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Raivi
Sniggerdly Pandemic Legion
80
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Posted - 2012.03.30 19:30:00 -
[451] - Quote
Gripen wrote:It's quite surprising for me that you are trying to came up with some kind of special case for the supercapital guns here while exactly same problem exists in subcapital world as well manifesting itself with frigates being extinct from all 0.0 warfare formats.
Completely agree with this. Titans blap BCs too easily and Battleships blap Frigates too easily. It's more than just one ship class.
That being said a full rebalance of turret tracking against small targets is probably too much for Escalation, but I would love to see it in the near future. |
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CCP Greyscale
C C P C C P Alliance
1067

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Posted - 2012.03.30 20:31:00 -
[452] - Quote
CynoNet Two wrote: You told me at the weekend you didn't want to put any damage cap on turrets because it would 'make them too much like missiles', and now you're talking about turning all XL turrets into projectiles - relying on falloff for damage.
Can we go back and revisit dropping ewar immunity? While not perfect, EW is the logical solution to this issue provided supercaps don't recieve too high a bonus to warp core strength. The issue was not so much that coordinating EW is too hard, but that coordinating EW alongside coordinating 50+ points of tackle was impossible. With a warp core strength in the region of 5-10 it becomes viable to need fewer ships holding down titans while more ships focus on EW. It also means that temporary loss of EW does not immediately compromise the tackle.
Remove EW immunity, Set max targets to 3, Keep the -50% tracking change.
Everything is projectiles - doesn't the thing you're suggesting get us into roughly the same place, though?
Removing EW immunity - sell it to me hard 
Cid Tazer wrote:
Unfortunately not having the time to run the numbers myself, but are you satisfied with how the tracking formula disregards signature resolution as transversal approaches 0?
It appears to me on initial inspection that as transversal approaches 0, the turret to target signature ratio has less and less influence on the to hit chance. Would it make more sense to add it as a range modifier so that the turret -> target sig resolution ratio would be modifier on range as opposed to transversal speed?
Off the bat, my biggest concern with that is that it means you don't know what the effective range of your weapon is. It's already not totally intuitive what you can and can't track speed-wise, and I'm not immediately convinced that adding another variable dimension to this problem is a good idea. Clearly we have issues with the current system when we're dealing with low-transversal situations, though.
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CCP Greyscale
C C P C C P Alliance
1067

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Posted - 2012.03.30 20:31:00 -
[453] - Quote
steave435 wrote:CCP Greyscale wrote:CynoNet Two wrote:CCP Greyscale wrote:I see what you're getting at, I think. Can this not be mitigated by just adjusting the falloff formula*, alongside potentially adjusting the general balance between optimal and falloff
*As in, the attribute "falloff" that currently exists on turrets etc, not sig-based damage reductions How would this affect anything within optimal range? Blasters and Pulses would still be capable of alpha'ing anything within 70km with ease before their falloff even kicks in. Hence the bit about potentially adjusting the current balance between optimal and falloff. We already have a mechanic to make you hit less at long range; if that's not working, I'd prefer to fix that mechanic rather than introduce another one alongside it. If we don't like that you can do 70k optimal on pulses, we have the technology to just reduce that number to a range that we do like, and kick the falloff up to compensate. If we don't like the way damage drops off as a result, we can adjust the falloff formula to do whatever we want it to do  But doesn't that take you back to having to change an entire mechanic, which will then significantly affect the balance of all other ships as well? And if you're gonna start messing with that, then changing the falloff formula to fix a tracking problem rather then changing the tracking formula doesn't make sense. In addition to that, if it's just the falloff formula being changed, then it's going to reduce damage at range by roughly the same amount against ALL types of ships, including capitals, not only sub-caps If you do have time to re-work the formulas, what I'd like to see is separating tracking from the guns signature. Run a script to divide the tracking of every gun by its current sig res, and then set the variable for the guns signature in the tracking formula to a constant 1. Since signature is simply a modifier, this will have absolutely no effect what so ever For example, a BS sized gun with 400 sig shooting at a frigate with a sig of 40 Today, the BS has a tracking of 400x, but since the guns signature is 10 times higher then the friagtes, its tracking get reduced to 10% of its base value. 400x * 10% = 40x With this change, its tracking would only be x base, but since the guns signature is considered to be 1, it gets multiplied by the target ships signature, in this case 40. x * 40 = 40x So why make a change that has absolutely no effect?Well, 2 reasons really 1. It makes it easier to understand and more intuitive. Currently, a newbie will assume that the gun with the highest tracking track the best, without realizing that the signature radius can change that completely 2. It frees up the signature stat to be used for something else. So, what could it be used for? To give guns that need it a maximum damage potential against smaller ships. A new step would be added in the damage taken formula, comparing the sig res of the gun with the sig of the target. If the target is larger, do nothing, but if the target is smaller, reduce the damage taken by the ratio of the 2 signatures. For example An Avatar is firing at a Tempest. The XL lasers that the Avatar is using has a sig res of 1000, and the Tempest has a signature of 340, so the sig ratio is 340/1000 = 0.34. Modify the damage the Tempest would normally have taken by that value However, the Tempest firing at the Avatar would have a 400 sig gun firing at a almost 16 000 sig target, so since the target is larger then the gun, it does normal damage Result: Even if the Avatar hits, it's doing 66% less damage to the Tempest then it would normally do, but firing at the appropriate sized target still does the same damage as it does now But this would change the sub capital balance as well...Not necessarily. Have the script that adjust the tracking to the new values also reduce the sig res of all non-XL turrets to 1 Since it is no longer considered in the tracking formula and there are no ships with a signature of less then 1, they will track exactly like they do now and there are no targets that they'd get a damage penalty against Why is this good?1. It's a balancing tool. Currently, it's very hard to balance tracking since it's almost impossible to get a tracking value that allows the big ship to hit the small ship sometimes, without also having that hit result in the smaller ship dying almost instantly. This mechanic makes it possible to have the tracking formula decide what types of ships you can hit at all, and you can be pretty generous with that since you also have a second formula to decide how much damage is taken when a hit actually occur. 2. It opens up for new ship roles. For example, you can have 1 BS with low tracking and low sig res. It will be able to hit BS and maybe BCs for full damage, but can't do anything to cruisers, and then you can have an another BS with high tracking and high sig res that can hit anything but will do very little damage to anything smaller then a BS. You'd then have to choose between a BS that can fight only BC and BS and a BS that can fight anything, but is less effective against any given target.
Note to self: re-read this on Monday. |
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Nova Fox
Novafox Shipyards
3606
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Posted - 2012.03.30 21:24:00 -
[454] - Quote
Edit: rewording this bear with me.
Would the faster the gun tracks outside its original design causing a bigger signature resolution be a possible solution? (aims faster but its sloppy at it like trying to use a sniper rifel at shotgun ranges) Make the effect more serious for larger weapons and longer range weapons while smaller and short ranged wont be as effected.
Inversly for the short ranged weapons you can make it so that longer reach its given outside its original design could have the same results (smgs attempted to be used at sniper ranges)
Would that work or be too much work?
It also opens an anvenue for a third script for the Tebos and Fire controls for decreasing the sig res at the cost of the other two boosts making it much harder to get better results for shooting stuff out of class.
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Tsalaroth
BRG Corp Acquisition Of Empire
6
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Posted - 2012.03.30 21:32:00 -
[455] - Quote
CCP Greyscale wrote:Note to self: re-read this on Monday.
It's a darned good idea! |

