoring that approach. It also stops people from ratting in titans so effectively, which is considered a significant plus. Finally, it's likely laying the groundwork for a more comprehensive tracking adjustment at some possible time in the future maybe TBC perhaps you see how I'm being non-committal here right.

Stopping mid-fight refitting is a "cute" solution that may or may not end up contributing to this in practice, but it's not behavior we want to support anyway so removing it now seems reasonable.

The tracking nerf on XL weapons may or may not still be needed, we'll see how that pans out.

The tracking formula is now very much on my radar; as above I make no predictions about when we might look at it but it does warrant another look I think.

Criticisms?


So all of this stuff is horribly broken and needs fixing?
if people dont rat in titans how are other people supposed to catch the idiots ratting in their titans?
*mumbles something about POS and corp roles*
I'm Down
Macabre Votum
Northern Coalition.
#628 - 2012-04-04 22:13:55 UTC  |  Edited by: I'm Down
CCP Greyscale wrote:


I'm Down wrote:

I do not like the damage scaling with unmodified sig. Titans should always be able to do full damage under perfect conditions. You just need the ability to make perfect conditions much much harder. Ultimately, a 3x webbed ship at 60km should be moving fast enough to avoid tracking if the sig penalty was in place properly rather than the horrible current mechanics.


"Why?" (For bonus points, frame the answer as "it would be better for the game as a whole if this were the case because...)

(Also, I'm not being facetious here, I'm actually interested in the answer. I have to make judgment calls based on my understanding of the situation, so unsupported assertions are problematic.)




It would be better and more realistic for the game if damage wasn't simply artificlally scaled to size and provided rewards to pilots using accrued skill and FC accrued tactics rather than silly mechanics that defy logic. Pilots should be rewarded for good actions, not for obvious decisions where smaller < damage w/o thought.

Quote:
It's an abstraction which serves us for balancing purposes. Yes, it would be more "realistic" to tune the tracking formula further, but that's a) not something that's in scope here and b) not necessarily going to produce good *gameplay*. Realism is good because it makes it easier for players to make intuitive deductions about the system so they can make better decisions, but it's subservient to making the game *good*. This is also why we don't have Newtonian combat - it's *realistic*, but it also sucks for the kind of game we're making.


Problem with your statement is that simple damage scaling based on signature is removing almost any role the player has in the game. You're almost making it a requirement that players fly certain trump ships rather than leaving the decision up to the the base why one choice is better than another. My fear is that you usher in more of the age of: "Tech 3 is the best because it combines low sig, high tank, high range, high damage, and high speed" Rather than rewarding players who can take a BS and use it within good mechanics.

The game needs to reward players for decisions on both good ship choices and good skills, not just one or the other. The factors that decide a win need to be multifaceted and by saying signature trumps offense exclusive of skill, you are removing 99% of what makes this game unique.
Aura Naoko
Battered Gentlemen and Extreme Decadence
Rooks and Kings
#629 - 2012-04-04 22:14:32 UTC
Mechael wrote:
There are two big problems here. The turret damage formula, and the roles of ships in today's EVE.

Both need changing. Sig res needs to affect accuracy over distance (closer targets appear a lot bigger, no?) Capital ships (and honestly, most of the other ships in the game) need their roles and sizes more clearly defined.

It sounds simple, but honestly it's quite a lot of work to go from brainstorming all the way to implementing. I'm in favor of the bandaid fix until that can be done.


Disagree. The present tracking formula is one of the great achievements of Eve mechanics. Refitting is another issue but most discussion around changing the tracking formula here, is generally directed at dumbing down one of the most esoteric and excellent aspects of Eve.
Mechael
Tribal Liberation Distribution and Retail
#630 - 2012-04-04 22:22:39 UTC
Aura Naoko wrote:
Mechael wrote:
There are two big problems here. The turret damage formula, and the roles of ships in today's EVE.

Both need changing. Sig res needs to affect accuracy over distance (closer targets appear a lot bigger, no?) Capital ships (and honestly, most of the other ships in the game) need their roles and sizes more clearly defined.

It sounds simple, but honestly it's quite a lot of work to go from brainstorming all the way to implementing. I'm in favor of the bandaid fix until that can be done.


