|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Liang Nuren
The Lollypop Factory
|
Posted - 2009.12.21 18:10:00 -
[1]
Originally by: Rastigan
With the falloff buff,on t2 sniping ammo two tracking enhancers gives 425 rails the same optimal + falloff as 1400 arty. You can argue that the rails have higher optimal, but the falloff on the arty will make it hit further out. With close range ammo, the enhancers help arty much more due to the falloff bonus.
Wait, are you actually claiming that Arty ships are better snipers because of falloff? The Mega drops 180km optimal and the Rokh 250km and you're saying that having high falloff matters? Man, don't get me wrong - I've got a Caldari/Gallente rail pilot (Liang, as a matter of fact) - but don't just make random bull**** up to get your boost.
IMO, start by removing the 250km lock cap. Then we can start to talk about how rails "suck".
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2009.12.22 20:09:00 -
[2]
Originally by: Arrador and who uses tachs for pvp?
Just lost all credibility.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2009.12.22 20:29:00 -
[3]
Originally by: Arrador
Sorry to displease you. Did you at least read/view and contemplate the numbers I ran? I qualified my statement and opinion over tachs later on in the post. But just for you - here's an abaddon fit with tachs
Abbaddon - Tachs w/ Aurora 502DPS/3453 Volley - 119km Optimal.
Like I said in my post, merely skews the chart further. Further out DPS's the rest of the battleships and is in Maelstrom's neighborhood of Alpha strike.
I did actually read your post. I even had a much longer post outlining some tips for how to whine for a boost. But the whole "who uses tachs" thing really got to me. If you don't know enough about the game to know the answer to that question, you likely don't have enough knowledge of the game to not deal damage to your cause instead of furthering it.
However, yes, Tachs are better than Rails for certain tasks. However, the Rails will perform much better over the course of the battle (cap use and damage types). Also, using "base" statistics is kinda a useless task. You want to use realistic setups to expose specific weaknesses - as such, you would want to compare fleet snipers at 170km and damage dealers at some proposed range.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2009.12.22 20:51:00 -
[4]
Originally by: Arrador
Forgive me, I fly Hybrid boats - not lasers. I read this forums to get an idea of how other people fly/fit their ships. I've not played against everyone in the game, so my empirical knowledge is quite lacking.
That said. I'd still enjoy reading what you have to say, along with your test beds/setups.
Hmmm... I'll at least look into it. I've got 2 weeks off starting Wednesday, so I've got some time. I was planning on finishing my Marauder/Faction BS comparison (much like my previous one, but with much better methods and a better understanding of the game).
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2009.12.22 21:00:00 -
[5]
Edited by: Liang Nuren on 22/12/2009 21:00:48
Originally by: london
Where do you post these comparisons? Do you have a link to your last one?
Cheers
I post them on Eve-O. However, it was a long time ago (when Marauders first came out) and the game has changed a lot IMO.
-Liang
Ed: Also, I posted the graphs for the previous comparison on a web server (not eve-files), and they have since been deleted (by me). I don't have a copy of the old graphs. They were wrong anyway, since they didn't take hit quality into account, so no big loss. ;-) -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2009.12.22 21:25:00 -
[6]
Originally by: Proxyyyy decrease the grid usage of hybrids by 50%
Wherever Proxyyyy posts... There is some really... ****ing bad suggestions...
;-)
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2009.12.22 21:36:00 -
[7]
Originally by: Proxyyyy My post was an attempt at a joke! i guess it didnt go over well = / im pretty sure i have been saying for awhile now that all weapon systems are balanced...
LOL - come on, so was mine. I even made an acrostic! Anyway, I agree... for long range turrets, I think things are largely balanced. I mean, I'll take a look at it, but I don't expect to find anything really drastic really wrong. Maybe a bit more damage for blasters (enough to give them a both a raw and effective damage advantage anywhere under 10km at the minimum!).
Meh, it's hardly worth fighting over though. Even if I spotted a really obvious glaring flaw in the game, I'm not sure I have the stamina to fight for fixing it after all the Epic Whinage from the projectile boosts.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2009.12.23 03:36:00 -
[8]
Originally by: Xavier Maroquin I was serious... I haven't ever seen a PVP fit (Solo/Gang) which uses rails, or even a mission fit for that matter. In a fleet battle I understand the difference as in scale, so longer range is required, however rails are still underused and underpowered.
You have a very funny definition of "underused and underpowered". THE Sentry Domi fit has 5 350mm rails. THE Rokh mission fit has 8 425s. Mega mission fits have 7 425s, Hype mission fits have 8 350s.
Rail Deimos/Eagle/Moa/Ferox/Brutix are all very common, depending on fleet type. Hell, I've even fit rails to my Ishtar and Vexor (frequently, at that). Rail Harpies, and RailRanis and Rail Rail Rail.
Rail fits are not hard to find unless you're deliberately ignoring them.
Quote: (Sees dream of fleet battle where everyone has 2km blasters and MWD's)
Keep dreaming - because things like that haven't been true in years.
Quote: Perhaps the problem is in scale... The large rails are fine, but frig and cruiser ones are lacking. I think blasters should be fast firing but weak, while rails are slow firing but very high damage.
Thank you for describing projectiles for us, now can you describe rails?
Quote: Also, the minimum range of railguns is rather lacking.
Can you please go learn how Eve works before making ridiculous statements?
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2009.12.23 08:03:00 -
[9]
Originally by: Xavier Maroquin I dont know where you get your fits....
Generally speaking, by reading threads that say "How would I fit a ...."
Quote: And how are projectiles and rails different?
You asked to make rails high damage and slow firing and blasters fast firing low damage and chews through the ammo. Sans cap use, that's an exact definition of projectiles. So the ultimate result is either you carbon copy projectiles or one or the other becomes utterly obsolete.
And as for "how are they different" - well may I suggest you try flying with them and finding out? But here's a few things:
Rails have... - More tracking - More DPS - Locked damage types - More range
Artillery has: - No cap use - Variable damage types - More alpha
Quote: And whats up with you being the only disser on this?
Honestly, I wouldn't diss on it if you (pl) presented valid arguments for why rails need a boost. As it stands, things seem closely enough balanced that they're as likely to **** up game balance as fix it.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2009.12.23 09:35:00 -
[10]
Originally by: Naomi Knight So pls stop comparing weapons vs weapons it makes little sense.
Aye, I agree. I was comparing ships (Maelstrom vs Hype as a matter of fact).
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
|

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.01 11:00:00 -
[11]
Originally by: Battlingbean I doubt rails are the easiest to fit when putting them on the ships they are for(rails on an Amarr ship ). Just look at the eagle for example. Optimal would be great if you could actually do something with it but at this point its like sniping with a nerf gun. IMO optimal range bonuses are a waste much like kinetic damage only. Most of the time the bonuses are destroyed do to the ammo and then u have a gimped ship.
My Apoc and Zealot are having a very difficult time believing that optimal range bonuses are a waste. Also, optimal range bonuses are a damage bonus for two reasons: - You can hit where nobody else can (lets examine sniper HAC damage at 150km...) - You can use better ammo (nobody restricts you to using ****ty T2 ammo at 100km, like everyone else is using)
I mean, are hybrids the odd man out ATM? Yeah, to a point - but mostly in terms of blasters. Maybe the right answer is to increase the Caldari optimal range bonus? An eagle chunking Antimatter out to 75-80km would be fearsome indeed. But I guess the really interesting thing would be what happened to blasters in such a situation. :)
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.01 19:28:00 -
[12]
Originally by: Naomi Knight
Yes apoc/zealot with beams, which have a much higher dps than rails also nearly twice the tracking to start with ,and optimal bonus make them able to reach or even outrange arties /unbonused rails. Here optimal bonus negates one disadvantage the lower range , while for caldari it doesnt add anything as rails are already have the best optimal,while not much better than the rest.
-you can hit where nobody else can
and do meaningless dmg what nobody wants, also what are your fleet mates doing while you snipe enemy slooowly down , watching you from safe spot?? And what will the enemy do, wait too? You would be much better bringing a zealot/apoc and doing acceptable dmg at acceptable range.
-you can use better ammo
sorry to disapoint you but rails can't change ammo in 1 sec like beams can you have to use iridium or shorter ammo to be able to do spike dmg , with iridium ammo the eagle just outrange zealot(aurora) with some km-s , while having 2/3 of its dmg , it only gets a tracking advantage which is not much as zealot with an radio will have better dps and nearly twice the tracking, so i wouldnt say that using lower range ammo is realy an advantage for railguns, it is more likely a beam advantage as those can change ammo realy quickly , bring every ammo type as they require much less m3 in your cargo, and possibly you wont run out of crystals during an op /campaign
Congratulations on missing the point of my post. My post wasn't to say that Rails or the Eagle are fine. My post was to say that optimal range bonuses are damage bonuses, and having a 1 or 10 second ammo change time doesn't really change that. And yeah, everyone else not being able to hit can also be a liability (your gang won't engage at that range either) - but it is a damage advantage regardless.
Although, I have to admit that I'm glad everyone is still comparing rails to beams - it means they didn't overboost artillery.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.01 20:42:00 -
[13]
Originally by: Dabljuh Who needs Artillery when you now have 80km+ Falloff with Autocannons? The 30% FO bonus on T2 tracking mods (compared to the 15% to optimal) really does a number to projectiles, where falloff is strictly bigger than optimal.
Really does a number on blasters too .... its now feasible for blasters to deal 80% of their damage (optimal + 1/2 falloff) anywhere within decloak range of a gate. 
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.02 20:56:00 -
[14]
Originally by: Jacob Stov Lasers are that good now for 1 1/2 year. One would think that is enough time for amarr cruiser + BB 5 and large pulse/beamspec 4. Now stop moaning and start them goddamn skills already. 
Yeah, it is plenty of time - the evidence was already easily visible by the last econ dev blog... but I find this to be particularly amusing evidence: http://cryhavoc.shade-corp.com/killboard/?a=kill_related&kll_id=72222
In reality though, since the projectile boost, the answer does not involve nerfing lasers or projectiles - but boosting offending weapons systems. IMO, this includes Rockets (Explo Velocity?), Cruise (DPS slightly), Blasters (DPS preferably), and possibly rails.
There was a very astute post earlier in this thread pointing out that Gallente and Caldari really have different problems with Rails - and have different expected behaviors. It's what made me suggest possibly increasing the optimal bonus for Caldari ships.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.02 23:06:00 -
[15]
Originally by: Meeko Atari How would adding more range to Rail guns be a good thing?
There is a lock range limit of 249k and there is another weapon system that outperforms Rails at that range limit.
That range limit is hardly what matters, now is it? Increasing the optimal range bonus would let Rokh pilots use equally damaging faction ammo at the same ranges everyone else is using T2 ammo. You'd have over twice the tracking anyone else has - and equal damage. And "better" damage types too. But IMO the real interesting thing would be what happened to blasters.
Examples: Increasing the optimal bonus to 20%/level would let a rail rokh deal 400 DPS at 180km with CN Thorium, and a Blokh would have a 13km optimal with Antimatter and 30km optimal with Null.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.03 07:27:00 -
[16]
Originally by: MarieFrance Tessier The thing that really hurts rails and blasters for PVE is that they don't operate at the same ranges rats do. There are not missions that demand 150km operating range except MAYBE the opening room to WC. There are not Th/Kin weak rats that get close enough for Blasters to ever be relevant. Kronos suffers because it is the only Marauder that can not fit close-range racial weaponry.