I'm Down
North Eastern Swat Pandemic Legion
44
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Posted - 2012.03.30 21:33:00 -
[456] - Quote
CCP Greyscale wrote:I'm Down wrote:CCP Greyscale wrote:I'm Down wrote:Mate, this does not work. You can't fix the problem with a tweak to a broken system, you need to fix the system. The reason we can find ways to exploit the system is because it's not built correctly. I can already come up with a way to abuse this system simply because it's not addressing the issue at hand, which is range affecting tracking. I'd love to have a live chat with you sometime because discussing this on the forums in not very effective. But needless to say, buffing DD and / or trying to work the game within the current tracking mechanics are both horrible ideas for numerous reasons. You just need to grit your teeth and actually fix the core problem. Also let me point you to this very old post now that was aimed at the first round of titan changes and balance, got huge positive player feedback including the CSM chair, and actually addresses the problem of stacking supers on grid to counter the one natural counter... dreads. http://community.eveonline.com/ingameboard.asp?a=topic&threadID=1014819Although, I would make sure that the cap requirement is above 40% to prevent jump in and DD instantly attempts. I would also make sure that siege dreads got a reduction in effects, but unsieged dreads were vulnerable. Makes the DD near impossible to stack, penalizes huge super numbers to support a titan who chooses to DD, and acutally makes the titan more of a supportive role in fights. And it actually ushers in the age of new tech 3 modules and ships. Ok, hit me with the abuse cases then  We don't have time to "fix the system" right now, but we want to tone titans down ASAP. If tweaks can hold us over for a while, I'll take tweaks. The issue with tweaking falloff is that you don't adress the tracking. If I can find the link later, I'll post it, but about 2 years ago in an IT alliance vs MM/NC fight, Sala Cameron got somewhere near 110 kill mails and almost all of them were singular damage by his titan. He wasn't even using close range weapons... He was using a Ragna with Artilleries. ALL he used was tracking computers and damage mods in the fight. No painters, no webs. He understood that the tracking formula as it is now puts so little emphasis on sig of a ship compared to it's transversal velocity, that he simply waited til their orbit alignment dropped their trans. velocity down to nearly 0. In eve combat, this happens all the time unless you have 1 fixed object to orbit that is the only object you are being shot by. Scale titan fights up to 20 + and you will always have at least half the titans that can find this magic moment to blap with. When you have tons of targets to chose from of all ranges of skill, you're easily going to be able to reduce an enemy's fleet power quickly. Toss in web effects, and you make their margin of error drastically smaller. The issue is that at range, the tracking drastically increases and the sig never changes. Greater difference in gun sig to ship sig at range means a greately reduced need to for the defending pilot to have a perfect orbital path and a much much smaller window for those titan pilots to find that hole where traversal velocity drops close enough to 0 where it overwhelms the sig. So if you affect the gun sig as range increases and then reduce titan tracking.... both in cooperation actually make titans useless against support under most circumstances. This is the same reason why pulse ships are so popular in game today. If you take away drakes and tengus, you'll probably see Amarr as one of the primary fleet concepts in 0.0. This is due to their high tracking + high range giving them some silly amount of hit potential on any ship class in game because of range and range alone. As for the DD stacking with multiple mods, you can look around page 18 of this thread for that explanation. I see what you're getting at, I think. Can this not be mitigated by just adjusting the falloff formula*, alongside potentially adjusting the general balance between optimal and falloff? *As in, the attribute "falloff" that currently exists on turrets etc, not sig-based damage reductions
No, falloff only affects your raw chance to hit, not ability to hit. It might lower a ships dps, but not it's ability to hit targets. When you're talking about a titan with 10-15000 dps, even at falloff, it's still able to project 7,000 dps. It does not make a pilot miss simply because his target is actively trying to avoid damage by moving and carrying a small sig. |

