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Titan changes - update

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Mechael
Tribal Liberation Distribution and Retail
#741 - 2012-04-13 01:13:19 UTC  |  Edited by: Mechael
Ganthrithor wrote:
SuperBeastie wrote:

I never said it was not a problem you idiot. I just said it was not the real problem because if it was we would not be having this conversation.


You still want arbitrary limits on gun damage. My point stands.


Sorry, where did he say anything about arbitrary limits on gun damage? I don't believe a forced sigrad/sigres damage ratio, as was suggested earlier, is the way to go. Modifying the turret damage formula certainly is a good idea, though. Don't you find it curious how a target's size does nothing to affect accuracy over range?

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

Vheroki
Tranquility Tavern
Pandemic Horde
#742 - 2012-04-13 02:02:36 UTC
Mechael wrote:


This guy speaks the truth. Range needs to affect sig radius. The farther away something is, the smaller it should appear.


I am gonna do a little basic physics, imagine 2 points A and B. A is the point from where the bullet starts and B is the point where it should go on a maximum straight forward trajectory. If the bullet is for example big as a soccer ball and the so called frig is the size of a fly that fly should die if it is in his trajectory, because no matter how small the fly is the ball is so big that he can't escape it in time ( this is the situation of 0 transversal , in that case a titan should hit eve a POD that is stationary perfectly ). So it should support the idea of using enough webs by the support fleet to be in the same situation to not be able to avoid "the ball" in time. Now what CCP is trying to do is to change the rules of physics and say NO , if that fly is small enough the ball will not hit it , which is against any physical logic. Why ? Because Goonswarm knows that a titan bullet "the ball" just can't hit the frig "fly".

I personally do not care about Shadoo's vision about this game everyone bears his own and i am supporting my point of view.
Ganthrithor
School of Applied Knowledge
Caldari State
#743 - 2012-04-13 03:14:31 UTC
Mechael wrote:
Ganthrithor wrote:
SuperBeastie wrote:

I never said it was not a problem you idiot. I just said it was not the real problem because if it was we would not be having this conversation.


You still want arbitrary limits on gun damage. My point stands.


Sorry, where did he say anything about arbitrary limits on gun damage? I don't believe a forced sigrad/sigres damage ratio, as was suggested earlier, is the way to go. Modifying the turret damage formula certainly is a good idea, though. Don't you find it curious how a target's size does nothing to affect accuracy over range?


Optimal / falloff affect damage over long ranges. For a given transversal (think m/s), things should get EASIER to track as they get further away. What's more, the larger the "projectile," the EASIER it would be to hit a small, faraway thing. Think about it-- aiming a needle at a fly at 100 yards vs aiming a 3.5 meter megashell. Which has a bigger margin of error?
I'm Down
Macabre Votum
Northern Coalition.
#744 - 2012-04-13 06:34:31 UTC
Ganthrithor wrote:
Mechael wrote:
Ganthrithor wrote:
SuperBeastie wrote:

I never said it was not a problem you idiot. I just said it was not the real problem because if it was we would not be having this conversation.


You still want arbitrary limits on gun damage. My point stands.


Sorry, where did he say anything about arbitrary limits on gun damage? I don't believe a forced sigrad/sigres damage ratio, as was suggested earlier, is the way to go. Modifying the turret damage formula certainly is a good idea, though. Don't you find it curious how a target's size does nothing to affect accuracy over range?


Optimal / falloff affect damage over long ranges. For a given transversal (think m/s), things should get EASIER to track as they get further away. What's more, the larger the "projectile," the EASIER it would be to hit a small, faraway thing. Think about it-- aiming a needle at a fly at 100 yards vs aiming a 3.5 meter megashell. Which has a bigger margin of error?


I think both of you are completely off point on this and should just drop it. Distance has positive and negative affects on ability. We want sig to adjust over range to make it harder to hit moving objects. Nuff said.
steave435
Perkone
Caldari State
#745 - 2012-04-13 07:38:14 UTC  |  Edited by: steave435
Ganthrithor wrote:
Mechael wrote:
Ganthrithor wrote:
SuperBeastie wrote:

I never said it was not a problem you idiot. I just said it was not the real problem because if it was we would not be having this conversation.