Serpentis Spies and Guristas Assault as well. There's more where that came from. And in reality, you don't *want* to have to operate at 150km.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.04 21:20:00 -
[17]
Edited by: Liang Nuren on 04/01/2010 21:20:29
Originally by: Ophelia Ursus Edited by: Ophelia Ursus on 04/01/2010 13:41:23 As a slightly unconventional solution to the problems with Caldari railboats, how about buffing optimal-scripted tracking computers? At present,a TC with an optimal script is strictly inferior to a TE - they give the same optimal and falloff bonuses (15% and 30%, respectively), but the TC consumes >2x as much CPU, confers no tracking bonus, and requires cap to run to boot. By contrast, when scripted for tracking, a TC II gives a threefold greater boost than does a TE II, which seems like a reasonable tradeoff for its drawbacks. If an optimal-scripted TC II gave a 30% bonus to optimal, a max-skilled Rokh with 3x optimal-scripted TC IIs would get an optimal of 208 km and 369 DPS with CN Lead (or 550 dps at 100 km with CN antimatter), while a max-skilled Eagle (2 optimal-scripted TC IIs) would deliver 270 DPS at 100 km with CN Uranium.
TL;DR - buff TC IIs, fix Caldari gunboats.
My Maelstrom, Tempest, and Paladin all say YES PLEASE! :)
-Liang
Ed: Apoc and Zealot tend not to have TCs in the mids. Maybe the Apoc. Definitely not the Zealot. :-/ -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.04 21:40:00 -
[18]
Thinking about it a bit more, I think I'd use 2-3 TCs and Sig Amps in the lows for locking range (for Apoc)... so I think we'd still see the rail ships left in the dirt.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.04 22:07:00 -
[19]
Edited by: Liang Nuren on 04/01/2010 22:07:32
Originally by: Bibbleibble Now, I hate to argue with the god-king of S&M, but I don't think that would work too well, as sig amps don't give enough targetting range to get the benefit of the extra optimal.
Hmmmmm... yeah, you're probably right. It was strictly a thought that struck me a few minutes after my first reaction. Might still be workable by trading a rig for the lock range and stuffing some actual tank in your lows. At any rate, I think I could game that boost and maintain the Apoc's advantage over the Rokh.
-Liang
Ed: Also, I am hardly the "god-king of S&M". -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.05 22:02:00 -
[20]
Originally by: Meeko Atari It seems to me that all Weapons are being compared to and adjusted to compete with Lasers.
Yeah (and torps too btw), that was the entire basis for the "nerf Amarr" arguments during the Great Projectile Campaign. However, now that they've boosted projectiles, we have these roughly equal in game balance: - Pulse - ACs - HAMs/Torps - Beams - Artillery (a bit crappy, but definitely has a niche now -- one which a lot of people in this thread would like to steal!) - Standard/HML
These are (IMO) underperforming (some of them not by a lot): - Rockets - Cruise - Blasters - Rails
Obviously at this point it would be better to adjust the fewest modules and fix the "underperformers" rather than the "overperformers".
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
|

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.06 21:41:00 -
[21]
Originally by: raukosen
Also, gank mega is outdamaged by a gank geddon at 8km LOL So much for blasters owning close range eh?
Also, looking at RR fits, you won't fit neutrons and in that case 350mm rails outdamage ions at 15km . It's not viable to have a BS with such gimped range
It pleases me that someone read my research. ;-)
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.07 00:21:00 -
[22]
Originally by: VanNostrum if lasers are so good why don't everyone fit tachyons and mega pulses to their gallente/caldari BS?
Probably because if they can fit Tach IIs they have Amarr BS.... but it is a telling point that Tempests/Maels were better with lasers than projectiles before the boost ;-)
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.07 05:00:00 -
[23]
Originally by: Arrador
Originally by: Ap0ll0n
Originally by: Battlingbean
Originally by: VanNostrum if lasers are so good why don't everyone fit tachyons and mega pulses to their gallente/caldari BS?
I haven't tried but considering how hard it is to fit 425mm to Rokh I suspect there would be serious fitting issues.
It¦s not hard to fit 425mm II¦s on a Rokh..
I'm guessing you have a 3% powergrid implant.
Rokh: 425s, MWD, RCU = Easy Mael: 1400s, MWD, PDU/RCU = Easy Apoc: Tachs, MWD, 2 RCU, AWU5 = Hard
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.07 09:04:00 -
[24]
Originally by: Naomi Knight
Originally by: Waagaa Ktlehr The best way to boost railguns as a gallente pilot for fleet is to train caldari battleship 5.
Dont be stupid that wont help you with snipe hac/bc gangs also the rokh isnt better than the megathorn at all. learn amarr or minmatar bs to lvl5 + their weapons that would help
Amarr BS 5 for fleet or gtfo. Alpha is nice, but it's most useful in small gangs and for breaking RR. For fleets...... not so much.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.08 18:21:00 -
[25]
Originally by: Seriously Bored I see a lot of people who were formerly fighting to get projectiles balanced. I think we need something new to rally around. 
Do you remember how much work that was? Seriously... and really the thing that gained projectiles so much traction was being forced (repeatedly) to explain how falloff actually worked. Here, it's just a matter of Caldari hybrid boats being damage anemic, and Gallente hybrid boats just not being worth it over something else you could fly (Lasers/Projectiles/Missiles).
Do hybrids need a boost? Yes: - Blasters need more damage. They don't need more tracking or range... damage. Damage at range (near and far) will proceed naturally. - Rails need more DPS - which probaby means a ROF increase of some variety. - Hybrid ships with range bonuses need a stronger range bonuses (including Diemost, Rokh, Eagle, etc) :)
Meh, I'm done.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.08 19:55:00 -
[26]
Originally by: Dabljuh
- Blasters do need more Tracking. What's the point of using the close rangiest weapon system in the game if ships your size can evade your turrets not only by flying further away but also by flying closer?
Comments: - Ships your size will not be evading your guns that much by flying close to you. That's just talking nonsense. - It is *not* unreasonable that ships *under* your size evade your guns by coming in closer.... if they can survive the Zone Of Death to get there. - Tracking is really a non issue with multiple webs in gang. Rails, Tachs, and Artillery hit up close, and Pulse ships additionally have no tracking problems. So no, more tracking will not solve the issue. - Conclusion: Blasters need more base damage. Preferably in the form of damage instead of ROF.
Quote: - Rails need more Range wich translates into more DPS at a given range
No, Caldari railships need more range, which translates into more DPS at a given range. Gallente railships just need more DPS (note this would also affect the above Caldari ships). Unless you're really asking for a *base* rail boost so strong that the Mega can use CN Iridium at 180km? At that point, though, I think we'd find that optimal bonused ships would be effectively useless.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.08 22:05:00 -
[27]
Originally by: grapez Of course, I could be wrong, and if so can someone enlighten me?
You're wrong.
# Original Formula by Naughty Boy # ((1.0/2.0) ** ((((Transv/(Range*Tracking))*(Sig_Res/Sig_Rad)) ** 2) +((max(0,Range-Optimal))/Falloff) ** 2))
# Original hit quality formula by KzIg (http://www.scrapheap-challenge.com/viewtopic.php?p=114333#114333) # Expected damage per shot = normal damage * [min(chance to hit, 1%)*3 + max(0,chance to hit - 1%)*(0.99+chance to hit)/2]
The implications here: - You will *hit* 50% of the time at optimal + falloff, but due to the "falloff penalty" you will only deal ~40.5% of your EFT DPS (assuming a stopped target) - You will deal ~80% of your DPS at optimal + 1/2 falloff - You will deal 103% of your EFT DPS due to wrecking hits if you are inside optimal - There's a "tracking modifier" Transv/(Range*Tracking) -- which is to say that your 'effective tracking at range' is important. - Sig Res/Sig Radius is your 'sig modifier' -- so 25m (frig) / 400 (BS gun) is quite the penalty to hit! - Your modifiers are *multiplied* ... so small fast things are much harder to hit than just something fast or just something small.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.09 06:28:00 -
[28]
Originally by: Dr Cedric I'm curious when we're going to start seeing some graphs and extensive damage/balancing calculations...
C'mon guys, get to work so I can start using my Rokh for missions!! 
Seriously though, I did do some very primitive graphs on EFT, and all things equal (biggest T2 guns on tier 3 BS with similar damage/tracking mods) Rails have basically no place in the game. Tachyons by far have the best versatility from 0 to 250 km, w/ a very decent DPS at all ranges. 1400 Howy II's don't look too good on paper, but thats because EFT only shows DPS, not alpha on the graph. Rails do basically half the damage over the same range as the Tach's, but don't get any advantage w/ either tracking or DPS, and thats throughout the range.
So, long story short...rails are teh suck! Fix em!
Your numerical analysis stuns me with its accuracy. Comments: - Alpha is useful only in limited circumstances. Its a damn site better than it used to be (because its actually significant), but its still not fantastic. - Your comparison with Rails-Tachs is of limited use because you aren't considering all variables (such as fitting space, weapon "size", etc) - You should convince some old hats with some skill at numerical analysis to take up your cause. I would be willing to take it up for 250M ISK/wk to pay for replacing my in game PVE time (I have already stated that some boost is appropriate - convincing me to evangelize it and spend my time proving it to a thousand knuckleheads is quite another thing).
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.09 19:54:00 -
[29]
Originally by: Dr Cedric Dunno if you were trying to be funny or an A-hole, use more icons
I was trying to be helpful, believe it or not. TBH, if that post bothered you, you aren't really cut out for forum warrioring.
Quote: If you'd like to spare me 250M isk/wk, please give me a quick run down of what guns I should use to make a better comparison.
I've said it before - even in this thread. You cannot take just guns and compare them. You have to compare entire fittings.... and I mean the entire thing not just the DPS. Additionally, you're going to have to contend with competing philosophies about how to boost hybrids. You're going to have to recognize boosts that not only break the game, but also those which are effectively not going to fix what they are purported to fix. Like the one I address in the rest of this post. :)
Also, I would not care to spare you 250M ISK/wk... but nobody said it had to be just you who paid me.
Originally by: Dabljuh Your *own* transversal that you will necessarily cause just by trying to get close to your intended target destroys any dps advantage of blasters. ... Tracking is never an issue in situations where everyone is immobile to begin with. But you are using blasters, hence 99.9% of the time you'll be charging the target, and usually at an angle. No matter how many webs you put on a guy, if you're approaching at high speed and an angle, your blasters will miss due to a lack of tracking.
So basically you just admitted that blasters don't have tracking problems against ships their own size with the single caveat that when you charge someone it wrecks your DPS while you're inbound. But speaking from experience, its more likely to be range that wrecks your damage on approach (at least for the majority of the time your damage is wrecked). Also, transversal is a two way street - if you have a high transversal, so do they. Thus, your damage advantage is maintained.
Quote: Blasters need a whole massive lot more tracking, extensive calculations have been done on that subject that show this very clearly. Any straight DPS increase would only increase blaster damage at best fractionally because of the tracking issues.
You obviously haven't been paying attention to the whole "blaster whine" for very long. The blaster community is roughly evenly split over whether it needs more damage or more tracking. And truthfully, there's good arguments on both sides. However, ultimately the question comes down to the role that you see blasters being used in.
If you see blasters as a solo only weapons system, you're going to ask for more tracking so that you can reasonably engage targets smaller than you. If you see blasters as being lacking in gangs, you're going to ask for more DPS so that it becomes worthwhile to MWD over or even use Null and pelt them from range. Remember that even lasers have pretty passable tracking when you get right down to it (with and without a gang) - so a tracking boost will be of strictly limited utility.
The rest of your post is about rails, and I don't believe it will fit in this particular post. I'll address it momentarily.
Also, bump.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.09 20:26:00 -
[30]
Originally by: Dabljuh Yes, that's exactly what I am suggesting - a base range buff for all hybrids of about 30%, accompanied by a 25% tracking reduction. A Moa firing Lead at 100km is useless? (50% moa bonus +30% railgun buff +3 tracking enhancers) No, especially railships with range bonuses would profit immensely from a base range buff on railguns - because that gives these optimal bonuses so much more power.