Ganthrithor
GoonWaffe Goonswarm Federation
195
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Posted - 2012.03.30 21:47:00 -
[457] - Quote
Regarding all this formula-manipulation: I'm bad at mathematics, but please don't do anything that would affect subcap turrets and their uses. I see that you say in your post that your changes wouldn't really change anything for subcaps, which is good. What I wouldn't want is a scenario where, for example, I can no longer blap an interceptor that is MWDing at my battleship with zero transversal.
Basically, stay away from any changes to gun hit mechanics that straight up reduce damage applied by larger guns to smaller targets. Doing this would make it too easy to fly tacklers (by, for example, turning flying interceptors into "turn on MWD, approach target" rather than the current mechanics where you need to manually pilot to keep transversal up, etc).
Regarding removing supercap EWAR immunity: I'm all for it, with a couple of provisions:
1. Supercaps get at least plus ~10 WCS. Remember that scrams count for two points. Tackling a supercap should require intention-- a random passerby shouldn't be able to do it solo, but a small gang / trap making a concerted effort should.
2. Work out some way of ensuring that POS ewar modules cant tackle supercaps, or at the very least, un-manned modules can't / won't. I don't think supercaps being unable to gank on cyno beacons would be a positive change for the game, as it would make blind jumping to beacons too safe (it's already pretty safe, since a player can blind-jump and log-off during their invulnerability timer if there are hostiles on grid).
I really like the idea of substituting EWAR vulnerability for a tracking nerf, as this would allow XL gun platforms to continue working as-is in solo / small gang / ganking scenarios (where there is no EWAR on the field) while dealing with the problem of subcap blapping in fleet scenarios (where hostiles would presumably bring the appropriate EWAR ships to a fight). Any solution that manages the blob-related problems while leaving the ships' solo capabilities intact is one I'm in favor of. |

Nova Fox
Novafox Shipyards
3606
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Posted - 2012.03.30 21:48:00 -
[458] - Quote
The optimal vs falloff suggestion would make some winmatar rage I belive. Though its hard to measure the results before hand. Then again this may be the reel back they been needing to be more inline with everyone else.
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Shin Dari
Covert Brigade
35
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Posted - 2012.03.30 21:48:00 -
[459] - Quote
CCP Greyscale wrote:Shin Dari wrote:Dear CCP Grayscale, could you please comment on the idea of removing XL weapons and compensating for this with a cycle boosted doomsday weapon.
Would require us to do an upgrade script to remove all the suddenly-illegal weapons on patch day, which introduces too much overhead for it to be a viable option for this release. Why remove them? Isn't easier to have the client put any the illegal weapons offline, preventing their use.
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Ganthrithor
GoonWaffe Goonswarm Federation
195
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Posted - 2012.03.30 21:53:00 -
[460] - Quote
Why would you want to emphasize doomsdays, oh god. DDs are such a god-awful mechanic in the first place. |
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Shin Dari
Covert Brigade
35
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Posted - 2012.03.30 21:58:00 -
[461] - Quote
Ganthrithor wrote:Why would you want to emphasize doomsdays, oh god. DDs are such a god-awful mechanic in the first place. I find that the DDs are becoming balanced.
And a Titan without a DD is like a Bike without a front wheel. One might was well remove all the titans and boost the dreadnaughts. |

Ganthrithor
GoonWaffe Goonswarm Federation
195
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Posted - 2012.03.30 22:02:00 -
[462] - Quote
Shin Dari wrote:Ganthrithor wrote:Why would you want to emphasize doomsdays, oh god. DDs are such a god-awful mechanic in the first place. I find that the DDs are becoming balanced. And a Titan without a DD is like a Bike without a front wheel. One might was well remove all the titans and boost the dreadnaughts.
They already have ~50m ehp tanks, a jump bridge they can use to fling fleets around, the best gang bonuses in the game, and a rack of giant ******* cannons that allow them to do 6-10k DPS. Do you really need a gimmicky, skill-less "pres butan, explode someone's hard-earned capship" button as well?
I really don't understand where support for DDs comes from. They were dumb mechanic when they allowed titans to one-shot fleets of subcaps, and they're still dumb now that they allow them to one-shot peoples' caps. How about sticking to weapons whose effects can be mitigated through proper piloting skills, like pretty much every other kind of offensive module in the game (with the exception of missiles, I guess).
DDs are especially ******** when you reflect on the fact that at least one of the ship classes they're designed to be used against are forced to literally immobilize themselves to fight. Even if you're not tackled and see the DD coming, you still can't warp out-- you just have to sit there and eat it. |