Disagree. The present tracking formula is one of the great achievements of Eve mechanics. Refitting is another issue but most discussion around changing the tracking formula here, is generally directed at dumbing down one of the most esoteric and excellent aspects of Eve.



I'm not talking about dumbing it down. It actually needs to be more complex than it currently is. It's missing a key element, that being a more distant target appearing smaller. Tracking should work just like it currently does, but range is much too static at the moment. Range needs to be affected by target size vs weapon sig resolution. This is a good thing because it solves issues where big ships can blast small ships indiscriminately so long as they are at medium/long ranges, as well as making smaller sniping platforms much more viable. It doesn't dumb anything down, quite the contrary in fact.

Whether or not you win the game matters not.  It's if you bought it.

Masamune Dekoro
School of Applied Knowledge
Caldari State
#631 - 2012-04-04 23:00:44 UTC
Thoughts on the EWAR issue;

Consider replacing EWAR immunity with high EWAR 'resistance', such that you'll need multiple subcaps applying the same effect to have the same result as if they were applying it to a single subcap. Think along the lines of Warp Strength of 25, and carry that idea across to the other EWAR methods. Perhaps make the effectiveness Webs affected by ship mass, etc.

Then, bonus EAFs so that the 'strength' of any EWAR they apply is doubled - so that you could tackle a titan with 25 rifters, or 13 kitsunes.

Also, make it only work for negative EWAR, no Remote Sebos or any of that. It makes no sense that a frigate can 'help' out a titan.

If the drive is to encourage more diverse fleets, making large quantities of EWAR effective against caps could help with this.
Pesadel0
Sebiestor Tribe
Minmatar Republic
#632 - 2012-04-04 23:00:57 UTC
Aura Naoko wrote:
Mechael wrote:
There are two big problems here. The turret damage formula, and the roles of ships in today's EVE.

Both need changing. Sig res needs to affect accuracy over distance (closer targets appear a lot bigger, no?) Capital ships (and honestly, most of the other ships in the game) need their roles and sizes more clearly defined.

It sounds simple, but honestly it's quite a lot of work to go from brainstorming all the way to implementing. I'm in favor of the bandaid fix until that can be done.


Disagree. The present tracking formula is one of the great achievements of Eve mechanics. Refitting is another issue but most discussion around changing the tracking formula here, is generally directed at dumbing down one of the most esoteric and excellent aspects of Eve.



Agreed , it started with a nerf to titans, now its a nerf to tracking guns, and a heavy nerf to refitting in space in combat one of the most experiential and excellent aspects of small cap fights.

I mean as for titans nerfs if you are having this much trouble nerfing a class to the ground, do you really think people will use them in combat?When they have supercarriers and carriers that can tank the damage from titans?Not to mention that when you are nerfing the tracking of the XL guns you are also nerfing ....the dreads ...



Mechael
Tribal Liberation Distribution and Retail
#633 - 2012-04-05 00:06:19 UTC  |  Edited by: Mechael
ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + (((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)*(Turret Signature Resolution / Target Signature Radius)^2

Wham, bam, thank you ma'am. This very simple change does not put an artificial damage cap on turrets. What it does do is increase the role that sig resolution/radius plays in determining chance to hit by causing it to modify the range factor

As an example, with this minor tweak a 1400mm Artillery II turret shooting at a Rifter that is sitting still at a range of 50km away (assuming no skill modifiers) has a chance to hit of ~74%, brought down from ~99.5% before the change. Again, this is assuming the rifter is sitting dead still at 2km into the turret's falloff. ~98% chance to hit a rupture under the same circumstances, which is very little change from the current formula (which is approximately 99.5%). However, the farther into falloff you go, the chance to hit begins dropping more and more sharply as it is now multiplied by a number that is always less than or equal to 1.

Not a bad place to start, but I think we can do better. We might also consider this

ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + (((max(0, Range To Target - (Turret Optimal Range * (Target Signature Radius / Turret Signature Resolution)))/(Turret Falloff * (Target Signature Radius / Turret Signature Resolution)))^2

As you can see, optimal range and falloff are now modified by sigres/sigrad while range to target now remains unaffected. This should give a much more realistic result. Let's crunch the numbers now, using the some of the same ships and scenarios as before

A rifter against a 1400mm Artillery II, still at 50km (2km into falloff) holding dead still. We find that the new optimal range for hitting this target is 4,200. The new falloff is 3,325. Again, this is assuming no ammo modifiers to range/falloff. So the chance to hit that Rifter at 50km is now ~0%. Once the rifter moves into the new optimal ranges and holds still, we begin to see a reasonable chance to hit (in a real scenario, bring lots of webs + target painters, etc.