I wish you would have stopped to read what I'd actually said. Just to be clear, what you're suggesting is a 30% optimal boost - which would yield a 160km Mega with CN Iridium. What I actually said was that unless the MEGA is able to use CN Iridium @ 180km (Iridium, because its the "Spike" equivalent with more tracking) that boosting base rail range would be wasted on the Mega since you'll still have to use Spike.
Thus, I said that Gallente need more DPS, and Caldari rail boats need more range (to simultaneously take advantage of the Gallente DPS boost and also use higher damage ammo).
However, lets take a look at your suggestion. This will be with 3 damage mods and 3 optimal mods: The 100km Game Apoc, 8 Tach (IN Xray) = 577 DPS @ 100km Your Rokh, CN Antimatter (50802 * 1.3 * 1.5) = 553 DPS @ 100km Your Mega, CN Uranium (76203 * 1.3) = 504 DPS @ 100km
The 180km Game Apoc, Aurora = 401 DPS @ 231 Your Rokh, CN Thorium (133356 * 1.3) = 369 DPS @ 198km (Yes, you'll be using Lead because Thorium doesn't quite get the range you need) Your Mega, Spike (182888 * 1.3) = 351 DPS @ 237 (Yes, you'll be using Spike at 180km because CN Iridium isn't strong enough to get you there)
Conclusion: You slightly boosted the Rokh and nerfed the Rail Megathron for no reason. Which is exactly what I said would happen.
Quote: It would give Hybrids a theme - Extreme ranges. Hybrids as a whole would also suffer very much from having no medium range system - complementing the alternatives of drones and missiles.
In one sentence you say that Hybrids would become the weapons of Extreme Ranges - and in the next you say that hybrids suffer from not having enough mid range. It seems like you'd be aiming to improve the hybrid mid range instead of extreme ranges if you truly believed that.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
|

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.09 23:45:00 -
[31]
Originally by: Dabljuh
I'm not going to argue with you about blasters. Blasters have less relative tracking than the other two weapon systems, anyone can see that.
Let's be perfectly clear here: Blasters have the best absolute tracking, and having less "relative tracking" has nothing at all to do with the situation you've put forward for why blasters need more tracking (for when you're on approach). However, a "fractional" increase in DPS would yield that same "fractional" increase in DPS everywhere along the DPS curve - which would help in all situations you find yourself in. It might even help make up for the large deficit in DPS while you were on approach.
As to your rail arguments: The key assumption in my quote (that you've missed twice now) was that unbonused rails hit 180km with CN Iridium (~50% base optimal increase). This means: - Rokh with 425s (CN Iridium) => 415 DPS @ 180km (My mistake here: I was sure I'd calculated that you'd be forced to use Lead - so you're right it's only almost useless) - Hype with 425s (CN Iridium) => 403 DPS @ 180km - Rokh with 425s (CN Lead) => 369 DPS @ 180km - Mega with 425s (CN Iridium) => 353 DPS @ 180km - Rokh with 350s (CN Iridium) => 325 DPS @ 180km (This is to say that your hope of using 350s and more damage mods simply isn't going to work out) - Anything beyond 180km is a simple switch to Spike
So as I said - optimal bonused ships are strictly of limited utility under this kind of scheme. The 25% damage bonus outweighs the ability to use closer ranged ammos unless the optimal range bonus is only for one side of the equation. So we get back to my argument of: - Gallente rail ships need more damage - Caldari rail ships need more range (but not a lot of extra range because of the damage given to Gallente ships)
Quote: Your mama
Indeed. I can see how the rest of this "debate" is going to go.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.10 00:06:00 -
[32]
Edited by: Liang Nuren on 10/01/2010 00:07:23
Originally by: Naomi Knight What about the poor eagle??? Make a comparison with eagle deimos zealot muninn pls.
250M ISK and I'll be yours for the rest of the week (to cover the cost of me spending my PVE time forum warrioring).
-Liang
Ed: And we both know that I'm worth it. You may not have agreed with everything I've said in the past - but it its undeniable that I am effective and convincing. :) -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.10 03:26:00 -
[33]
Quote: Ah, I think I know where you're getting at. At 180km+ you'll always use Spike, and long-reaching ammo like Iridium or Tungsten is useless.
Yep.
Quote: See, here's the problem: Tracking. Iridium Ammo has no tracking penalty. A BS sized gun hits even frigates that try hard at long range.
More accurately, here's what isn't the problem - tracking. As you yourself note, sufficient range trivializes tracking... and if you're talking rails, you're talking about those ranges. So either the ammo does more damage than Spike, is longer ranged, or it is worthless.
Quote: the Battleship hits [a frigate] with near 100% dps
I think you might need to reexamine how you think the tracking formula works. You cannot successfully argue for balance changes until you understand how the game actually works.
Quote: These figures show very clearly that blasters in general have the lowest amount of tracking
First, let's be fair and acknowledge that taking tracking at any specific range (as opposed to some nebulous "at optimal" business), Blasters have the best tracking.
Now don't get me wrong - you're going the right direction. But you aren't going nearly far enough, and you aren't applying it correctly. One of the pitfalls of examining things this way is that Rails actually are *way* overpowered because of their "relative tracking".
See, what actually matters is the amount of damage that you can put onto someone.
Quote: The close range weapon system that by design is going to deal with the highest lateral speeds, deals with it the worst.
Before you continue down this line of reasoning, I'd like to point out that Blasters are assumed to have a web *and scram* on the target. That is generally not possible at the ranges other weapons operate at.
Quote: Do ACs still count as short-range weapons though?
Yes.
Quote: tl;dr: Nerf all tracking except blasters by 30%. Give Rails 33% more range and nerf their tracking by another 25%.
I suppose I shouldn't expect better from someone that presumes to preach about game balance without seeming to understand even the basics of how turret damage works. Here's a free tip: the game is very nearly balanced. A couple of nudges and it will be just fine. THERE IS NO REASON TO RISK DESTROYING WHAT BALANCE THERE IS THROUGH MASSIVE CHANGES BECAUSE YOU FEEL ONE WEAPON SYSTEM IS UNDERPERFORMING.
Quote: Any left problem unadressed?
Only your fundamental understanding of the game and ramifications of nerfing everyone's tracking.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.10 11:18:00 -
[34]
Originally by: Dabljuh The fact that sufficient range trivializes tracking and lateral speeds is exactly what's the problem. I shouldn't, tracking should become the primary issue at long ranges while it shouldn't be an issue at short ranges.
Wait, what? The way the current tracking formula is certainly not going to 'make' this become a reality. Additionally, I'm not sure it really makes a lot of sense for tracking to not be an issue at close range. If it isn't an issue there, why would it be an issue anywhere?
Quote: I did my homework. All the figures in my examples have been checked and are correct. It is you who has the audacity to post stuff without having any clue whatsoever. Do your homework or gtfo.
Ok.......
Quote: Tracking 0.02 at Calculating at 100kms means you can follow a target incurring 2000 m/s lateral speed of the same signature.
Not *REALLY*. You have a 50% chance to hit under those conditions. A lowered sig radius makes it even less likely to hit.
Quote: In this example, a 2000 m/s flying frigate is either an Ares with 4 overdrive injectors and probably a faction afterburner, or it's an mwding frigate.
It helps to constrain yourself to the realm of the reasonable. An Ares with 4 overdrives and a faction AB is not really a viable fit to discuss. Additionally, you have essentially no chance to hit it (even at a mere 10% transversal).
Quote: Wrong. They have the exact same absolute tracking as autocannons with EMP or Fusion. Load DU ammo and ACs way outtrack blasters. See, I did my homework, unlike you, you're just talking out of your ass. Pulses have slightly lower tracking, 0.033 compared to 0.043, but they have a 3x higher optimal to begin with (20km vs 6km) while sporting comparable falloff (8km vs 10km) which all just gives them roughly 50% more relative tracking.
Tracking (Highest to lowest): - Mega, Neutrons (CN AM) 0.07442 - Tempest, 800s (RF DUC) 0.0648 - Rokh, Neutrons (CN AM) 0.0512 - Tempest, 800s (RF Fusion) 0.054
So what do we see? Well, since the tracking is not the exact same, we see that blasters do in fact have the best tracking even on unbonused ships. As to tracking with DUC - I think you'll find that it requires extremely special circumstances before the tracking bonus overcomes the damage disparity from RF EMP -> RF DUC. Thus.... the absolute tracking is something of a moot issue.
Quote: That's exactly what I am saying. Rails are way overpowered compared to blasters, but (beam) Lasers track even better than rails (both in absolute and in relative terms)
Rails and blasters cannot be directly compared - and attempting to do so would be comparing apples to oranges. They have different roles.
Quote: This is where's the problem - balance wise, Relative tracking should decrease as range increases, yet what's observed is the other way around
What you're really looking for is a total redesign of the tracking formula - which would have a tremendous and unknown effect on balance in Eve. Furthermore, what we have now is largely a working situation. So ...... you just want to change it "because it doesn't make sense" - not because there's some huge gaping balance consideration to be had.
Quote: If you reduce all weapon systems to battleships, yeah. But all frigate weapon systems operate in scram range half the time. Plus why would blasters require more additional mods to be as effective as other weapon systems? Are you arguing for giving blaster ships more mid slots and more cap?
No, I'm saying that those things are a consideration that must be made when deciding what overall tracking should be for blasters. The mere existence of webs and scrams virtually necessitates blasters having lower "relative tracking" than any other weapon platform.
I'll ignore your ad hominem, strawmen, and outright lies.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.10 11:27:00 -
[35]
Edited by: Liang Nuren on 10/01/2010 11:28:04
Originally by: Glorious Pride So in summary Liang's fixes are boost Ship bonuses? Caldari/Range Gallente/Damage(not in the way of ROF)
No, I would: - Boost blaster raw damage (some - maybe 10-15%) - Boost railgun raw damage (some - maybe 10-15%) - Boost the Caldari optimal range bonus (10% -> 15%)
This would fulfill the basic requirements of any hybrid boost: - Blasters need more damage both inside and outside of web range to be effective (both solo and in gang) - Blasters need to dominate DPS within web range (otherwise they aren't worth fitting over other high damage weapon platforms that have more range) - Railguns need more damage (they are slightly damage anemic) - Caldari need to be able to use shorter ranged ammo to make up for not having an actual damage bonus
Quote: To be honest I have no idea, he said something like that earlier, but I do not exactly care much since he doesn't seem to perceive the problems hybrids have as an underlying hybrid problem but as "omg my rokh can't fit 8 425mms without rigs/RCUs"
Your reading comprehension is so amazing. Really.
-Liang
Ed: Just an FYI, but people like you (****posters that don't actually understand the game mechanics) are what make it so ****ing hard to get something boosted in the first place. -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.10 11:46:00 -
[36]
Originally by: Seishi Maru I am all for game balance, but it must be done without making everything just equal.
Aye, it'll be hard to not carbon copy something and still make sure everyone has a role in combat. TBH, what I suggested might obsolete beams - which would (by extension) mean that it obsoleted arties. Hmm. Still more thought to do before I put down a solid suggestion.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.10 12:11:00 -
[37]
Quote: ...
All that ****posting does is detract from your credibility. If you post so many personal attacks that people have to wade through personal attacks to get to what you're trying to say, they eventually stop wading. That's me, and everyone else (including the devs which you are presumably trying to influence).
Quote: It's not a problem with the formula, it's a problem with the tracking values and ranges of different weapon systems.
It definitely is a problem with the formula - what you're describing as "desired behavior" will not be fixed by a simple tracking nerf on various weapons systems. Additionally, you're advocating a radical change in the way the game works. When things are so close to balanced, why would you do that, except by some perverted sense of "I want my spreadsheet numbers to make sense to me in my head!"?
Quote: Correct. At 2x Tracking, you have essentially 0% dps, and at 1/2 tracking, you deal roughly 100% dps, barring out-of-optimal effects.