Creat Posudol
Destined for Greatness Inc.
50
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Posted - 2012.03.30 22:09:00 -
[463] - Quote
steave435 wrote:[ a very long but excellent post as already quoted by CCP Greyscale on this page ] Note 1: I'm posting this in regards to general mechanics, not just Titans, but the proposed solution would neatly fix it all in one go Note 2: I'm pretty sure the extensiveness of this change would step far outside the "quick fix" [tm] required for titans atm, but I hope this can be implemented in the next few months at some point
That suggestion simply would fix the hard-to-comprehend nature of the intertwining of various signatures (resolution on the gun, radius on the ship) with the tracking. It would also decouple the tracking from signature, fixing the imo faulty logic resulting from the current system
How I would interpret the current system and why it doesn't make sense (to me): If a gun has a signature of about 125m (medium hybrid) trying to hit a 50m signature target (frig) I understand this to mean that my beam/projectile/charge has an effect size/diameter of 125m, meaning it is much larger than the frig (note: that doesn't mean the gun is also that big). At least this is a possible interpretation of these numbers, even though it's not represented like this by the graphics in game. This would mean that I shouldn't be able to do full damage to a frigate with those guns, ever. Part of the shot would always miss it as the shot itself is larger than the target
Why on earth can I hit a cruiser orbiting me at distance X, traveling speed Z, but not a frigate that does the exact same thing? This is not intuitive, either the tracking of the gun can keep up (meaning turn fast enough) or it can't. It makes no sense (or very little) that this depends on the targets size. The only possible explanation for this would be that because of the small target the turret has to adjust it's angle much more precisely to the target in order to hit. Then distance should be a factor though, and it should be harder to hit if further away, not easier (due to smaller transversal)
There is also no reason why I hit a frigate with a bs (50 km away) as long as it's not moving
What the proposed rules accomplish here Now the tracking calculates just that: how fast the gun can track. It is no longer affected by the size of the target and magically gets "heavier" when shooting at a tiny target instead of a MWDing Drake Also you no longer either insta-pop frigs with a BS or can't hit them at all. Damage now scales down as ships gets smaller, sigradius starts to matter again. Armor tanks currently get incredibly slow and/or sluggish for adding tank. The increase in sigradius for shield tanked ships would now actually have an effect (even though mostly against larger targets). Seems about fair
I haven't run any numbers yet as to how this would affect subcap-fights, but I imagine this could give increased life to small ships. They can still get under the gun of bigger ships (even though it takes longer, but they take less damage on the 'way in'), but also are much MUCH less likely to just go *poof* in one volley due to either good or bad timing
I just love this idea! I truly hope this gets done, and soon! It might require some tweaking of values to not overpower or underpower small ships with this change, but I think it can be done, even with a reasonable amount of work Testing will be a ***** though ^^ |

Andy Landen
Exploring Eagles
19
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Posted - 2012.03.30 22:55:00 -
[464] - Quote
ilammy wrote:The difference between capitals and subcapitals capwise is that subcaps have adequate capboosters to counter neuts. Energy transfers work well.
ilammy wrote:they can be neuted in siege/triage, but can't be filled up with cap by transfers while they're in the middle of the cycle. That illustrates one of so many things broken about caps and complicating the effort to balance them. I would change that so that siege/triage still allowed RR and ET.
ilammy wrote:And consider carriers neuting the battleships to zero in one cycle with one neut. If cap neuts scale the way cap ETs scale, 1 cap neut kills 3419 every 48s. The domi has 6461 cap (53%). Besides, a Heavy Neut kills 600 cap. A basi has 1866 cap (32%) and a daredevil has 494 cap (+100%). BS would have to live with a cap neut just like cruisers and frigs live with Heavy neuts, which really should be called large neuts to follow naming convention.
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Andy Landen
Exploring Eagles
19
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Posted - 2012.03.30 23:06:00 -
[465] - Quote
double post. |

Raivi
Sniggerdly Pandemic Legion
81
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Posted - 2012.03.30 23:38:00 -
[466] - Quote
Ganthrithor wrote:Regarding all this formula-manipulation: I'm bad at mathematics, but please don't do anything that would affect subcap turrets and their uses. I see that you say in your post that your changes wouldn't really change anything for subcaps, which is good. What I wouldn't want is a scenario where, for example, I can no longer blap an interceptor that is MWDing at my battleship with zero transversal.
Basically, stay away from any changes to gun hit mechanics that straight up reduce damage applied by larger guns to smaller targets. Doing this would make it too easy to fly tacklers (by, for example, turning flying interceptors into "turn on MWD, approach target" rather than the current mechanics where you need to manually pilot to keep transversal up, etc).
This basically reads just like someone complaining about a titan nerf. Just replace BS with titans and interceptors with BCs.
I agree that at 0 transversal everything should die, but it's much too easy for BS to hit frigates right now. Same problem as how easily titans hit BS and BCs (but smaller scale).
If you want to fight off frigate tacklers, bring some antisupport like artycanes or HACs. BS being the be-all end-all of fleets isn't the way it needs to be. |