You still want arbitrary limits on gun damage. My point stands.


Sorry, where did he say anything about arbitrary limits on gun damage? I don't believe a forced sigrad/sigres damage ratio, as was suggested earlier, is the way to go. Modifying the turret damage formula certainly is a good idea, though. Don't you find it curious how a target's size does nothing to affect accuracy over range?


Optimal / falloff affect damage over long ranges. For a given transversal (think m/s), things should get EASIER to track as they get further away. What's more, the larger the "projectile," the EASIER it would be to hit a small, faraway thing. Think about it-- aiming a needle at a fly at 100 yards vs aiming a 3.5 meter megashell. Which has a bigger margin of error?

If you consider the sig resoloution as the size of the projectile being fired, that would mean that all ships other then destroyers, BCs and titans are firing shells that are roughly as big as the ship firing it, and tier 3 BCs fire shells that are bigger then the ship.That can obviously not be the case.
Therefore, it makes much more sense to consider it as the resoloution of the weapon control systems, where the sig resoloution is the minimum size a ship can be represented as in the system, and if there's a target ship with a sig of 40 and your tracking systems sees it as a 400 sig ship, 90% of the time a shot that hits that 400 sig "ship" is going to miss the actual 40 sig ship. With that system, distance has no effect on it either.
Why would a big gun have worse resoloution? Because they're bigger, thus longer range in general, and thus their targeting systems would need to cover a much larger area. Basically, it's the same things as 2 screens of different sizes but with the same resoloution - the big screen will cover a larger area, but the DPI will be lower.
Ganthrithor
School of Applied Knowledge
Caldari State
#746 - 2012-04-13 08:11:36 UTC  |  Edited by: Ganthrithor
I don't think its really beneficial to go down the RP road of justifying formula components based on the inability of starship manufacturers from the distant future being able to design targeting systems with "sufficient resolution."

Instead, how about looking at the way guns currently work in EVE Online: A Game that Needs Balancing. Go load up a fitting tool (recommend EFT), and run some DPS comparisons between ships of various sizes in a variety of transversal situations.

For example, there have been several people in this thread whining about "Maelstroms blapping frigates." HERE is a graph showing Maelstrom DPS vs a frigate in two different scenarios: In the first, the frigate is MWDing directly at the battleship. In the second, the frigate is MWDing towards the battleship, but ~10 degrees off of "directly."

Note that the DPS drops from 180-something to 4. If you increase the approach angle by another ten degrees, the DPS drops to zero.

Personally, I really like the fact that gun mechanics force clever piloting in this game. I don't see why it's necessary (as a whole slew of you claim it is) to change the game so that large guns necessarily do less damage to small targets regardless of how smaller ships are being flown. To take an extreme example, there's absolutely no way that the Malediction pilot above who is lazy and / or dumb enough to hit "approach" on the Maelstrom should be allowed to live simply because "his ship is smaller."

Titans are kind of a special case for a number of reasons. Part of the problem is the way they bounce on warpin, resulting in extremely large groups that make it difficult to keep transversal up vs all of them. Part of the problem is that they're one of the only ship classes in EVE that do enough damage to easily alpha ships several sizes small than them (even an artymach, for example, can't alpha most HACs). A large part of the problem *was* their ability to quickly lock up a large number of targets, making it relatively easy to cherry-pick low transversal individuals for nuking. With a much lower max target count, this should be less of an issue in the future.

In general, the tracking formula works. It provides for long range guns that track badly, and short-range guns that track well but can't reach terribly far out. It ALREADY DOES make it more difficult to hit targets that are smaller than their "intended" targets. If you don't believe me, load up a megapulse battleship, then have an AB frigate go out to 20km and orbit your ship at a speed that results in his angular velocity matching the max tracking value for your guns. Then shoot at him and tell me how long it takes to kill him (hint: you'll be there a while).