Wait, you said you "can track" them - 50% to-hit (39.505% DPS) is hardly "tracking something".
Quote: That was exactly the point you dimwit, any frigate trying to approach a battleship from 100kms away is most certainly going to use an MWD, meaning it does get hit as if it weren't using a speed mod at all.
Not.... *really*. Frigates approaching battleships from 100km away are likely to be *gasp* interceptors. Which you actually used as your example. Interceptors have a MWD sig bonus...
Quote: If you're adding 3 Tracking Computers with tracking scripts to a pulse apoc, it suddenly tracks better than a mega, by your insane troll logic somehow making Pulse Lasers the best tracking weapon system?
What the **** are you talking about? I said nothing about adding tracking computers to anything.
Quote: Apparently Rails are a damage delivery system and blasters are what, EWAR? Are they propulsion mods? Of course they need to be compared, GTFO you goddamned Troll.
Nooo.... they fulfill different roles in the game. You don't bring rails if you're intending to fight up close, and you don't bring blasters if you're intending to fight at range. They simply don't do the same kinds of things.... so unless you're comparing them in the sense of "which should I bright to the fight" there isn't a whole lot of comparing to be made.
You can't call rails overpowered because they outrange blasters, or because they have a higher "relative tracking" than blasters. Total lunacy.
Quote:
You're AGAIN arguing that somehow there's no transversal involved once you web a target, showing your complete lack of understanding of speed tanking. Just because your target isn't moving, doesn't mean there's no transversal. If you're engaging someone with a further-reaching weapon system than you, chances are you're low on ehp by the time you get to put dps on the target. You want to have transversal as high as possible to negate the targets damage.
The problem? It doesn't work. It should, and that needs to be fixed. At transversals a blaster boat starts negating the damage from a pulse boat for example, it negates its own damage by an almost identical degree.
How do you fix it? By giving Blasters far more absolute tracking than to longer reaching weapon systems.
Oooorrrrr you could give them more absolute damage so the damage deficit isn't so big to start with.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.10 12:14:00 -
[38]
Originally by: Julie Thorne
the latter explains why people with limited understanding of the game think that blasters have the highest tracking of all weapon systems.
I would have chalked it up to the Mega's tracking bonus, personally. Saying "blaster battleship" in effect means "megathron" to the overwhelming majority of Eve players.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.10 12:19:00 -
[39]
Originally by: Dabljuh
Here's why I disagree: Tracking should not be a "short range mechanic" - Tracking should be THE defining downside of using long range weapon systems. Because you cannot escape a long range weapon system at the long range by moving away or towards the shooter - With battleships, that can be a 200km long trail of tears.
Well, or maybe DPS could be the defining downside of using a long range weapons system. Eve (in case you missed it) is balanced around trading DPS for range. Of course, they have lower tracking as well - but 350 DPS rail ships are really quite anemic when compared to 1200-1300 DPS blaster ships.
Quote: This is a massive reduction in tracking with all weapon systems.
This is such an epically bad idea as to defy belief. May I (kindly) suggest that you stop suggesting changing damn near the entire game in a mad quest to make certain numbers "line up"?
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.10 12:29:00 -
[40]
Originally by: Dabljuh Ah, now I get it. You want it balanced something like this:
-Blasters should deal more dps than any other weapon system, IF they would actually hit, which they wont ever, what with the worst relative tracking and worst range in the game. -Rails should instapop anyone within 250km range. Tracking should not be an issue with rails. And 250km isn't enough.
Yeah, sounds balanced.
GTFO
Not at all.
Blasters to deal more DPS than any other weapons system when they hit. And my blasters hit just fine in both solo and small gangs. In fact, provided I can actually get *IN RANGE*, they hit even better in gang than they do solo. Boosting tracking is only boosting the ability for blaster ships to gank small targets - not be a useful asset to a gang.
I nowhere said that rails should instapop anything. Hyperbole and straw man does not help your argument.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
|

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.10 12:35:00 -
[41]
Edited by: Liang Nuren on 10/01/2010 12:35:30
Originally by: Julie Thorne Oh, sorry, my mistake. I didn't see the expression "blaster battleship" here
Indeed. I suppose I should always disclaim that the best tracking weapon in the entire game (IIRC quite significantly too) is a small autocannon. However, nobody really complains about small and medium blasters outside of the complaint that they cannot approach and deal damage before something is dead.
And then, this conversation is almost exclusively about battleships.
-Liang
Ed: But if you would like me to say "I am wrong", I'd be delighted to. "I am wrong". I'll even do it again for posterity: "I am wrong". -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.10 12:47:00 -
[42]
Edited by: Liang Nuren on 10/01/2010 12:47:54
Originally by: Dabljuh You said, Tracking isn't and shouldn't be an issue with long range weapon systems.
Yes, I said that with the way the tracking formula is written, range trivializes tracking issues.
Quote: You said, blasters don't need more tracking because blasters come with a built-in-web-effect that apparently doesn't require additional mid slots. (Hyperbole here, yeah)
Actually that's a bit more of lying, libel, and straw man than hyperbole.
Quote: So what you are saying is that Rails should not have problems popping frigs at 100kms or less, while blasters should not be popping frigs ever.
Not really what I said - though you should note that there are a multitude of close range counters for frigs... there aren't so many 100km counters outside of shooting them.
Quote: Blasters have roughly 1/5th of the range of rails. Shouldn't they be doing 5x the dps?
Not with the way the game is currently balanced, no.
Quote: Is there any mathematical reasoning behind your argument that "tracking is fine, needs more dps"?
Yes, and I've repeatedly gone over it. Once more: blasters already hit same sized targets pretty well. Thus, if you want to boost blasters, the most effective way to do it is with a damage boost. Of course, it has other benefits - like more damage at range, and more damage up close.
Quote: And that of course has nothing to do with long range weapons having too much tracking. Not at all. No sir. We should in fact maybe buff tracking on rails!
Actually, it has everything to do with the target's EHP vs your gang's DPS and how long it takes you to approach the target.
-Liang
Ed: Libel, not slander. I suppose no matter how much it seems we are having a conversation, it is the written word. -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.10 13:00:00 -
[43]
Originally by: Dabljuh How does range trivialize tracking issues? ... If you double the range, and half the tracking, a ship going at the same transversal will be hit exactly as often as before ... All long range weapon systems simply have far too much tracking to make tracking an issue in current long-range encounters, and that's what needs to be fixed.
Yes, but tracking stays pretty constant when you're shooting at something doesn't it? If you are intended to be able to hit ships at 100km, you'll hit them much better at 180km. So there is no "double the range and halve the tracking" - there's "double the range". Thus, range trivializes tracking issues.
As to all long range weapons having far too much tracking..... I'm not sure you realize what the in game effects of what you're asking for would be. It would be a balance catastrophe.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.10 19:17:00 -
[44]
Originally by: Dabljuh Your only actual contribution to the topic so far has been "RIALS R FINE! AMARR LAZORZ ARE WORSE BECOOZ OF FITTIN!" and that's just provably wrong on so many levels it does not warrant any further investigation. I don't think there's any point in interacting with you in any other way than insulting you, in hopes to deter you from trying to interact with this thread any more. Your noncontribution will not be missed, and the complete worthlessness of your presence in this thread shows that you most likely lack the mental faculties to properly understand any rational argument explaining how useless your spam is anyways.
So stop posting, go back to your school for specially talented, pop that ritalin and you might finally get that applied handiworks diploma that your momma wished you'd get on her deathbed, right before she apologized to you for getting drunk and stoned as hell every day when she was pregnant with you. She did probably fail to tell you however, that the syphillis she eventually died from... yeah, she got it from me.
Why do you bother posting such crap? It doesn't do anything but detract from the thread as a whole.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.11 20:59:00 -
[45]
Originally by: Hiroshima Jita Personally I would be pretty happy if snipers got a metal rod shoved up their anus. It would be a buff to my playstyle. Do they deserve it? Not particularly.
An amusing addendum: think about what will happen to Caldari rail and Gallente PVE? Yeah, blasters aren't viable in PVE (one of the Kronos kinda sucks) - so everyone would be forced to crosstrain to make ISK. Vargur, Golem, or GTFO tbh. :)
Doesn't bother me - I can fly all sub-caps with fairly maxed skills so... /shrug
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.11 21:14:00 -
[46]
Originally by: Vherr Arkhar I read it. I admit I was just totally misinformed by doing this ancient 'guide to turrets' thing.
If this is all within a single formula - that messes up a lot, doesnt it? So tracking improvement effectively counteracts ****ty resolution.
Yes, that's essentially correct. Last time this came up (in a thread in what was then Game-Dev), there was a very reasonable suggestion put forward to change the tracking formula to account for the "visibility" of the target. Effectively a target at range has a smaller sig radius than one in your face. This is effectively the goal that Dabljuh is seeking - and is a much better solution than nerfing all long range turret tracking.
Quote: So is this uselessness in PvE offset by some proper performance in PvP?
I'm not sure this is a valid question. The game is primarily balanced around PVP (though you cannot forget or neglect the PVE aspects of it) - so the real question should be if the weapons are worth using with today's PVP metagame. The answer is.... not really IMO.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.11 21:42:00 -
[47]
Originally by: Ogogov I like the idea of exploring a different tracking/sig formula that takes into account range and target visibility - After all, altering CPU/powergrid requirements just give you what... one more gun that won't hit anything anyway?
How about someone (who can code, so not me) throw together a simple simulator for this kind of theorycraft?
I already have one. I made my conditions forum warrioring for this abundantly clear in the thread: 250M/wk, 4 week minimum.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.11 22:55:00 -
[48]
Edited by: Liang Nuren on 11/01/2010 22:57:21
Originally by: Dabljuh
Oh get a job and pay for your game subscription with real money.
They will never ever ever ever change the tracking formula. Maybe in EVE2.
I already have a job to pay for my game mortgage, food, eve subscriptions, etc. I even can afford to pay for PLEX and a Hawaiian vacation if I so desired. The payment would be to help alleviate the (non-trivial) opportunity cost for not missioning/ratting/wormholing/whatever while I forum *****.
-Liang
Ed: And your assertion that they will never change the tracking formula is wrong. They changed the missile formula when it was shown that it caused a drastic game balance issue. It is definitely the preferable solution to proposing a huge tracking nerf to all longer ranged turrets. -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.12 05:28:00 -
[49]
Originally by: Asuka Smith it might make them really OP
Yeah, it probably would at that. It also wouldn't help Caldari hybrid ships (and I mean Rokh and Beagle here) be more worthwhile.
Quote: The main problem I see with hybrids is that they have all the disadvantages of lasers/projectiles, and no upside whatsoever besides range.
Range is quite the up side, however. Range (and damage at range) is what carried the projectile boost through.
Quote: However due to the fact that hyrbids are so much inferior to the other weapon systems the fleets organize around the other guns, negating any advantage.
Actually, even when Hybrids/Rails were considered "really awesome" (lasers still "afflicted" by resists, and artillery being kinda meh after the HP boost), people organized their fleets around the lowest common denominator. Only recently have I really started to hear things like "Train Lasers/Amarr BS5 or gtfo".
Quote: And how often are blasters better than pulse lasers or projectiles? Only when you have a 3:1 advantage and a warp-in at 0, AKA not a "real" fight.
Um, actually quite the opposite, right? The larger your gang the less useful blasters become. They're strictly small gang stuff - anything beyond 3v3 and you were definitely better off bringing Pulse or ACs.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.12 08:03:00 -
[50]
Originally by: Naomi Knight Still we dont need to come up with solutions as ccp will do that , we only need to point out the flaws ,what many ppl already done here, it is CCPs turn to do something now.