Now let's try that same Rifter but with a T2 1mn MWD on (while holding still or otherwise at zero transversal, for some stupid reason.) New effective optimal = 25,200. New effective falloff = 19,950. Chance to hit at 50km ... ~34.2% Much better!

Now the Rupture, no ammo/module modifications, no transversal. New effective optimal = 15,600. New effective falloff = 12,350. Chance to hit at 50km ... ~0.004%

Now let's try a Hurricane. New effective optimal = 28,800. New effective falloff = 22,800. Chance to hit at 50km ... ~54.9%. Incredible! Behold the power of math

And let's do a Maelstrom ... 460m sig radius vs the turret's resolution of 400. We don't take a modifier greater than 1, so optimal/falloff remain unmodified and 1400mm arties vs. Maelstroms (or any ship with a sig radius greater than 400m) remains unchanged from the old formula. Magnificent. If we wanted to be really clever (and even more realistic, I think) we could allow for modifiers greater than 1. In this case, the new effective optimal would be 55,200. New effective falloff = 43,700. Chance to hit at 50km = 100%, in addition to the range being increased overall.

With the first formula I presented, the changes are a more mild emphasis on the importance of sig radius/resolution over distances. The second formula is much more realistic and balanced, imo, but also possibly more likely to **** everyone off. It is worth noting, however, that sig radius/resolution are easily modifiable numbers, and CCP is currently in the middle of a balancing pass over every ship in the game

If you actually read all of that, thank you for your time.

Whether or not you win the game matters not.  It's if you bought it.

Demon Azrakel
Garoun Investment Bank
Gallente Federation
#634 - 2012-04-05 02:22:33 UTC  |  Edited by: Demon Azrakel
Mechael wrote:
ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + (((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)*(Turret Signature Resolution / Target Signature Radius)^2

Wham, bam, thank you ma'am. This very simple change does not put an artificial damage cap on turrets. What it does do is increase the role that sig resolution/radius plays in determining chance to hit by causing it to modify the range factor

As an example, with this minor tweak a 1400mm Artillery II turret shooting at a Rifter that is sitting still at a range of 50km away (assuming no skill modifiers) has a chance to hit of ~74%, brought down from ~99.5% before the change. Again, this is assuming the rifter is sitting dead still at 2km into the turret's falloff. ~98% chance to hit a rupture under the same circumstances, which is very little change from the current formula (which is approximately 99.5%). However, the farther into falloff you go, the chance to hit begins dropping more and more sharply as it is now multiplied by a number that is always less than or equal to 1.

Not a bad place to start, but I think we can do better. We might also consider this

ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + (((max(0, Range To Target - (Turret Optimal Range * (Target Signature Radius / Turret Signature Resolution)))/(Turret Falloff * (Target Signature Radius / Turret Signature Resolution)))^2

As you can see, optimal range and falloff are now modified by sigres/sigrad while range to target now remains unaffected. This should give a much more realistic result. Let's crunch the numbers now, using the some of the same ships and scenarios as before

A rifter against a 1400mm Artillery II, still at 50km (2km into falloff) holding dead still. We find that the new optimal range for hitting this target is 4,200. The new falloff is 3,325. Again, this is assuming no ammo modifiers to range/falloff. So the chance to hit that Rifter at 50km is now ~0%. Once the rifter moves into the new optimal ranges and holds still, we begin to see a reasonable chance to hit (in a real scenario, bring lots of webs + target painters, etc.

Now let's try that same Rifter but with a T2 1mn MWD on (while holding still or otherwise at zero transversal, for some stupid reason.) New effective optimal = 25,200. New effective falloff = 19,950. Chance to hit at 50km ... ~34.2% Much better!