The problem with Titans raping subcaps isn't a gun problem, it's a Titan problem. Getting such a large bonus to XL gun damage with no associated tracking penalty is problematic, especially when it comes with the ability to easily cherry pick targets and the physics problems that spread Titans over a large area. CCP are already dealing with the cherry-picking problem, and could easily "solve" the remainder by requiring Titans to use even "larger" guns to deal their current levels of DPS / alpha. XL weapons on Titans would be far less problematic if one was only able to cherry pick a target and do, for example, 20k damage to them rather than alpha'ing them. It's the coincidence of favorable spatial distribution, high scan res, high max lock count, insanely high alpha, and decent tracking that make Titans a problem on TQ right now.
Reilly Duvolle
Hydra Squadron
#747 - 2012-04-13 09:41:08 UTC
steave435 wrote:

If you consider the sig resoloution as the size of the projectile being fired.


Rather than depicting the size of the munition itself, the sig resulution can be more accurately described as the size of the blast area when the munition hits. Within that area, damage will be applied.
Mechael
Tribal Liberation Distribution and Retail
#748 - 2012-04-13 14:55:29 UTC  |  Edited by: Mechael
First off, the primary problem is ships not having clearly defined roles. Secondary to that is the turret damage formula. Those are the two biggest issues at hand regarding game balance, and the Titan is the biggest example of both issues. Give it a clear role, and fix its ability to hit small/medium/large ships at medium/long ranges.

The best way to do that is with the turret damage formula. Sig resolution is not the size of the bullet, nor the area within which damage is applied. Sig resolution is the area targeted by your turret. Your bullet will hit somewhere within the sphere defined by your sig resolution. The problem is firstly that this is not adjusted over range. If range were 0 meters from the barrel of the gun, sig res should equal the diameter of the barrel of the gun (very, very tiny.) The farther away, the larger the sig res. What does not make sense is that currently guns have a maximum range at which they can hit any target regardless of size. Beyond that range the bullet essentially disappears. What should happen is that if you're aiming at something the size of a planet from 2 million kilometers away, you should have a very high chance of hitting it. By the same token, a 35 meter long frigate at 2 million km out would be almost impossible to hit. There'd still be a chance, though, however small.

Secondly, if at a given range your turret's sig resolution is 400m and your target has a 40m sig radius, that really should automatically make the absolute highest chance to hit be 10%. Your bullet is hitting somewhere within a 400m in diameter sphere and your target has a 40m diameter. 10% chance to hit, maximum. THEN factor in range and tracking. Bear in mind, your sig resolution should get a lot smaller the closer your target is to your guns.

If we modify a gun's sig resolution over distance, ships will balance themselves out over sizes much like we already see with missiles. Turrets will still remain unique in that there will always still be a chance to hit, unlike missiles which always hit. Right now that chance to hit at medium/long ranges, particularly with larger turret sizes against smaller ship sizes, is too great, as is clearly evident in large fleet situations (such as when 10 or more Titans are spread out to around 30km of each other, or large groups of maelstroms being able to alpha anything into oblivion. XL turrets and large artillery should not function this way because it obsoletes small ships, and therefore new players.)

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

steave435
Perkone
Caldari State
#749 - 2012-04-13 15:49:15 UTC
Ganthrithor wrote:
I don't think its really beneficial to go down the RP road of justifying formula components based on the inability of starship manufacturers from the distant future being able to design targeting systems with "sufficient resolution."

Instead, how about looking at the way guns currently work in EVE Online: A Game that Needs Balancing. Go load up a fitting tool (recommend EFT), and run some DPS comparisons between ships of various sizes in a variety of transversal situations.

For example, there have been several people in this thread whining about "Maelstroms blapping frigates." HERE is a graph showing Maelstrom DPS vs a frigate in two different scenarios: In the first, the frigate is MWDing directly at the battleship. In the second, the frigate is MWDing towards the battleship, but ~10 degrees off of "directly."

Note that the DPS drops from 180-something to 4. If you increase the approach angle by another ten degrees, the DPS drops to zero.

I agree, RP shouldn't control game mechanics anyway, but I was simply pointing out that the RP justifications you were trying to make don't make sense.