Aye, lets just hope they come up with something as cool as they did for projectiles. I think it turned out quite nicely - I as afraid they'd overbuff it something fierce for a while there.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
|

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.12 08:25:00 -
[51]
Originally by: Naomi Knight Yeah this is what Im hoping for too. Arties are a little bit op in laggy situations ,but that is not how eve should work so it is fine.
I'm agreeing with you. Creepy. 
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.12 18:48:00 -
[52]
Originally by: Dabljuh
The Stilettos ACs cause 3x the DPS of the Ares' Blasters and at a longer range too. Obviously we must increase blaster DPS by at least 300%.
W. T. F. Your graph is utterly meaningless. Let's try some realistic scenarios ok? Blaster Taranis [Std fit] vs AC Claw [Std fit], GO.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.12 23:54:00 -
[53]
Originally by: Cor Aidan Big problem I still have with all these threads is I still haven't ever seen or heard a good quantitative definition of "balance" in the first place. Without that, how would you even evaluate if you had balance or not?
A good measure of balance is figuring out what situations something is advantageous in, and how frequently those situations occur or how hard they are to engineer. So if you start seeing situations where someone asks, "Why would I ever fit Y - In every reasonable circumstance X is better", there's a good chance of some kind of balance issue.
Think about rockets. They deal less damage against frigs (generally) than standards due to low ev, and a close range missile frigate against anything bigger than a frigate is generally a dead frigate. So, they really don't have a role that they're worth fitting for.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.13 07:11:00 -
[54]
Originally by: Dabljuh ...
ZOMG, a constructive post. Really, its a nice one. More work like that and maybe you'll convince the devs to boost hybrids. Small nitpicks: - "Instant reload makes Lasers slightly better"... not so much in the long range department. 99% of the time you've got Aurora/Spike loaded anyway, so being able to switch quickly isn't really important - Ammo costs are significantly higher for Amarr ships if you lose ships quickly (such as in fleet fights). They're significantly lower if they last a long time (such as PVE). - Long range tracking vs frigs is largely a worthless thing to think about. Battleships don't shoot at frigs in fleet fights, and fleet fights are where you'll find 90% of the long range weapon usage. - Yes, optimal bonuses can be very powerful, if they line up nicely with the ammo damages/ranges - otherwise the effect is largely lost. Also, anything lower than Iridium is a waste of time anyway (since you'll just load spike).
Meh, but all of that aside - really a good post.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.13 07:18:00 -
[55]
Originally by: Hiroshima Jita
The one thing Dibuwhatsit was right about is weapon envelopes dictating ship preformance. Lasors are about as good as it gets. Pulses have good damage with the longest optimal ranges of the short range weapon platforms, meaning no damage reduction for fighting at range. They have crappy tracking but at optimals its pretty nice and its actually competetive with blasters down to some range just under 10KM.
I just want to clarify that this phenomenon is because blasters are operating in falloff at that point. What really matters is not "tracking" but the actual percentage of your DPS that you deal (which includes both your tracking and falloff). After about 8km, the penalty for being in falloff outweighs the tracking superiority - so Pulse deals more DPS. After about 10-11km (IIRC), resists barely even matter anymore - pulse is just flat dealing more DPS. And sadly, if you're using Null you are almost always better off having brought a pulse boat.
The Rokh might be able to mitigate this, except that it has such low base DPS to start with (and such a small drone bay!) that its pretty well never going to happen. Anyway. An aside. Continue. :)
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.13 07:28:00 -
[56]
Originally by: Dabljuh
Rokh official turret bonuses: 50% optimal Apoc official turret bonuses: 50% Cap usage, 37% optimal.
If we now translate this into the hidden bonuses, we get this:
Rokh: 25% dps, 30% tracking, 50% cap Apoc: 25% dps, 30% tracking, 50% cap, 37% optimal
That means that pound for pound, because of the built-in superiority of laz0rz, the apoc is simply a better turret boat. So don't cry about rails being too weak when your ship has a shield tank bonus instead of another optimals bonus.
Erm, except that fleet effectiveness is (trivially) defined by your EHP:DPS ratio. The Rokh totally stomps all over the Apoc for this, and has the additional bonus of being much easier to fit. That is not a trivial balance consideration.
Quote: Trying to fix the Rokh by giving all rails/hybrids a flat dps bonus or something like that, is a BAD, BAD, BAD idea that'll screw with balance, such as making the moa effectively better than the maller.
Except that the Moa is already better than the Maller if you consider realistic fits. But it's no secret that Amarr have a really ****ty cruiser lineup.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.13 07:34:00 -
[57]
Originally by: Dabljuh IMHO that has more to do with cruiser turrets generally underperforming compared to BS guns. And the amarr don't have much in the way of not-turrets in the cruiser department (ok, arbitrator and sacrilege)
My point here is that you can't generalize quite that far. You'll have to provide specific applications and fits for those applications. I also wasn't saying that medium lasers suck - because they most certainly don't. I said the Maller sucks.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.13 07:40:00 -
[58]
Originally by: Hiroshima Jita
The point I was working towards is that blasters need a little more than just a dps buff. They need a utilty buff. And w/o making blasters more like the other weapon systems by buffing their range that leaves buffing tracking as the only other option. Making it at least easier to get light tacklers off of them. IDK. Right now hybrids need a little bit of something.
No, a DPS buff is *exactly* what they need. A tracking boost would do nothing but ensure that you can't safely tackle a blaster ship in a smaller ship - but that ignores the already multitudinous counters that ships of size have over smaller craft. Where blasters truly fail isn't against smaller ships, but against ships of their own size at range.
And that won't really be fixed by anything but more range, more DPS, or being much faster on target. Even your own equation above confirms that.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.13 07:47:00 -
[59]
Originally by: Dabljuh I prove you wrong and generalize even further. Both the Maller and the Moa suck. A tanking bonus on a cruiser? Cruisers have too little EHP/Grid/Cap to be even considered for a second as alternatives to BCs in a tanking role.
The Maller makes a superb heavy tackler - 80-100K EHP on a cruiser hull is brutal to try to kill. This is a totally valid cruiser role.
But in general, I agree that many smaller craft have insufficient fittings and are also needlessly nerfed because of the tier system.
Quote:
Edit: Mind you, I say tracking is too high, but that's just a synonym for saying "speed tanking is too hard" - A general tracking decrease (especially with BS) would result in cruisers being slightly better tanks, which would make these two cruisers slightly better by comparison.
The problem with "tracking is too high" is that tank is already much stronger than gank. It takes literally minutes for solo kills to happen - while it takes less than a minute for help to arrive (usually). On the flip side, tank doesn't scale while DPS does.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.13 07:52:00 -
[60]
Originally by: Dabljuh You're wrong: The smaller ship has the advantage (or at least: should have) of always being able to dicate range. Even if Blasters had much better tracking allowing them to be effective vs even smaller ships, the smaller ship can still dictate range, staying out of damage envelope.
Right now, Blasters have the worst tracking in the game in relative terms. That means right now they're effectively the worst weapon to use against smaller targets.
Really, blasters are the worst weapon to use against smaller targets at their optimal. That is a very very important thing to note.
However, if the smaller ship has the advantage of dictating range, it has two options: - Attempt to kite inside blaster range, which means crossing a Zone Of Death, being in web range, in neut range, and easy drone range. - Attempting to kite outside of blaster range, which dramatically increases the blaster ship's "effective tracking" (to the point that the falloff penalty is so severe it stops doing any damage at all) and simultaneously destroys their own ability to deal damage at all. Frigs are far too close ranged.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
|

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.13 18:54:00 -
[61]
Originally by: Dabljuh Also, since you're going to ask: I used a Mael because it doesn't have bonuses for either weapon system. You need to separate 'blaster vs pulse' issues from 'mega vs rokh' issues.
You cannot separate weapons from ship bonuses and realistic fits in the way that you are - because when you reassemble your "proofs" back down to what is actually Eve, it doesn't actually fit.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.13 19:28:00 -
[62]
Originally by: grapez It's ideas like this that I think Eve really needs, though. Why only care about paper DPS, tracking, etc., when we could have weapons with unique, if niche, abilities? We need an interesting Eve, "balance" be damned, IMHO.
You only say "balance be damned, IMHO" because you wouldn't find your entire race obsoleted (and make no mistake - obsoleting 2 of the 4 races would be a *bad thing*). I think that you can have damage with effects other than skipping entire tank layers. Here are some ideas: - Gives -10 cap to target on successful hit - Deals DOT - Lowers resistances - etc
Oh wait, but I'm just taking these ideas directly from MUDs/EQ/WOW/Warhammer/Diablo/etc. IMO, there's nothing really wrong with the way things work.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.13 19:42:00 -
[63]
Originally by: grapez Hm, weird, you say successful MMOs have a more diverse set of damage effects?
Weird, you know that Eve was MMO of the year, and that it virtually always wins PVP GOTY? I hate to break the news to you, but Eve is a successful MMO.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.13 20:55:00 -
[64]
Originally by: grapez There are good ideas, which would make for a more diverse and interesting Eve, would greatly expand the tactical toolkit that gangs have to work with, and would introduce a whole other dimension to Eve PvP, and yet you hate them because those MMOs have them.
No, you totally misunderstand. I really enjoy combat in those games - but those kinds of things are inherently much harder to balance. Eve isn't really missing out by not having them.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.13 22:06:00 -
[65]
Originally by: crimson fire At least the bright heads in CCP must finally notice the amount of attention this thread it getting and decide there might be a fire where there is so much smoke!
WAKE UP CCP
The sad thing is that they'll get to the third page and then stop reading because of all the flaming. This thread id pretty much a write off tbh.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.14 04:09:00 -
[66]
Originally by: Dabljuh
Scientifically speaking, we made differing models. His model: Absolute tracking is the determining factor in performance vs small targets. My model: Relative tracking is the determining factor in performance vs any target moving at sufficient transversal.
No, absolute tracking and absolute range cannot be ignored. To claim that it can be generalized away is pure fallacy - because the question absolutely is about what ship is better at "ganking ruptures"... or more accurately, defending yourself from them.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.14 04:38:00 -
[67]
Originally by: Dabljuh You're wrong, again. Are you getting so used to being wrong that it doesn't bother you anymore?
Abaddon: 916 DPS@15km (Tracking: 0.04219 rad/s), 730 DPS@45km (Tracking: 0.03164 rad/s) Megathron: 935 [email protected] (Tracking: 0.07442 rad/s), 745 DPS@11km (Tracking: 0.05582 rad/s)
An Abaddon is sitting in a safe spot when a Megathron drops out of warp on top of him. The Mega orbits the Mega at 4.5km. Who deals more turret DPS? Hint: It's the Mega.
An Abaddon and a Mega are sitting at different safe spots when a Rupture drops out of warp 2km from each. Who deals more turret DPS? Hint: It's the Mega.
Now, the obvious answer is that this is because blasters have higher relative tracking at 4.5km. The only problem with that is that you keep saying that "lasers have higher relative tracking" and "blasters have lower relative tracking" without making allowances for range. The proper way to phrase it is "lasers have higher relative tracking than blasters AT OPTIMALS".
Thus, you are (at best) distorting the facts.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.14 16:38:00 -
[68]
Edited by: Liang Nuren on 14/01/2010 16:38:03
Quote: Consider what's a realistic movement scheme for an abba getting jumped by a mega in an SS actually looks like.
The Abaddon may attempt to do those things, but it will be unsuccessful because: - The Abaddon is much slower than the Mega. - The Abaddon almost certainly has a disruptor (because it complements its weaponry) while the Mega may have a disruptor, because the Scrambler complements its weaponry (and its too slow to catch anything that requires a disruptor anyway... )
Thus this...
Quote: Angular Momentum: ~0.000 rad/s
is wrong.
But this...
Quote: Having a higher relative tracking than another weapon system means you can track a faster ship at your optimal. More importantly: Having roughly double the relative tracking of blasters, Pulses track transversals at half of Pulse-optimal exactly well as Blasters do at Blaster-optimal.