Ganthrithor
GoonWaffe Goonswarm Federation
195
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Posted - 2012.03.30 23:46:00 -
[467] - Quote
Raivi wrote:Ganthrithor wrote:Regarding all this formula-manipulation: I'm bad at mathematics, but please don't do anything that would affect subcap turrets and their uses. I see that you say in your post that your changes wouldn't really change anything for subcaps, which is good. What I wouldn't want is a scenario where, for example, I can no longer blap an interceptor that is MWDing at my battleship with zero transversal.
Basically, stay away from any changes to gun hit mechanics that straight up reduce damage applied by larger guns to smaller targets. Doing this would make it too easy to fly tacklers (by, for example, turning flying interceptors into "turn on MWD, approach target" rather than the current mechanics where you need to manually pilot to keep transversal up, etc).
This basically reads just like someone whining about a titan nerf. just replace BS with titans and interceptors with BCs. I agree that at 0 transversal everything should die, but it's much too easy for BS to hit frigates right now. Same problem as how easily titans hit BS and BCs (but smaller scale). If you want to fight off frigate tacklers, bring some antisupport like artycanes or HACs. BS being the be-all end-all of fleets isn't the way it needs to be.
This hasn't been my experience. I've done a fair amount of Machariel flying and currently its fairly easy to kill really bad frigate pilots, but anyone who flies properly has a very good chance of getting out (it often takes 3-5 volleys to kill a frigate-- even one at long ranges like 40-70km-- as long as it keeps its transversal up).
I've come at it from the other side as well (I've flown a lot of Sabres and Dramiels in particular), and while there are some small ship classes that are really awful to fly against BS (hello, dictors!), for the most part its extremely easy to avoid damage if you fly properly. Flying a Dramiel is dead easy, and that doesn't even have a sig-reducing MWD bonus like inties do.
E: I also had the experience a few weeks ago of trying to peel fast tackle off a friendly ship while flying a beam Oracle. At 100km with faction standard and tracking scripts loaded I was unable to land a single hit on an Ares over a period of ~2 minutes. Literally zero damage applied. And that was watching and trying to time gun volleys with moments where the target had relatively low transversal. Incidentally, the guy who got tackled was flying an automach and was also totally unable to hit the inty pilot at any point (because the pilot was competent and didn't fly straight at him). |

I'm Down
North Eastern Swat Pandemic Legion
44
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Posted - 2012.03.30 23:59:00 -
[468] - Quote
Ganthrithor wrote:
E: I also had the experience a few weeks ago of trying to peel fast tackle off a friendly ship while flying a beam Oracle. At 100km with faction standard and tracking scripts loaded I was unable to land a single hit on an Ares over a period of ~2 minutes. Literally zero damage applied. And that was watching and trying to time gun volleys with moments where the target had relatively low transversal. Incidentally, the guy who got tackled was flying an automach and was also totally unable to hit the inty pilot at any point (because the pilot was competent and didn't fly straight at him).
you're not flying your mach well
and you're not flying your frig against a group.. solo comparisons are not equivalent to eve combat.
Raivi and many others see that the tracking formula is broken... I can only hope that CCP also realizes this after 5 years of me campaigning hard core against it. |

Ganthrithor
GoonWaffe Goonswarm Federation
195
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Posted - 2012.03.31 00:05:00 -
[469] - Quote
I'm Down wrote:Ganthrithor wrote:
E: I also had the experience a few weeks ago of trying to peel fast tackle off a friendly ship while flying a beam Oracle. At 100km with faction standard and tracking scripts loaded I was unable to land a single hit on an Ares over a period of ~2 minutes. Literally zero damage applied. And that was watching and trying to time gun volleys with moments where the target had relatively low transversal. Incidentally, the guy who got tackled was flying an automach and was also totally unable to hit the inty pilot at any point (because the pilot was competent and didn't fly straight at him).
you're not flying your mach well and you're not flying your frig against a group.. solo comparisons are not equivalent to eve combat. Raivi and many others see that the tracking formula is broken... I can only hope that CCP also realizes this after 5 years of me campaigning hard core against it.
Actually it was Tiberizzle not flying his Mach well :3
I've flown frigates in fleet situations as well. Yes, it's more dangerous, but its not battleships that are the problem. When we were fighting IT (IIRC) in Fountain a while back I regularly flew Wolves or IN Slicers in fleet fights and tackled tons of battleships with few to no issues. The only time I ever lost a fleet tackling frigate in an actual fleet battle was when I tried to solo a Vagabond in a Slicer (which almost worked but a hostile frigate came and killed me off before I could finish him).
As a frig pilot in a fleet scenario, battleships are not the problem. T2 cruisers are a problem and Drakes are a bit of a problem (they won't do much damage to you but its consistent damage that adds up over time / as more Drakes become involved). |

Gripen
730
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Posted - 2012.03.31 01:00:00 -
[470] - Quote
Ganthrithor wrote:I've come at it from the other side as well (I've flown a lot of Sabres and Dramiels in particular), and while there are some small ship classes that are really awful to fly against BS (hello, dictors!), for the most part its extremely easy to avoid damage if you fly properly. Flying a Dramiel is dead easy, and that doesn't even have a sig-reducing MWD bonus like inties do. When talking about tracking there is one thing you can't ignore: any competent group of ships have webbers at their disposal. And -60% speed penalty from the single web is equivalent of 150% boost to tracking for entire gang.
With all the cheap faction webs, overheating, gang bonuses, ships with web range bonuses 60-80km web is a de facto standard for most roaming gangs or fleets and you just can't say "tracking is fine" because you run into enemy who fail to web you.
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I'm Down
North Eastern Swat Pandemic Legion
44
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Posted - 2012.03.31 01:11:00 -
[471] - Quote
http://eve-kill.net/?a=kill_related&kll_id=6683370
http://eve-kill.net/?a=kill_detail&kll_id=6685039
An example of a fight where an ARTILLERY Rag blapped nearly 110 ships by himself by waiting for their speed to drop and keeping his range. A proper sig correction is needed... not a reduction in damage, but a reduction in the ability and quality of hit chances. |