Regarding the frig VS BS situation, it will look good to a EFT warrior, but when you go up against a fleet of BS rather then just a single one you'll see that the situation changes completely since they'll be spread out.
Mechael
Tribal Liberation Distribution and Retail
#750 - 2012-04-13 15:58:08 UTC
steave435 wrote:

Regarding the frig VS BS situation, it will look good to a EFT warrior, but when you go up against a fleet of BS rather then just a single one you'll see that the situation changes completely since they'll be spread out.


Truth. Currently it's almost always better to bring larger ships. The "bigger is better" mentality is something that needs to go away, just like the "higher tier is better" mentality does.

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

Ganthrithor
School of Applied Knowledge
Caldari State
#751 - 2012-04-13 17:47:03 UTC
steave435 wrote:

I agree, RP shouldn't control game mechanics anyway, but I was simply pointing out that the RP justifications you were trying to make don't make sense.

Regarding the frig VS BS situation, it will look good to a EFT warrior, but when you go up against a fleet of BS rather then just a single one you'll see that the situation changes completely since they'll be spread out.



Just pointing out the flaws in someone's "physics" argument :3

As a frigate pilot who's flown into an undulating sea of fleet battleships, let me tell you that there's literally nothing to fear from them. Fleet battleships don't shoot at frigates, they shoot their fleet primaries. If they start wasting time shooting your frigate, congratulations, you've used your nearly-worthless ship to save the lives of (probably) several of your team's battleships while the hostile BS waste time missing your frigate.

The things you worry about as a frigate pilot in a fleet fight are: drones, usually the ones from whatever target you tackle; Drakes, because although they don't do much damage to you they will keep doing it indefinitely; antisupport BCs; and T2 cruisers, mostly Huginns and HACs.

Seriously, though, it's literally so easy to not get blapped by battleships as a frigate pilot, I don't even know why people brought it up. Giant mixed fleets full of recons and artycanes are a different matter, but in that case things are pretty much working as intended. Sorry dudes, they brought a contingent of ships to screen frigates. You got screened, bro.
Andy Landen
Deep Core Mining Inc.
Caldari State
#752 - 2012-04-14 01:30:53 UTC  |  Edited by: Andy Landen
Vheroki wrote:
Mechael wrote:


This guy speaks the truth. Range needs to affect sig radius. The farther away something is, the smaller it should appear.


I am gonna do a little basic physics, imagine 2 points A and B. A is the point from where the bullet starts and B is the point where it should go on a maximum straight forward trajectory. If the bullet is for example big as a soccer ball and the so called frig is the size of a fly that fly should die if it is in his trajectory, because no matter how small the fly is the ball is so big that he can't escape it in time ( this is the situation of 0 transversal , in that case a titan should hit eve a POD that is stationary perfectly ). So it should support the idea of using enough webs by the support fleet to be in the same situation to not be able to avoid "the ball" in time. Now what CCP is trying to do is to change the rules of physics and say NO , if that fly is small enough the ball will not hit it , which is against any physical logic. Why ? Because Goonswarm knows that a titan bullet "the ball" just can't hit the frig "fly".

I personally do not care about Shadoo's vision about this game everyone bears his own and i am supporting my point of view.


If we are going to talk physics, a much better analogy is that a sea battleship (838 ft long vs 9.2 mi long titan yields a scale of 1:58) is shooting its largest cannon at a fly flying at 150 meters away at 70 m/s around it. No sea BS can track that. Shooting car-sized projectiles at a fly out at one km away will kill it if it hits, but the area cross-section of the projectile at that distance demands impossible accuracy when it has to cross a single point at an exact moment in time.

Course, projectiles take time to cross that distance, so it seems instant turret damage is a bad idea, but I don't see that changing anytime soon.

But how about we stop getting distracted from the topic and address the Titan's biggest issue, 1 DD alpha strike on caps. How many dreads does it take to alpha a BS? bet it requires more than 1.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

steave435
Perkone
Caldari State
#753 - 2012-04-14 04:38:56 UTC
Andy Landen wrote:
Vheroki wrote:
Mechael wrote:


This guy speaks the truth. Range needs to affect sig radius. The farther away something is, the smaller it should appear.