Is correct. You just give it too much credit in places it can't really be applied. In fact, that is central to any argument to boost blasters - and apparently your unholy crusade to make every weapon in Eve completely suck. 
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.14 17:16:00 -
[69]
Originally by: Dabljuh
The braindead squad of course immediately intervened saying "NO! BLASTORS HAVE MOR TRACKIGN THAN RALES AND R BETTAR VS SMALL SHIPS" so I was explaining that for the purpose of figuring out whether something has too much tracking, you don't look at absolute tracking, but at relative tracking.
The problem with only looking at relative tracking and the normalized shape of the graph as you are doing is that translating things back down to the asbolutes of Eve (such as 10km webs, 100km warp range, 150km sentry range, and 250km lock ranges) that the **** gets all ****ed up again.
What I'm trying to get to here is that "relative transversal" cannot be applied as you are applying it. It can be applied over a range of absolute ranges, but morphing graphs where the only markers on the graph are in terms of optimal and falloff is of strictly limited utility.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.14 18:28:00 -
[70]
Edited by: Liang Nuren on 14/01/2010 18:29:28
Originally by: grapez This is followed by a bunch of people nitpicking single points or latching onto some minor error and insisting that their way is better, without providing anything of material value to the conversation.
I agree that he has a good understanding of the problem domain, but I disagree that his method of solving the problem will make the game a better place. Nerfing (all) long range tracking by half would introduce what the **** huge game balance issues. You cannot discount the use of a web when discussing pulse tracking vs blaster tracking.
-Liang
Ed: Of course, all of this stems from the basic misunderstanding that you can balance weapons without considering the platforms that they are mounted on. -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
|

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.14 18:55:00 -
[71]
Originally by: Dabljuh Now you're arguing that pilots shouldn't be able to mount webs and pulses at the same time? Or should webs - even when they come from other ships - make people immune to pulses? What about frigates, these operate in web range almost exclusively? The relative tracking advantage of pulses is the same there!
No, I did not argue that you can't fit webs to pulse ships - what I said is that you can *always* assume that blasters have a webbed target, but you cannot (at all, under any stretch of the imagination!) assume that is remotely true for pulse (or even beams!). So you're attempting to balance LONG RANGE TURRETS around a turret system *designed* around webs.
As to frigates - I think there's not much question what happens to a Crusader that gets a Taranis 1km from him.
Quote: Of course, this all stems from the basic misunderstanding that you can balance every aspect of the whole game simply by gut feeling rather than trying to break it up into discrete parts that can be methodically analyzed and compared.
FACT: your method of methodically analyzing the discrete parts will yield a whole that does not fit back together. My way of methodically analyzing the discrete parts will yield a whole that fits back together.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.14 19:06:00 -
[72]
Originally by: Dabljuh
Quote: If you don't want cruisers / frigs to be hit by bs ask for a change in the gun siggy / ship siggy formula, don't mess about with tracking 'cause thats not suposed to do.
Another pointless addition by someone who doesn't understand that signature and tracking are the same thing.
The tracking penalty and the sig resolution penalty are not at all the same thing. The tracking penalty is something that a player can actively work to minmize... the sig resolution penalty is something that is fairly static barring 2-3 modules (painters, MWD, halos).
This is just another way that you're generalizing things that can't really be generalized.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.14 20:03:00 -
[73]
Edited by: Liang Nuren on 14/01/2010 20:02:54 Ed: Sigh. -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.14 20:59:00 -
[74]
Originally by: Dabljuh Nah, I'm just gonna ignore your worthless contributions.
So let's make this absolutely clear. You have admitted defeat on: - Balancing weapons in isolation from weapon platforms. - Realization that the relationship between (Transv/(Range*Tracking)) and (Sig_Res/Sig_Rad) is *slightly* more complicated than you're letting on. - That you are in fact looking to nerf *all* turret weapons to the point that they barely work at all
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.14 21:32:00 -
[75]
Edited by: Liang Nuren on 14/01/2010 21:36:22
Originally by: Jack Icegaard Its all a matter of how you use the word relative tracking (which was the point of my post).
Relative Tracking = Tracking rad/s * Range m.
It is measured in m/sec, and represents a transversal velocity the turret "can track" (I use this term quite loosely) at the specified range. Dabljah is specifying this range to be Optimal+Falloff/2. The term is new to Eve-O, though the concept certainly isn't. It has traditionally been used to debunk claims that lasers track poorly inside web range ("Lasers track as well at 8km as blasters track at 4.5km").
-Liang
Ed: To expound on it a bit - it's a bit of an incomplete term since it only describes half of the hit chance formula - the other part being what might be called falloff. What truly matters is how well you actually hit in a specific combat situation. Sadly, these combat situations tend to be defined by absolute ranges, which makes approaches that balance around relative ranges somewhat pointless.
Thus, you don't tend to see someone focusing so much on "relative tracking" - because while it's a useful hammer, it's not a big enough hammer to demand nerfing all weapons in the game down to blaster tracking. -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.15 02:31:00 -
[76]
Originally by: Cor Aidan For purposes of comparing ability of turrets to track (at constant signature radii), base tracking speed stat is sufficient.
See, the basis for Dabljah's argument is that this is not so - or at least, shouldn't be so. The argument goes like this: - Blasters are the only weapon platform that does not have too much tracking at its optimal - Railguns can track much higher transversal velocities at their optimal than blasters can at theirs - Pulse lasers can track almost double the transversal velocity at 15km as blasters at 4.5km - Therefore we should nerf all tracking such that all all turrets track as poorly as blasters
This argument ignores: - That some operational ranges are much more important than others (0-25km, 150-200km being most common) - That while you may get equivalent "naked" performance, there exists certain modules that don't scale with "optimal" and do affect your tracking (Painters, Webs, Scramblers, etc). - That you cannot balance weapon platforms without considering the entire fit. - That it will utterly destroy turret based PVE in this game - That there are much better solutions than just nerfing the hell out of everyone's tracking
What's funny is that I don't think Dabljah's core motive here is boosting hybrids at all - but boosting missiles by utterly destroying turrets.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.15 02:45:00 -
[77]
Originally by: Seriously Bored
Not to nitpick, but Jack, your statement of guns "handling" a certain angular or transversal velocity is where I think people get confused. Many players think that if transversal is below the stat stated on their guns they do full damage, when it is very, very far from the case.
Yes, it's best to be clear about what you're saying. For example, earlier in this thread:
Originally by: Dabljuh Tracking 0.02 at Calculating at 100kms means you can follow a target incurring 2000 m/s lateral speed of the same signature.
The strong implication from this is that you can pretty reasonably track, and you are dealing a pretty strong majority of your DPS. But, that's simply not the case. Calling Dabljuh on this yielded a "You're ****ing stupid, see the tracking formula works this way". As is apparent now, neither of us misunderstood the tracking formula... but a poor original presentation caused a lot of unnecessary confusion.
As to...
Quote: effective transversal (noun): The transversal speed at a given range which, all else equal, will result in a 50% chance to hit.
Are you intentionally leaving off the penalty for being out of optimal?
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.15 03:26:00 -
[78]
Originally by: Dabljuh ASCII graph time!
If there's one thing that I absolutely adore about you, its your ascii graphs.
Quote: The ability of a [smaller] ship to dodge a turret while crossing it's "zone of pain" it is primarily determined by relative tracking.
This is also not (entirely) true. Another thing that's important is how wide the "zone of pain" is and how quickly it can be traversed. For example, you could give artillery pretty high tracking and it'd still be trivial for frigs to cross their "zone of pain" because the rate of fire is so low.
To the meat of your post: I think I agree with the concept of making it easier for frigs and cruisers to speed tank at range. It can happen a variety of ways, such as by changing the tracking formula to take "sig radius at range" into account, or by nerfing the hell out of every weapon platform in the game. But, that's a tremendously huge balance question, and ultimately I think we might see the end of battleship usage at all.
So, seeing as how the game is basically well balanced as is, I think we're better off tackling what brought the conversation up to start with: - Gallente rail ships lack DPS - Caldari rail ships lack the ability to truly use close ranged ammos - Blasters lack a way to make up for their deficient engagement envelope.
Which gets us back to what I suggested initially: - Boost blaster raw damage (maybe 10-15%) - Boost railgun raw damage (maybe 10-15%) - Boost the Caldari optimal range bonus (10% -> 15%)
Implications: - It would still be "easy" for small ships to get under blasters - Gallente rail ships would now be competitive with Apocs inside their own engagement envelope - Caldari rail ships would be able to use higher damage (and higher tracking) ammo at the same range
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.15 17:51:00 -
[79]
Originally by: Dabljuh Expressing yourself in an unusual manner is not the same thing as being undererstimated.
ALERT: IRONY OVERLOAD DETECTED. ALERT EVACUATE AREA.
Quote:
Edit: Also, your new, MWD'd top speed may not actually be as high as 600% due to mass constraints. So chances are you get hit more even after you accelerated to top speed.
I thought that was kinda the point that Seishi was trying to make.
Quote: What if you could effectively speed tank those guys?
If you could consistently do it at range and up close, then nobody would ever fly battleships again. Anything that would be worth spending a turret battleship on would be worth bringing a dread for.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.15 18:18:00 -
[80]
Originally by: Dabljuh Because obviously no battleship would ever kill a frigate ever again because they relying solely on their turrets to do that.
Because obviously there wouldn't be better choices when your main weaponry is 99% useless against anything smaller than you. You are aware that HACs, some cruisers, and many BCs can engage from range and not be so totally gimped right? You keep going on about how the current tracking formula is a beautiful creation, yet you bemoan one of its primary features: that range trivializes tracking (and sig).
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
|

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.16 19:38:00 -
[81]
Originally by: Dabljuh
Originally by: Seishi Maru It's not a balancing problem if a battleship weapon system can pop frigates reliably from 10km all they way up to 150 without having to so much as refit.
Furthermore, frigates don't need to be able to interact with hostile battleships in any manner, they can always warp away.
This is why I don't respect your intelligence or opinion.
Your reading comprehension is very poor if that's what you think Seishi said.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.16 20:51:00 -
[82]
Edited by: Liang Nuren on 16/01/2010 20:52:07
Originally by: Dabljuh as long as said DefinedRange is Optimal > DefinedRange > Optimal+Falloff
Falloff is negative? I think you meant: DefinedRange ∈ (Optimal, Optimal+Falloff) ? Or perhaps Optimal + Falloff > DefinedRange > Optimal.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.17 10:07:00 -
[83]
Originally by: Dabljuh ...
Comments: - The goal for "boosting blasters/rails" isn't to make the game suck equally for everyone else. It's to address a small balance "concern". Changes this large would utterly destroy what game balance we have been finely tuning for 5 years, and trade it for a totally unknown system. Furthermore, you are clearly deluded if you think the players won't be able to utterly game the new system and come up with a "best" that "totally obsoletes" everything else. And then all your hard work is for naught - because you failed to balance the game any better than it is currently.
- You suggest that people will be able to "speed tank" and fit more damage mods in PVE. I assume that this does not apply to battleships, since the overwhelming majority of ships in L4 missions are cruisers. Your changes would also imply that Rails/Tachs/Artillery would be (effectively) unusable. Ultimately, this would imply that AC and Missile ships would be the only BS sized mission runners that were even marginally effective.
- Since you're planning on making it virtually impossible to use Rails/Tachs/Arties against a ship class smaller than your own, what are you planning to do about missiles? I am assuming we'll see a new missile damage formula as well.