Now the Rupture, no ammo/module modifications, no transversal. New effective optimal = 15,600. New effective falloff = 12,350. Chance to hit at 50km ... ~0.004%

Now let's try a Hurricane. New effective optimal = 28,800. New effective falloff = 22,800. Chance to hit at 50km ... ~54.9%. Incredible! Behold the power of math

And let's do a Maelstrom ... 460m sig radius vs the turret's resolution of 400. We don't take a modifier greater than 1, so optimal/falloff remain unmodified and 1400mm arties vs. Maelstroms (or any ship with a sig radius greater than 400m) remains unchanged from the old formula. Magnificent. If we wanted to be really clever (and even more realistic, I think) we could allow for modifiers greater than 1. In this case, the new effective optimal would be 55,200. New effective falloff = 43,700. Chance to hit at 50km = 100%, in addition to the range being increased overall.

With the first formula I presented, the changes are a more mild emphasis on the importance of sig radius/resolution over distances. The second formula is much more realistic and balanced, imo, but also possibly more likely to **** everyone off. It is worth noting, however, that sig radius/resolution are easily modifiable numbers, and CCP is currently in the middle of a balancing pass over every ship in the game

If you actually read all of that, thank you for your time.


This is...pretty bad. remember, as they get closer, even 10 m/s becomes much higher angular. If someone is sitting still, I do not see why they should not take damage all the time. You have based your entire balance on ships sitting still, even ships sitting still with MWD on.

Sorry, but no. Your math results in signature reductionist fleets, promotes the mass usage of halo implants, makes sig reduction boosters necessary, and will simply favor armor hacs and T3s over most any other fit (It would be smaller, but smartbombs still hurt, or, assuming missiles work as now, i can see more ******* drake fleets (EDIT: Sacriliges and missile legions everywhere)).

Just... no.
Mechael
Tribal Liberation Distribution and Retail
#635 - 2012-04-05 03:00:57 UTC  |  Edited by: Mechael
Demon Azrakel wrote:
This is...pretty bad. remember, as they get closer, even 10 m/s becomes much higher angular. If someone is sitting still, I do not see why they should not take damage all the time. You have based your entire balance on ships sitting still, even ships sitting still with MWD on.

Sorry, but no. Your math results in signature reductionist fleets, promotes the mass usage of halo implants, makes sig reduction boosters necessary, and will simply favor armor hacs and T3s over most any other fit (It would be smaller, but smartbombs still hurt, or, assuming missiles work as now, i can see more ******* drake fleets (EDIT: Sacriliges and missile legions everywhere)).

Just... no.


It enforces the idea that big guns are for big targets and little guns are for little targets. This is a good thing because it helps every type of ship have its own niche in any fleet size, and especially starts to shine when fleets get really big. With the changes I presented, if a fleet doesn't bring something to counter small ships then those small ships are going to continue to be a pain in the ass throughout the entire battle. It makes HICs and DICs more survivable. It even opens up EAFs as being viable choices for large fleets. Stacking battlecruisers/battleships/capships one on top of the other until they make up 80%+ of your fleet composition is a bad thing for patently obvious reasons. This solves that problem by clarifying the roles of each weapon size.

If you dig a little deeper into the math and start applying transveral to varying weapon sizes and ship sizes, with sig boosting and reducing modifications, etc, what you find is that it even goes a long way towards mitigating the problem in the current turret damage formula where, in big fights, no matter what someone is capable of landing solid shots on you. Putting 10-20 titans in a fleet and blapping absolutely everything is no longer a problem. This way, a fleet that is not well balanced is a very, very vulnerable fleet. That HAC/T3 fleet you're talking about is very vulnerable to battlecruisers, or frigates with superior numbers.

I do see what you mean, though. I don't quite see it as being as bad as you say, however. You'll still want to bring the big guns out when your enemy brings its big guns out, or when it's time to shoot structures. IMO, Battleships that don't have BC support *should* be vulnerable to a bunch of Cruisers (more Cruisers than Battleships.) Just like Cruisers that don't have Destroyer support should be vulnerable to a bunch of Frigates. Or capital ships without subcap support being vulnerable to subcaps. Again, it's that concept of Frigate < Destroyer < Cruiser < Battlecruiser < Battleship < Frigate. The farther apart in size ships get, the less effective they ought to be against each other. It's a simple balance. A hypothetical lone cruiser should have just as hard a time breaking a battleship's tank as the battleship has hitting the cruiser. Ability to hit vs Ability to break tank.