I am gonna do a little basic physics, imagine 2 points A and B. A is the point from where the bullet starts and B is the point where it should go on a maximum straight forward trajectory. If the bullet is for example big as a soccer ball and the so called frig is the size of a fly that fly should die if it is in his trajectory, because no matter how small the fly is the ball is so big that he can't escape it in time ( this is the situation of 0 transversal , in that case a titan should hit eve a POD that is stationary perfectly ). So it should support the idea of using enough webs by the support fleet to be in the same situation to not be able to avoid "the ball" in time. Now what CCP is trying to do is to change the rules of physics and say NO , if that fly is small enough the ball will not hit it , which is against any physical logic. Why ? Because Goonswarm knows that a titan bullet "the ball" just can't hit the frig "fly".

I personally do not care about Shadoo's vision about this game everyone bears his own and i am supporting my point of view.


If we are going to talk physics, a much better analogy is that a sea battleship (838 ft long vs 9.2 mi long titan yields a scale of 1:58) is shooting its largest cannon at a fly flying at 150 meters away at 70 m/s around it. No sea BS can track that. Shooting car-sized projectiles at a fly out at one km away will kill it if it hits, but the area cross-section of the projectile at that distance demands impossible accuracy when it has to cross a single point at an exact moment in time.

Course, projectiles take time to cross that distance, so it seems instant turret damage is a bad idea, but I don't see that changing anytime soon.

But how about we stop getting distracted from the topic and address the Titan's biggest issue, 1 DD alpha strike on caps. How many dreads does it take to alpha a BS? bet it requires more than 1.

Yeah, but how often can they do it? Titans can do that once every 10 mins only. Since the plan is that they're SUPPOSED to counter caps, their anti-capital abilities are not a problem, their anti-sub capital abilities are.

The alternative is to change the plan and let titans keep their anti-sub cap power while nerfing them against other caps by removing the DD and significantly reducing their tanks back to dread/carrier level. That way you'd be able to kill off a sub-cap fleet with some type of cap (titans), which is necessary in order to trigger a cap fight (because if no caps can touch the sub-caps, there's no incentive for either side to be the first to field caps, thus no escalation), but if the enemy drops in dreads and/or SCs you'd be in trouble. The SCs and dreads in turn would be unable to hit sub-caps, so you have a complete rock.paper.scissor system. There's gonna be issues there too, so I'm not happy with that idea, but unless you're going down that route the DD, as a anti-cap only weapon, isn't a problem.
Andy Landen
Deep Core Mining Inc.
Caldari State
#754 - 2012-04-14 11:39:52 UTC
steave435 wrote:

Yeah, but how often can they do it? Titans can do that once every 10 mins only. Since the plan is that they're SUPPOSED to counter caps, their anti-capital abilities are not a problem, their anti-sub capital abilities are.

The alternative is to change the plan and let titans keep their anti-sub cap power while nerfing them against other caps by removing the DD and significantly reducing their tanks back to dread/carrier level. That way you'd be able to kill off a sub-cap fleet with some type of cap (titans), which is necessary in order to trigger a cap fight (because if no caps can touch the sub-caps, there's no incentive for either side to be the first to field caps, thus no escalation), but if the enemy drops in dreads and/or SCs you'd be in trouble. The SCs and dreads in turn would be unable to hit sub-caps, so you have a complete rock.paper.scissor system. There's gonna be issues there too, so I'm not happy with that idea, but unless you're going down that route the DD, as a anti-cap only weapon, isn't a problem.


Imagine a fleet of 40 titans. Now imagine them attacking 40 carriers repairing a sov structure (or doing some other task away from station). Now imagine 40 DD eliminating 40 carriers instantaneously with no chance to counter the titans in any way. Now imagine that everything you just said seemed silly. Finally imagine that everyone has already figured out that in order to survive, their cap pilots must be flying Titans and not carriers whenever possible.