- Are you truly willing to wreck all game balance when its really so close to being balanced? Your argument that BS's track frigs too well at extreme ranges is pure folly, because such situations don't really happen. Your previous argument that a MWDing frigate with 2km/s transversal from 100km would be almost instantly obliterated by BS guns is false for several reasons. 1. You used an Ares as an example and claimed it had a 250m sig radius. 2. It takes ages to lock a frigate in a battleship, and they traditionally have a low ROF (which statistically lowers the probability of someone getting shot when crossing their "Zone Of Pain"). It will trivially have tranversed the 100km and be under the "critical point". 3. Any FC that warps frigs in at range in such a manner is pretty fail. Covops exist for a reason.
- You're going through a lot of hoops to avoid attaching importance to specific ranges. This is pure folly, because the game is centered around specific ranges. Webs/Scrams operate on the 0-10km range (essentially), painters on the 0-45km range, disruptors on the 0-24km range, etc.
Your reasoning for this entire mad crusade is utterly flawed. You seem to be claiming that battleships are too powerful, yet we daily see frigs, cruisers, and battlecruisers roaming the spacelanes. I would argue that if anything is imbalancing the T1 frig/cruiser vs T1 BS matchup, it is the ****tiness of frigs themselves. They have poor fittings, few slots, and all "frigate sized" modules are effectively pre-nerfed for range.
Put simply: if you want to boost the relative power of frigs vs battleships, I don't think nerfing battleships into the stone age is the way to do it.
-Liang |

Liang Nuren
The Lollypop Factory
|
Posted - 2010.01.17 19:37:00 -
[84]
Originally by: Dabljuh "Halp my ship isnt instantly obliterating everything in a 249km radius! Also, 249km isn't nearly enough!"
Actually, I don't change anything about the system. I just found some methods to fine tune the values of the items within the system.
Omigosh, balance isn't achievable you say? So I guess we should go with "instantly obliterates everything within 249kms" then.
Also, drones. So... not much change from right now.
Missiles have problems, but their #1 problem in PVP is that all combat occurs at either 0km (station camping) or at 249km.
A huge focus on the 100km+ ranges whereas ACs now have a zone of pain of 100km? GOOD JOB BALANCING IT!
****hoc, ergo propter hoc. These situations don't happen because good FCs won't let them happen, exactly because they're so disadvantageous with the current tracking figures.
Lay down the crack pipe.
Right now the only defense of a frig vs a sniper battleship at 100km+ is to warp away before it gets locked, this mandates huge lock times for battleships.
only if everything gets insta-killed anyway is ROF a limiting factor.
All of this was you sidestepping what I was saying - either because it hit too close to the truth or you didn't understand it in the first place.
Quote: Again, entirely different problem. If you think webs should work at 50kms or disruptors at 100, you should make a point about that. I'm working on Turret-vs-turret balance and that has not so much to do with turret-vs-ewar-vs-propulsion-jamming balance.
No, it is not a different problem. It's exactly the same problem. You cannot totally rebalance turret tracking without understanding that more affects turret tracking than the turret itself.
Quote: Currently there is virtually no mobility in the fights as they either start from 249kms away in a bubble or at 0. I want to bring mobility back to combat by allowing smaller ships to change their distance from a target without getting immediately blown up.
Um, may I suggest leaving the uber blob then, because the entire rest of Eve doesn't have this problem. For instance, I'd say that most of my fights start between 20-40km and proceed to stay in the 5-30km range. It is extremely rare for me to encounter someone at > 150km outside of a megablob - though it has happened a few times before.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
Perkone
|
Posted - 2010.01.20 16:27:00 -
[85]
Originally by: Tagami Wasp Just finished a roam in my Eagle. Rails do need more dps, not range. I don't know what Liang is taking lately, but asking for more range in rails is totally and irredeemably wrong.
Originally by: Tagami Wasp
Rails lack in dps within their engagement envelope (the extend of which is sufficient) Blasters lack in the extend of their engagement envelope (their dps is sufficient)
Did you even bother reading my proposal?
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
Perkone
|
Posted - 2010.01.20 17:17:00 -
[86]
Originally by: Jacob Stov Increased range bonus would be a very Caldari way of solving this problem. But now that I sit in deep 0.0 I would prefer a solution that involves easy to produce T2 ammo. Until recently I thought navy thorium @170 clicks would be everything I need to be happy, but oh those logistic problems.
Really? I would rather a solution that gives me good performance. And if that means I have to use my blockade runner to haul ammo, so be it. :)
Quote: I already need my personal ammo transport for stupid POS shooting.
Lasers FTFW. Also: get ammo blueprints.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
Perkone
|
Posted - 2010.01.20 21:56:00 -
[87]
Edited by: Liang Nuren on 20/01/2010 21:57:48
Originally by: Tagami Wasp First of all: Liang, I did in fact read your proposal... It fails to take into consideration game reality... Roaming sniperHAC gangs will engage from 0Km out to 110Km (roughly; some can go out to 125Km)...
The only part I disagree with is that my suggestion doesn't address this.
Quote:
Let's see what is max dps/ at closest range of properly setup snipers... It is absolutely ridiculous that the Zealot can achieve higher volley, dps and tracking than both rail snipers...
Comments: - There's no reason the Eagle should be better than the Zealot, Diemos, or Muninn up close. In fact, there's every reason for it not to be. - Are you seriously comparing close range damage and then neglecting drones entirely. - The Zealot also has lower damage projection than the other ships (23+10 vs 23+37 for the next lowest), and no frigate defense.
Quote: it is necessary that CCP increases the damage modifier on all rails by at least 15%
Yes, increasing the base rail damage was in fact part of my proposal. Though I'm not so sure about the at least 15% part. IMO, you are totally underestimating the ridiculous power of increasing the optimal range bonus on Caldari ships.
Quote: I will furthermore ask that if you want to refute my statements, plz provide link to kills made with a sniperHAC
No. That would involve outing alts. My ship of choice in sniper HAC gangs is the Muninn, and I am quite proficient at flying it. :)
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
Perkone
|
Posted - 2010.01.20 23:08:00 -
[88]
Originally by: Tagami Wasp
It's OK to admit that you hadn't taken this situation into consideration and that you agree that additional damage is needed. As for range, would you give up Munnin's damage bonuses for more range? If 15% seems unwarranted to you, I would like to hear what level of increase you'd suggest and the logic behind it.
Wait, what? Are you sure you read my proposal? I am obviously ok with a 15% damage boost, because I suggested it in the first place. You didn't think I that was a piecemeal-pick-one suggestion did you?
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
Perkone
|
Posted - 2010.01.21 17:15:00 -
[89]
Originally by: Tagami Wasp
Muninn T2 720mm arties Carb. M (T1) = 209 dps @ 94+36 (1130 volley). Tracking 0.04706
Deimos T2 250mm rails Spike (T2) = 272 dps @ 84+37 (1014 volley). Tracking 0.01275
I call it prety balanced. What you think?
No, I wouldn't really call it balanced. The Muninn is effectively obsolete unless you're sitting on a gate popping frigs with RF EMP. That's why I suggested a 15% damage increase combined with increasing the Caldari optimal bonus.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
Perkone
|
Posted - 2010.01.21 23:28:00 -
[90]
Originally by: Tagami Wasp Liang, stop clutching at straws, accept that others have better ideas than you, and look at the tracking and range you get with T1 ammo in the Munnin. It still has the best alpha in the game, how does that make it obsolete?
I'm hardly clutching at straws. A 30% damage boost to rails is WHAT THE **** overpowered.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
|

Liang Nuren
Perkone
|
Posted - 2010.01.22 05:18:00 -
[91]
Originally by: Tagami Wasp Still, no numbers, no KMs, still just speculating. Once more, proof or STFU.
Numbers? Ok, let's have some numbers. This will assume a 30% damage boost to rails.
Battleships Close Range Hyperion: 1152 DPS @ 50km Megathron: 1104 DPS @ 50km Abaddon: 1076 DPS @ 50km Maelstrom: 935 DPS @ 40km Rokh: 877 DPS @ 60km
Long Range Hyperion: 521 DPS @ 170km (lolwut) Mega: 456 DPS @ 170km (lolwut) Rokh: 417 DPS @ 250km (lolwut) Apoc: 401 DPS @ 190km Tempest: 370 DPS @ 150km Maelstrom: 395 DPS @ 150km
Conclusion: - Hybrid ships deal the most damage and deal it on good damage types - Hybrid ships are pure win
Your Numbers, Adjusted For Reality I realize that alpha can play a role in fights - that's why I campaigned so heavily for it in the artillery boost. However, I am also not foolish enough to think that alpha is the only role in a fight. Therefore you must include drone DPS when looking at a close range fight.
Close Range Deimos: 559 DPS Zealot: 448 DPS Muninn: 400 DPS Eagle: 367 DPS
Long Range Eagle: 306 DPS Zealot: 299 DPS Deimos: 272 DPS Muninn: 209 DPS
Conclusion: - There is no reason to fly a Muninn outside of close range. - There is no reason to fly a Zealot ever. The Deimos is much better against frigs, deals very very similar damage, and does it on better damage types. - There's no reason to fly a non hybrid platform.
Overall Conclusion: 30% boost to rail damage is [u]OMGWTFBBQ OVERPOWERED[/b]
-Liang |

Liang Nuren
Perkone
|
Posted - 2010.01.22 16:23:00 -
[92]
Originally by: Asuka Smith I like how you call a 20% improvement in DPS at pretty much identical ranges in the Hyperion VS. Apoc fitting lolwut overpowered, but an Abaddon with pulse lasers vs. a Megathron with blasters the Abaddon has 500% more range and the same DPS.
First, 521/401 = 1.299... ~30%. Next, the Hype deals that damage on better damage types than EM/Thm (not important as it used to be, but its still worth mentioning for even more applied DPS).
Second, I am aware of that imbalance, but I was addressing the ridiculous THIRTY PERCENT rail damage increase suggested. The simple fact is that we don't need more than a 15% damage increase for rails. However, a 15% damage increase for rails still leaves Caldari a bit lacking.
The right answer there is not to increase damage, but to increase range. Not for the purposes of actually having more range since it has rightly been noted that "they can hit far enough already", but so that they can use higher damage ammo at longer ranges. It would have an additional knock on effect of boosting blasters - which hopefully get a damage boost of no more than 15%.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
Perkone
|
Posted - 2010.01.22 17:24:00 -
[93]
Originally by: Asuka Smith If you boost range then you obsolete the other ammo.
That's kinda the point - Caldari wouldn't be able to deal more damage up close, but would be able to use an ammo with higher damage than Spike where everyone else is forced to use Spike. They'd have significantly better tracking, on top of the-same-to-higher damage. IIRC, with my suggested boost everyone ends up doing ~400-420 DPS at standard sniper ranges.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
Perkone
|
Posted - 2010.01.22 18:16:00 -
[94]
Edited by: Liang Nuren on 22/01/2010 18:17:12
Originally by: Dabljuh That's already the case. Caldari snipers use T1 faction ammo at ranges where everyone else is using T2 already - that 50% optimal goes a long way.
The problem is that using T2 long range ammo doesn't really come with the disadvantage that it should come with - gimped tracking. Yep. Fix tracking in all turrets, and comparatively, caldari snipers are suddenly a lot better with T1 ammo than the others with T2, simply because using T2 [should] severely limit your ability to hit ships with a lower signature radius.
It's been pointed out several times already that synthetic EFT DPS is fairly irrelevant to real sniper work, so maybe that's not the part that should get modified.
The point here wasn't that they could use Iridium - but that they could use an ammo which would meet the 25% damage bonus that Gallente ships get.
-Liang
Ed: Also, I've not had problems hitting targets at range even with Artillery... -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
Perkone
|
Posted - 2010.01.22 18:58:00 -
[95]
Originally by: Dabljuh
edit: understand my ammo/duration idea. It'd allow you to use iron even without being much worse as a sniper. (due to identical alpha as thorium or lead or whatever the new baseline would be)
AFAICT, you didn't present a new idea outside of "Please nerf long range BS turrets to the point that they aren't actually reasonable to fit on anything. Oh, and don't forget to nerf close range BS turrets so that they aren't actually useful too." Can you link me to the post where you suggested something different? I admit to not paying any attention to your posts after all the random undeserved flaming earlier in the thread. 