Ganthrithor
GoonWaffe Goonswarm Federation
195
 |
Posted - 2012.03.31 01:31:00 -
[472] - Quote
Gripen wrote:Ganthrithor wrote:I've come at it from the other side as well (I've flown a lot of Sabres and Dramiels in particular), and while there are some small ship classes that are really awful to fly against BS (hello, dictors!), for the most part its extremely easy to avoid damage if you fly properly. Flying a Dramiel is dead easy, and that doesn't even have a sig-reducing MWD bonus like inties do. When talking about tracking there is one thing you can't ignore: any competent group of ships have webbers at their disposal. And -60% speed penalty from the single web is equivalent of 150% boost to tracking for entire gang. With all the cheap faction webs, overheating, gang bonuses, ships with web range bonuses 60-80km web is a de facto standard for most roaming gangs or fleets and you just can't say "tracking is fine" because you run into enemy who fail to web you.
What does "I got webbed by six dudes in huggins and hellraped" have to do with "battleship tracking is broken?
I'm just curious.
I'd also like to point out that in my post I SPECIFICALLY said "CCP, when you go to fix titans, please don't do it in a way that nerfs subcap guns," so I'm not sure why you're linking killmails of BS dying to Titans.
Yeah, frigates are going to have a hard time if the hostile fleet has a bunch of Huginns and Lachesis. What are you gonna propose to fix that? Make frigates literally immune to 90% of all incoming damage so they "have a chance?" Frigates survive by being fast and agile. If the hostiles bring a bunch of ships that negate speed and agility, then bring something to the fight that isn't a frigate. |

SPYDERWOLF
Tr0pa de elite. G00DFELLAS
7
 |
Posted - 2012.03.31 01:36:00 -
[473] - Quote
[ dude, the problem is not sig radius the way you've suggested.
The problem is that tracking gets better over range because of your formula. There is no penalty for a ship being further away and thus appearing smaller in reality.
So while I can always choose a smaller ship to counter sig, I cannot choose a smaller ship to counter tracking. There's only 2 ways to counter tracking, get closer, or get faster.
The issue is this. If I pull out my gun and try to hit a pumpkin from 2 feet away, I'm probably going to hit it because it's very large in my view. But if that same pumpkin is 100 yards away, it should appear a hell of a lot smaller. This does not happen in eve. The sig size always stays consistent. So there is no penalty for sig according to range, and tracking gets progressively better at range.
For a huge ship like a titan, this means that if you have 10+ on the field, their shear size (30km+ across each) is going to spread them and the enemy fleet out more... meaning more range and greater tracking. Sig matters a hell of a lot less in this case. And in addition, you can add webs to targets in addition to that range factor benefiting the titans and you get very high results.
The solution is to inflate weapon signiture over range for all ships. You should not decrease damage directly like falloff... that's a horrible solution. If you just inflate the signiture according to range for the weapons, this means that smaller targets get progressively harder to hit.
My solution in another thread a while back is to give every gun a base range for their signiture to apply at. So a 425 railgun might have a 50km signiture range where it's signiture is 400 like current. But for every % further from that 50km base, the signiture of the gun should increase.... IE at 100 km range, the sig of the gun is 800. This means it's harder for the gun to hit smaller ships as range increases. This would not hurt titan v capital, but would likely affect titan vs anything else and reduce the effects of that 60-100km zone of combat where webs can't reach, and titans still struggle to track.
In particular, it would hurt the close range high tracking titans because if their base sig range was low... (IE 15-20km for Giga Pulse as an example), at 60km range, they would have 3x the sig or 3000 sig compared to the BS they are trying to hit....
This makes sense because distant objects are supposed to be harder to hit. So please implement a mechanic that makes sense not just for titans, but for all ship class warfare. Because quite honestly, frigates should have a lot better survival rate vs bs according to their sig/speed advantage...and you just don't see it currently. I mean, smaller ships are already penalized enough for small defense and smaller offense and range.
***** As a side note, the above suggestion adds a huge new feature for gun balance where you can make proper mid range weapons, close range weapons, and long range weapon. This means that every solution to the artillery vs rail vs beam or the blaster vs auto vs pulse doesn't have to come down to direct damage and tracking... you actually have a mechanic to make each range and gun type specialize with it's signature in a certain zone.... So rails might have 3x further range than pulse for their signiture to remain normal, thus boosting their efficiency with mid range ammos and not forcing you to apply a **** patch where damage is boosted like the last one. Artilleries might have huge alpha, but a pretty small window for sig (30-40km), meaning more struggles hitting moving ships due to the sig inflation of the guns(which they need btw).[/quote]
this seems reasonable and helps the tracking problem with all turrets |