Whether or not you win the game matters not.  It's if you bought it.

Pyerite Penny
Spacefreak Social Club
#636 - 2012-04-05 03:35:50 UTC  |  Edited by: Pyerite Penny
Forget about fiddling with sig / tracking / formulas etc to try to get Titan weapons "balanced'. Instead ...

Create for Titans a set of Titan only weapons. That way, XL guns can remain unchanged, and fitted only on Dreads. Of course, we already have one Titan only weapon - just continue with that idea.

Suggestions for other possible Titan only weapon systems include:

* Area of Effect Weapon - perhaps a large range smartbomb with (relatively) low damage
* flak battery - anti-frigate / cruiser platform (active? passive?)
* secondary gun/missile battery - anti-cruiser / battleship weapon
* Capital energy neutralizer
* other crazy ideas - eg missiles that ignore shields and damage armor directly
* assistance mods - eg a damage multiplier which enhances the damage of the super weapon (required to one shot a capital)
* some sort of E-war modules - AoE webbing?, AoE tracking disruption?

Provided they were designed and balanced properly, Titans could be given the CCP preferred level of defensive ability against sub-caps. It would mean that Titans weren't just super Dreadnought jump bridges. Their possible functions in combat could vary greatly depending on their fitting. Fitting them out for maximum anti-Capital effectiveness decreases their ability to defend effectively against sub-caps (or particular classes of subcaps). Fitting multiple flak batteries may make it an effective defense against a frigate/cruiser gang, but compromises it's ability to fight capitals.

It simply comes down to balancing each weapon appropriately. Titans are (currently) the end game ship, and they deserve this level of special treatment. They should not be POS ornaments (like they were), but they should not be invulnerable i-win buttons (like they nearly are - in numbers). They should be hard to kill, hard to tackle (perhaps only capital jump scramblers will hold them down) have some reasonable defense against sub-caps (depending on fitting) and provide real benefit to any side willing to field them in fleet combat. But sometimes in fleet combat, they should die.
5mok1ng gun
Moon Of The Pheonix
#637 - 2012-04-05 03:46:07 UTC
CCP Greyscale wrote:
This sort of gameplay is emergent and cool and interesting and something we very much enjoy seeing players discover, but it also sits in a particular kind of design grey-area where it's not really something we want to be seeing (for reasons I'll describe in a second), but something that's benign enough that we're not actually going to take action to nerf it just because of that, but also nevertheless something that we're not going to explicitly exempt from larger changes if they happen to impact it.

The reason we don't really like this sort of thing is that pre-fight fitting decisions are supposed to be one of the fundamental decisions of EVE combat.


The pre-fight decisions that are undertaken when utilising the SMAs in combat are more intricate ( do I have X,Y,Z yes but hold on F could be useful ) Too many options and you reduce what else you can do during combat ( now I am down XXXX m3 so I now can not carry as much XXXXXXXX as I think I will need ) one option always impacts another.


CCP Greyscale wrote:
Most MMOs let you change your weapons and armor more-or-less on the fly. We don't, and there are clear and long-standing design principles behind that. SMAs let you make that decision *closer* to the fight, but they're not there to let you change your fitting *in* the fight. Yes, we need more interesting decisions that players can make during combat, that's one of the fundamental problems with our combat model right now IMO, and yes, removing this option will take some interesting decisions out of combat, and that makes us sad.


Changing your fitting in an ever changing combat scenario is what makes the fight interesting if this is one of the fundamental problems with fights then why remove this long standing ability ?
Make it a feature and call it good, The problem by the thread title is TITANS not Ship Maintenance Arrays.
The ability to refit in space is an ability that adds an unknown dimension to combat and makes it less about numbers and more about the pilots ability in combat. Combat needs to be more than just orbit, fire and win or fire and win but more about the impact an individual can have on the outcome of a fight.