The "plan" of the stealth bomber is to be anti-BS. doesn't mean that I can now justify 1 SB alpha'ing a BS with every volley. The plan of the destroyer is to be anti-frig. Doesn't mean that a destroyer can alpha a well-fit and well-flown frig with every volley. No matter what "the plan" is, there is such a thing as OP, and a reason why people know that we need to re-balance the titan. Among other things, one reason is the DD. I say that an anti-cap plan does not justify it.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

steave435
Perkone
Caldari State
#755 - 2012-04-14 12:47:37 UTC
Andy Landen wrote:
steave435 wrote:

Yeah, but how often can they do it? Titans can do that once every 10 mins only. Since the plan is that they're SUPPOSED to counter caps, their anti-capital abilities are not a problem, their anti-sub capital abilities are.

The alternative is to change the plan and let titans keep their anti-sub cap power while nerfing them against other caps by removing the DD and significantly reducing their tanks back to dread/carrier level. That way you'd be able to kill off a sub-cap fleet with some type of cap (titans), which is necessary in order to trigger a cap fight (because if no caps can touch the sub-caps, there's no incentive for either side to be the first to field caps, thus no escalation), but if the enemy drops in dreads and/or SCs you'd be in trouble. The SCs and dreads in turn would be unable to hit sub-caps, so you have a complete rock.paper.scissor system. There's gonna be issues there too, so I'm not happy with that idea, but unless you're going down that route the DD, as a anti-cap only weapon, isn't a problem.


Imagine a fleet of 40 titans. Now imagine them attacking 40 carriers repairing a sov structure (or doing some other task away from station). Now imagine 40 DD eliminating 40 carriers instantaneously with no chance to counter the titans in any way. Now imagine that everything you just said seemed silly. Finally imagine that everyone has already figured out that in order to survive, their cap pilots must be flying Titans and not carriers whenever possible.

The "plan" of the stealth bomber is to be anti-BS. doesn't mean that I can now justify 1 SB alpha'ing a BS with every volley. The plan of the destroyer is to be anti-frig. Doesn't mean that a destroyer can alpha a well-fit and well-flown frig with every volley. No matter what "the plan" is, there is such a thing as OP, and a reason why people know that we need to re-balance the titan. Among other things, one reason is the DD. I say that an anti-cap plan does not justify it.

Of course you can't, that would mean the SB would be alphaing about 6 BS/minute with a covert ops hull, and if your alliance can't even get more carriers then your enemy can get titans, nothing will save you.
Mike deVoid
University of Caille
Gallente Federation
#756 - 2012-04-14 14:13:38 UTC
CCP Greyscale wrote:
Ganthrithor wrote:
Greyscale:

What about removing DDs, reducing Titans bonus to XL weapons to a flat 125 percent (and leaving XLs unchanged), and adding a new class of turrets specifically for Titans that allow them to do similar DPS to their current XL setups but with 2-4x the gun signature size. Then go through the DB and douple/quadruple the size of capship sig radii as appropriate to match.


Interesting but out of scope due to having to remove modules from ships, unfortunately.


Actually, you don't have to remove the weapon - just change the DD module such that it is unable to be fired. Titans can still have it fit, it just won't shoot.
Mike deVoid
University of Caille
Gallente Federation
#757 - 2012-04-14 14:15:34 UTC
CCP Greyscale wrote:
MisterAl tt1 wrote:
2. XL sig scaling. Has CCP once again forgotten, that there are places like wormholes? Or has CCP forgotten there are other ships using XL turrets, but titans? I agree, that after Dreads buff they are a little overpowered in WH engagements, since they can easily kill even T3 ships, if properly prepared. However, the suggested change can greatly impact even PVE aspect too - dreads are commonly used to shoot Sleeper BS. Drastically limiting Dreds use for PVE in wormholes can put some corporations between the choice of staying in WH with lower profits (and still living in high-risk environment where you have to use expensive ships), or go farming Incursions.

If going forward with XL scaling I would suggest, that for wormholes such side-changes are needed to keep dreads "alive":
1. Modified sig-radius used in calculation
2. Sleepless Guardian BS sig radius increased

And some option to still making dreads in WH able play their role in sub-capital engagements. Though limited.


Dreads being used for PvE is another of those "we're OK with it but we're not designing for it" scenarios. Unless making this change will fundamentally *break* W-space (not just disadvantage people, but make it literally unusable), we're not planning to start balancing dreadnaughts with PvE in mind just because someone's managed to make it work in a few specific scenarios. That road takes us to a place where we can't nerf titans because they're really good ratters.