Creat Posudol
Destined for Greatness Inc.
50
 |
Posted - 2012.03.31 02:56:00 -
[474] - Quote
There seem to be a few misconceptions here, or I'm just misunderstanding what you mean, I've replied to the statements that I think are just false (not to conclusions you've drawn further down):
SPYDERWOLF wrote:dude, the problem is not sig radius the way you've suggested.
The problem is that tracking gets better over range because of your formula. There is no penalty for a ship being further away and thus appearing smaller in reality. Yes there is. It's called optimal and falloff. If you're in falloff damage will reduce over range. If you have a huge optimal it means you use long-range weapons, if it's rather small you use short range weapons and get much more dps out of them. How can you constantly claim that there is no penalty for range? Tried hitting anything at 100 km with blasters? Try hitting the same thing at 5 km and you'll have dramatically different results. The problem with this, is that it modifies tracking, not damage! That means that anything big can kill anything reasonably small (in comparison to the guns, not the ship) which is either: a) not moving; b) moving without enough transversal or c) just too far away to be able to achieve enough transversal despite the modified tracking value.
SPYDERWOLF wrote:So while I can always choose a smaller ship to counter sig, I cannot choose a smaller ship to counter tracking. There's only 2 ways to counter tracking, get closer, or get faster. Yes, that is EXACTLY what you can do with the current mechanics! The ratio of sig res of the gun vs sig size of the target is a modifier for tracking (if target is smaller). That is the whole core of the problem. If you can just about hit a BS orbiting you @10 km, 200m/s, you won't be able to hit a frigate doing the exact same thing. Or a cruiser (unless MWD is on). This of course only reduces tracking, not increases it (meaning shotting at small things reduces tracking if their sig is smaller than the guns res, bigger ships don't get more). Explanation of turret damage: http://wiki.eveonline.com/en/wiki/Turret_damage (damn forum fails to properly link again, someone fix that BB code parser!)
SPYDERWOLF wrote:The issue is this. If I pull out my gun and try to hit a pumpkin from 2 feet away, I'm probably going to hit it because it's very large in my view. But if that same pumpkin is 100 yards away, it should appear a hell of a lot smaller. This does not happen in eve. The sig size always stays consistent. So there is no penalty for sig according to range, and tracking gets progressively better at range. If you have a sawed off shotgun (called blaster in EVE) or a handgun (autocannon), you can probably hit the pumpkin at a few feet away quite well. Let's say it magically moves around you, you'll still be able to hit it just fine. If it's at 100 yards, both weapons will fail, as will blasters/autocannons at 100 km (outside optimal+ 2x falloff). There is some middle ground where you can hit the pumpkin to some degree (with the shotgun, the pistol example doesn't work to well as a equivalent example, but you might just hit it on the side so a small part is blown off). This is called being in falloff. If you use a sniper rifle though (artillery/railgun) you'll still be able to hit it, until it's so far away you can't hold still enough to still hit. If you now put the pupkin at a few feet again, magically flying around you, you most likely won't be able to hit it, let alone well. Those things are rather long and bulky. This is the equivalent to having tracking issues in EVE.
Now on to the problem: if you use the shotgun to shoot at something more or less in range, let's say 20 feet (5-10 km in EVE) and you shoot a shotgun at a pumpkin moving around you, you'll probably do a lot of damage. If you have the same setup, but you try to hit a cherry, you can follow the cherry just as well. You won't do the same damage to it though, as only some slugs will hit it despite you having aimed just fine. The damage is modified, not the tracking. You don't suddenly become confused by the size of the cherry or something so you fail to turn fast enough. What you're aiming at in no way affects your ability to aim at it.
Disclaimer: I know that isn't a perfect example, and the shotgun is the only gun of those that can reasonably provide an analogy for "reduced damage", but I think it illustrates the concept quite well nevertheless. |

Ganthrithor
GoonWaffe Goonswarm Federation
195
 |
Posted - 2012.03.31 03:07:00 -
[475] - Quote
Creat: wouldn't your change (I guess you were just describing the problem, not advocating a change, but whatever) only add to guns' ability to do damage? IE wouldn't they perform the same at range (limited by optimal/falloff), but do more DPS to small targets up close (where currently they usually miss entirely)? |

Creat Posudol
Destined for Greatness Inc.
50
 |
Posted - 2012.03.31 04:27:00 -
[476] - Quote
Ganthrithor wrote:Creat: wouldn't your change (I guess you were just describing the problem, not advocating a change, but whatever) only add to guns' ability to do damage? IE wouldn't they perform the same at range (limited by optimal/falloff), but do more DPS to small targets up close (where currently they usually miss entirely)? First of all, thanks for the credit, but it's actually steave435's idea, post 424: https://forums.eveonline.com/default.aspx?g=posts&m=1044996#post1044996
And yes it would reduce damage against smaller targets. His idea (long term plan) is to move the ratio of "sig radius [target]" / "gun sig resuolution [attacker]" from the tracking part of the damage formula to the actual damage part. Basically it should do this: * If the target's sig is the same or larger than the gun shooting at it, ignore it (multiply by 1) * if it's smaller, multiply damage by that ratio (which is below 1, so it will be reduced) * in all cases: tracking is no longer affected by sig differences of guns & targets (as it affects damage instead).
The effect of this would be that shooting at a small target with a large gun is hard-limited (which is what titans need), and no longer dependent on the unrelated issue of whether or not the target it moving. Of course tracking still exists, you can still get "under the guns". This also makes it intuitive when you can hit a target with transversal, as it would then be the same for all ships, smaller ships of course also in those situations getting less damage because they are smaller. It would be harder to get completely under the guns though, but the damage that remains after tracking is considered is still modified by the sig ratios as described, hopefully resulting in close to the same over all situation for subcaps.
His (short term) plan would only modify the behavior of XL-Turrets by (basically) modifying the database values in such a way, that the changes only affect them (see his post for details). Therefore allowing this to be deployed as an instant fix. Even if that is somehow not possible, it would still be a great long-term solution to this and many other problems!
This of course has to be tested (at the very least number-crunched) for viability, could be that it throws subcap balances out of whack. Something like that can hopefully/likely be fixed by tweaking the associated values once it is in development/testing... |