I must say that the devs never amaze me anymore hiding such a game change like the proposed Ships Ship Maintenance Array change in whatever stage of conception it’s in within a thread about “ Titan changes – update “ since it impacts ALL capital ships.
Mechael
Tribal Liberation Distribution and Retail
#638 - 2012-04-05 03:59:05 UTC
5mok1ng gun wrote:
I must say that the devs never amaze me anymore hiding such a game change like the proposed Ships Ship Maintenance Array change in whatever stage of conception it’s in within a thread about “ Titan changes – update “ since it impacts ALL capital ships.


Can't really blame them for this. What starts as a bandaid fix for Titans ends up touching on the core of the issue - Titans have no real role in EVE, and once roles come into play, all ships are affected.

Whether or not you win the game matters not.  It's if you bought it.

I'm Down
Macabre Votum
Northern Coalition.
#639 - 2012-04-05 04:32:29 UTC  |  Edited by: I'm Down
Mechael wrote:
5mok1ng gun wrote:
I must say that the devs never amaze me anymore hiding such a game change like the proposed Ships Ship Maintenance Array change in whatever stage of conception it’s in within a thread about “ Titan changes – update “ since it impacts ALL capital ships.


Can't really blame them for this. What starts as a bandaid fix for Titans ends up touching on the core of the issue - Titans have no real role in EVE, and once roles come into play, all ships are affected.



This is where experience and understanding core game play is so necessary to have any say on the fix. I've probably got more capital combat experience in my left nut than any other 2 FC's combined in game. I'm approaching somewhere near 75 Supers killed in combat, and only a handful of those were raw ganks. I've also watched somewhere near 57 of my friend and allied lose their supers, and participated in probably another 100 odd kills or losses where I wasn't in control of the fleet.

Something like changing titan's ability to fit in a fight is about 0.000001% of the problem. Basically, this is how 99% of fights unfold in terms of supers"

One side commits, the other side counters if they have better numbers, super numbers dictate the day, dreads have 0 impact other than fodder, support spectates.



Basically the rule of thumb with supers is that titans are about 10x the combat value of every Mothership, Motherships are about 40x the value of any dread. That's of course assuming it's an actual fight and not 40 dreads vs 1 random mothership.

Primary issue with titans is that they have no natural counter. FIRST AND FOREMOST. The one "natural counter"... Dreads, got screwed long ago when supers became anti capital platforms. Dreads fall quickly to Doomsdays, the 1 shot wonders, which makes it nearly impossible to fight large titan numbers. Dreads die in under 30 seconds to any lightly coordinate mothership group.... IE choose a random target near the top of the list and see how many fighters end up on it.

BS and below suffer only because the tracking to range balance is ****** up.

But who's honestly going to be so liberal with titans if all the sudden, dreads are a threat again. I fought this battle intensely when the first changes to supers were made with fighter bombers and DD 1 shot bull, and it flew under the radar, but lets face facts, you removed the role of normal caps when supers became the blap mobile.

So ask yourself this honest question Greyscale. Is the problem really the guns on titans, or the fitting array, or the amount of target locks, or is it that you have 2 ship classes that counters any ship in game capable of effectively killing it. Because when you realize that this is the true problem, you'll see that Titans and SC will always spawn in mass on a grid, in higher numbers simply because remote repair + the encouragement of insane resist due to cost of ship vs cost of gear factors and the overall unkillability of them encourage this.

Even if you implemented lower damage though some crap sig/balance damage scale rather than adjusting the tracking formula, there's a natural counter to your solution which is, bring more titans and start focusing fire. Eventually, the damage will still blap, and the ship is still near impossible to kill. And even when you nerf titans into oblivion, we're already working on a solution which involves BS vs 3600 DPS fighter bombers once we "adjust" their sig and speed for them... and yes, we've tested it on SiSi.

Fix the core problems, quit looking for the easy solution that avoids the core problems.
5mok1ng gun
Moon Of The Pheonix
#640 - 2012-04-05 04:33:09 UTC
Mechael wrote:
5mok1ng gun wrote:
I must say that the devs never amaze me anymore hiding such a game change like the proposed Ships Ship Maintenance Array change in whatever stage of conception it’s in within a thread about “ Titan changes – update “ since it impacts ALL capital ships.


Can't really blame them for this. What starts as a bandaid fix for Titans ends up touching on the core of the issue - Titans have no real role in EVE, and once roles come into play, all ships are affected.



This band aid looks suspiciously minmatar duct tape and all.SadSadSad