Why not add a modifier to Ttitans that increases the sig radius of XL guns? That way only XL guns *on Titans* are hit by the nerf?
Mike deVoid
University of Caille
Gallente Federation
#758 - 2012-04-14 14:23:00 UTC
CCP Greyscale wrote:
Grideris wrote:
CCP Greyscale wrote:
Mike deVoid wrote:

I've started a proposal thread on FHC that does just this: http://failheap-challenge.com/showthread.php?6245-The-Great-Tracking-Nerf-v0-1


If you want to discuss it here I'd recommend posting it here Smile


It's a pretty massive set of posts - I actually would in this instance recommend that you read it over there.


Thing is, I can read it over there, but I can't comment on it over there (for obvious and unalterable reasons), so it's not a hugely useful exercise.


Let me help out:

Mike deVoid wrote:
I'd like to see a tracking nerf. More accurately, I'd like signature radius to be taken into account more explicitly in the tracking formula.

Specifically, I'd like for it to be hard for oversize guns to hit small targets - even when transversal is very low - with the aim of nerfing titan blapping of pretty much anything except other capitals.

With your normal DPS graph, you see this:

http://wiki.eveonline.com/wikiEN/images/a/a4/Falloff.png
(Source: http://wiki.eveonline.com/en/wiki/Turret_damage )

Which is you start off at 100% chance to hit at 0m range, and as the range increases the chance to hit (and hence DPS) drops off. The intercept of the Y-axis is 100%.

So to start you off, read this blogpost (not me): http://serpentinelogic.wordpress.com/2011/10/10/what-if-turret-tracking-formula-was-changed/

It's pretty good, but there are some adjustments I'd make.

Basically I want to change the current tracking formula from this:

http://dl.dropbox.com/u/64474800/Current%20Formula.png

to something a little bit like this:

http://dl.dropbox.com/u/64474800/New%20Forumla%20v0.1.png

the values of (a) and (b) can be fine tuned for balance/taste. I'm kinda liking 0.5 and 3, respectively, at the moment.

I have an google spreadsheet that you can access and view the new formula in a plot, along with changing (a) and (b) to see what happens. Access it here: https://docs.google.com/spreadsheet/ccc?key=0AploM5dd7fuEdEM5bi01Rk14SHhaUkxoUHBJVUJZZFE

You can adjust the values of (a) and (b), and the DPS levels. I've plotted the chance to hit against the ratio of target/gun sig size. So if you target is equal or bigger than your gun you have 100% chance to hit (at 0 transversal). As the target gets smaller, the chance to hit decreases. Playing with (a) and (b) adjust the shape of the curve.

I've include a table showing the chance to hit at least once as you continue to cycle your guns. I've included this because if you look at the new maxDPS figures alone you'll get won't get a full understanding of the fact that it might take 5-10 cycles for that titan to alpha your frigate.

So take a look. Do you agree with the principle of the nerf? Do you like/not like the implementation? Does it work for XL guns but unfairly penalise BCs vs Frigs? Would you like to see added functionality like being able to apply 1 or more Target Painters against a target to see the chance in DPS/Change-to-hit?

(I used this website to write the formula: http://www.codecogs.com/latex/eqneditor.php
You can find the latex 'code' used here: http://dl.dropbox.com/u/64474800/Formula%20raw%20text.txt )

Mike deVoid
University of Caille
Gallente Federation
#759 - 2012-04-14 15:32:43 UTC
If you removed the ability of Titans to *fire* DDs, would you not end up with something like this?:

http://dl.dropbox.com/u/64474800/Caps%20Proposal%20B.jpg
steave435
Perkone
Caldari State
#760 - 2012-04-14 16:51:45 UTC
Mike deVoid wrote:
If you removed the ability of Titans to *fire* DDs, would you not end up with something like this?:

http://dl.dropbox.com/u/64474800/Caps%20Proposal%20B.jpg

No, titans roughly match the turret DPS of dreads but with WAY better tanks while keeping their mobility and ability to recieve reps.