Kadesh Priestess
Scalding Chill
176
 |
Posted - 2012.03.31 07:14:00 -
[477] - Quote
Ganthrithor wrote:What does "I got webbed by six dudes in huggins and hellraped" have to do with "battleship tracking is broken? It's not battleship tracking which is broken, it's ability of *any big gun or missile* to hit *any small ship* (and do it efficiently) which is broken. Be it capital titan turrets vs battleships or battleships vs frigates.
First major part of problem is already actively discussed - it's tracking mechanics. Ability of more or less scattered gang to hit almost any any target is notorous, and belongs here too imo (because it's turret-specific). You can't hit bs on your orbit? Hit the BS orbiting your neighbour, and neighbour will do the same.
Second major part is highlighted by gripen, it's 'navigation ewar' - webs, scramblers and target painters (and neuts to some extent). With its help titans hit 10mn ab t3s, even when they keep close to the max transversal, which is kind of weird. You will see subcaps raped by titans + ewar support (and frigates raped by battleships + ewar support too) if using ewar will make it possible to hit targets (much) smaller than you.
Overall, like there's no point in frigate gangs (besides fun) or using general combat frigates in regular gangs, because couple of rapiers + 3 zealots just evaporate frigates as they lock, titans with web support obsolete multiple combat subcap classes. AF boost shown that CCP thinks in wrong direction: they gave them mwd sig bonus, hoping that it will bring them to battlefield to same extent, while actually they need to revise interaction between ships of different sizes. If bigger ship size has efficient ways to combat smaller size w/o using smaller-sized vessels - this smaller class just won't appear on battlefield (unless it's specialist class which has unique role, like dictors/bombers/long-range webbers).
I really hope that when dealing with titans, CCP will take a look at inter-class interactions in general, because it isn't titan-specific issue. |

Ganthrithor
GoonWaffe Goonswarm Federation
197
 |
Posted - 2012.03.31 07:20:00 -
[478] - Quote
It's an interesting idea, the only thing I worry about is making guns into "missiles, but worse." Currently I prefer to use turret ships because I can set them up to be fast, then manually pilot to drop transversal on targets and nuke them. It would be kind of ****** to have gun behavior changed from "fly wrong, hit nothing; fly right, do tons of damage" to "fly wrong, hit nothing; fly right, do a little damage." If there's no (or vastly reduced) benefit to using a turret ship, why not just fly a Tengu (which is boring and easy to fly, but will do very consistent damage over large distances)?
Basically I wonder what a change like this would do to solo / small gang PvP. Currently if you fly properly you can either nuke tacklers (if your opponents fly badly) or at least keep them from tackling you by making them warp off (if they're good). If turrets are changed to do minimal damage to smaller targets under ideal conditions, won't it just be way, way too easy for the larger gang to win every fight as invulnerable interceptors descend on you?
...And yeah, I'm sure someone will say "well than bring a screening fleet of a few Huginns, a couple of destroyers, and an artycane," but the reality is that outside of fleet combat you don't always get to choose your fleet comp, and under current mechanics one of the only things a small group can do against a larger blob is kite and nuke tacklers. |

Kadesh Priestess
Scalding Chill
176
 |
Posted - 2012.03.31 07:32:00 -
[479] - Quote
Ganthrithor wrote:It's an interesting idea, the only thing I worry about is making guns into "missiles, but worse." You can solve this problem multiple ways. Relying *just* on tracking formula is just one of them. Relying just on navigation ewar modification (so it won't work with 100% efficiency on smaller/bigger ship classes, like s/m/l web classes with distinct characteristics, including 'optimal signature radius' and ranges) is another way to go.
But personally, i think that relying on both (avoiding extreme changes in each area, needed otherwise) is better solution.
|

ilammy
Red Alliance
0
 |
Posted - 2012.03.31 08:53:00 -
[480] - Quote
Andy Landen wrote:ilammy wrote:they can be neuted in siege/triage, but can't be filled up with cap by transfers while they're in the middle of the cycle. That illustrates one of so many things broken about caps and complicating the effort to balance them. I would change that so that siege/triage still allowed RR and ET. It's not broken, it has been done for a reason: now there is awful unkillable capital spidertank. Just imagine if you could spidertank while in triage GGt removing 'RR immunity' will boost another sorta broken mechanic (and will make triage carrier blobs invincible to subcaps: 53k DPS spider tank per every carrier on the field, how would you like that?). Yeah, I would be kinda glad to see such thing of course (omg, my favourite ship will be OP!), but even I feel it would be even more overpowered than titans blapping everything.
Don't do it wrong, the problem is not the cap, the problem is the DD itself. There is not any single ship that can solo kill in one shot a properly fit ship that is one step lower on the 'tier ladder'. Except for the titans killing dreads/carriers. |
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