Also, I'm not interested in Antimatter at sniper ranges. That would in fact be imbalanced. What you're actually going to see with my idea is everyone dealing about the same damage at similar ranges. IIRC, it was CN Thorium'ish at sniper range, which put the Rokh at 410 DPS or so.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
Perkone
|
Posted - 2010.01.22 19:53:00 -
[96]
Edited by: Liang Nuren on 22/01/2010 19:53:12
Originally by: Dabljuh All while the Rokh with T1 vastly out-tracks all the T2 using battleships by an order of magnitude.
Which isn't really problematic, because nobody's really having that much trouble hitting at those extreme ranges.
Quote: The tracking nerf is as inevitable as the AC falloff nerf in the long term. When that tracking nerf hits, the rokh would realistically outdamage all non-optimal'd sniper battleships at all ranges beyond 100km by the simple virtue of having superior tracking thanks to not having to use T2 ammo.
The tracking nerf is not inevitable, and truthfully neither is an AC falloff nerf. I know that you think the falloff is ridiculous, but let's just say that the case has been made (repeatedly) that you might not be the best judge of things like that.
Quote:
I've come to the conclusion that caldari snipers do not have a problem that deserves special balancing around them, but would be nicely buffed (relatively speaking) by an overall tracking nerf.
No, they really wouldn't... the worst that would happen is that it pushes sniper ranges close enough that everyone else can use reasonably damaged faction ammo and the Rokh is stuck 'sucking' again.
Quote: Given your latency in adopting my ideas and thinking they are your own, I figure it's gonna be about 1 week untill you'll announce that a general tracking nerf is in order and that was your idea all along.
I've been whoring this topic for about two years man.
-Liang
Ed: Formatting -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
No Salvation War.Pigs.
|
Posted - 2010.01.24 19:21:00 -
[97]
Originally by: Tagami Wasp A 25% damage modifier increase seems the best approach for rails.
25% damage bonuses still yield rails that are so ridiculously overpowered as to not be worth using anything else. The rail ships were outdamaging everyone by extreme margins, not 5%. I realize that you think that in your extremely specific circumstances that drones are totally negligible DPS, but this is FALSE in the general case.
You cannot ignore them, and thus you're balancing the Rail Deimos around the DPS you want the Rail Eagle to have - which is a recipe for Epic Fail.
Originally by: Tagami Wasp
Once more, until people learn it by heart: Rails lack in dps within their engagement envelope (the extend of which is sufficient, Blasters lack in the extend of their engagement envelope (their dps is sufficient)
Once more, until people learn it by heart: - Optimal that exceeds your fleet's optimal is largely marginal, but can be handy. - Optimal bonuses that let you use a higher damage ammo at your fleet's optimal is a damage and possibly tracking bonus. - Optimal bonuses that don't let you use a higher damage ammo at your fleet's optimal is USELESS, unless it lets you hit in the first place. - Blasters lack DPS within their engagement envelope, their range is largely sufficient.
This leads us to: - Gallente rail ships have sufficient range, but lack 10-15% DPS (tops). [Base rail damage +10-15%] - Caldari rail ships are still a bit damage anemic, but using a higher damage ammo would fix that right up. So Caldari ships need more optimal. [10% Caldari optimal bonus -> 15% Caldari optimal bonus] - All blaster ships need more DPS to dominate their engagement range [Base blaster damage +10-15%]
I think it's funny that you can't admit that someone else has a better idea than you. 
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
No Salvation War.Pigs.
|
Posted - 2010.01.25 00:40:00 -
[98]
Originally by: Tagami Wasp Optimal that exceeds your fleet's optimal is useless, learn to fight in fleets. Fleet BSes and SniperHAcs are not Falcons, what do you know about them? KMs or STFU.
It's not useless - it allows you to attack beyond the enemy fleet. This can be handy, and has been handy for me in the past. That's why I said it is largely marginal - it's an ability that you can do without, but it is a nice to have if you are dealing equivalent damage with your fleet.
TBH, all you did there was show your ignorance.
Quote: There is a disparity at the shortest range, which your proposal does not cover.
That is because it isn't supposed to cover that. The Eagle isn't supposed to be 'wtfpwn' or even 'really awesome' at every range under its engagement range. It's meant to excel at range - and that's what my suggestion brings to it.
Quote: Optimal bonuses that let you use AM at the fleet's range and still do crappy damage are trully useless, I'll point you to your own words. You are asking for even higher damage ammo than AM, but you fail to see that the reason that you need higher damage ammo is the fact that the W/S does not do damage enough.
Wait, what? you might want to reexamine what 'crappy' damage is. I'm seeing ~310 DPS@100km (more than a Zealot can achieve) with CN Uranium. You could push it to use CN Antimatter at fleet range for 373 DPS.... which is way more than any other sniper HAC is doing at 100km.
As to needing a closer range ammo than Antimatter - no. I would very specifically want to limit the utility derived from having such long optimals.
Quote: You obviously and conveniently forget that both Gallente and Caldari railboats have enough range out to max locking range for each boat.
You're quite hung up on the extra range when you shouldn't be. As I said previously, the 'tail' range is handy but largely marginal. Where you should be looking is the damage that comes at fleet range. Of course, a boost this strong to the Eagle might just redefine fleet range and obsolete all other Sniper HACs.
Quote: Yeah, sure, more dps is exactly what blasters need. Be sure to tell that to everyone that whines and cries that Gallente boats are worthless because they can't apply their dps fast enough because they have to MWD all around the battlefield.
The reason that people whine and complain about using blasters and having to MWD around is that the results once you get there are largely underwhelming. A pulse geddon has been doing 90% of your job for the last 15-20 seconds - so why bother bringing a blaster ship to a fight in the first place?
Let's look at it another way: increasing the range on blasters simply makes them worse pulse lasers. Slightly better damage types but screwed over by having to rely on falloff to get anywhere. So unless you plan to make them virtual carbon copies of pulse, you're pretty well going to have to deal with an blaster damage increase.
Quote: You are right, I find it funny that you can't admit that someone else has a better idea than you. 
That's funny, because I've already shown your idea to be what the **** ******edly overpowered - and I have deep reservations that mine wouldn't be also. It may need to be a mere 10% damage and 12.5% optimal .... and maybe even less. Looking at the numbers is really a little distressing. The game is so close to balanced now... I'd hate to **** it up by suggesting an overboost.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
No Salvation War.Pigs.
|
Posted - 2010.01.25 03:33:00 -
[99]
Originally by: Tagami Wasp Using your own words. Choke on them.
I knew I could count on you. See, the thing about it is that in larger engagements, range immediately overrules damage. Unless you plan on turning blasters exactly into pulse lasers, they will always be outclassed by pulse lasers. There'll be no choking on my words, because they said exactly what I meant for them to say (and have said here).
Blasters really need to concentrate on their own thing - damage up close. As an added bonus it adds variation to the game instead of making us all fly laser ships with slightly different colors.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
No Salvation War.Pigs.
|
Posted - 2010.01.25 03:46:00 -
[100]
Originally by: Tagami Wasp Ehm, have you checked the tracking of rails lately? If I judge from you proposals and your posts here, no. And you call me ignorant? On what authority? The Grand EFT Warrior with no KMs to show?
Your ad hominem attacks are stunning in their power. I'm hurt. Really. TBQFH, I think its fairly obvious that I get out and PVP in more venues than 0.0 sniper HAC blob... which is apparently all you've flown in recently.
Quote: Just so you know, you need 2 TC in an Eagle to catch up to the performance of a Zealot, either close up or at range. That means there is a problem, you know.
Very few people are currently denying that there is a problem currently with rails. However, it's hardly the monster problem that you're trying to make it out to be - and also this 'problem' you are pointing out entirely disappears under my scheme.
Quote: I will repeat this so you can understand it: until you provide KMS with sniperHACs, you are by default ignorant of their behavior. I can make an alt and start spewing fantasies, but I don't need to, I live in 0.0 and go on sniperHAC roams almost every other day. You on the other hand keep refusing to provide any proof of competence. So, I can simply call you incompetent, and be in the right.
Actually, all that you're doing is showing that you have no comprehension of the game outside of sniper HAC blobs - and very little comprehension of the game inside them. You make blanket statements like "drones are 100% useless and the game is 100% about volley damage" - yet this is easily proven false in the overwhelming majority of the ways the game is played.
However, on the other hand I can easily discuss with you (and show you to be wrong in your own specialty), so I think the only thing that anyone is going to walk away from this conversation with is "Liang knows his **** but won't divulge his alt.... that Tagami guy may get a few kills but he doesn't really understand why or how to make the game actually a good game".
Quote: You keep trying to pass the optimal on to the railguns, not realizing that if you consider solely game balance those that need a range increase are blasters (especially since the game slowed down).
No, I wasn't ignorantly balancing the game around rails. I knew exactly what I was suggesting, and I know what the effect on blasters would be. Gallente ships would have WTF DPS in their range, and Caldari ships would have good DPS in their range - and a lot more range.
The net effect would be the that Gallente get the most benefit in small to medium gangs and Caldari get the most benefit in medium to large gangs. They're still kinda screwed on the RR front though - but that has nothing at all to do with their weapons.
Quote: I wonder why? Possibly your play style is static station and gate camping in low sec with a Falcon alt cloaked at range...
Have you ever been to lowsec - because your comments certainly sound like you haven't. The majority of lowsec combat happens ON GATES and IN PLEXES. Highsec is where station games happen most.
Cont
-- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
|

Liang Nuren
No Salvation War.Pigs.
|
Posted - 2010.01.25 04:07:00 -
[101]
BLOCKQUOTE font class=quote size=9px face= Verdana img src= /images/icon_quote_message.gif border= 0 b Originally by: /b i Tagami Wasp /i hr height=1 noshade br Boost the dps your Hype does so you can roast people at undock while receiving neut RR and having a few Falcon alts? Make suicide ganks easier? br That explains a lot.[Checks Battleclinic] br hr height=1 noshade /font /BLOCKQUOTE br br BLOCKQUOTE font class=quote size=9px face= Verdana img src= /images/icon_quote_message.gif border= 0 b Quote: /b hr height=1 noshade Well, if this is a href= http://eve.battleclinic.com/killboard/combat_record.php?type=player&name=Liang Nuren target= _blank http://eve.battleclinic.com/killboard/combat_record.php?type=player&name=Liang Nuren /a your record, we can understand why you want more dps for blasters. You just want to suicide-gank people more easily, not an interest for balance. Get off you soap box, dude, I'm not buying your snake oil.
Yeah, let's look at my very recent record:
Me | Them | Location Armageddon | Broadsword | 250km off station Armageddon | Harbinger | Gate Armageddon | Hurricane | Gate Armageddon | Rupture | Gate Armageddon | Arbitrator | Gate Armageddon | Hurricane | Gate Armageddon | Pod | Gate Thorax | Hulk | Belt (Suicide) Thorax | Hulk | Belt (Suicide) Arazu | Pod | Safe Spot Arazu | Drake | Gate Armageddon | POSMODULES | Moon Armageddon | Scorpion | Gate Armageddon | Megathron | Gate Armageddon | Brutix | Gate Armageddon | Maelstrom | 150km off station Armageddon | Myrmidon | 150km off station Armageddon | Catalyst | 150km off station Anathema | Pod | Safe spot Crusader | Ishkur | Belt Crusader | Scythe | Belt Crusader | Rifter | Belt Crusader | Rifter | Belt Crusader | Rifter | Belt
This is just Liang. The kills are mostly in lowsec with a smattering of highsec and 0.0. Jumping our 4 battleships into a 20 man gatecamp in UBX was tons of fun. :)
WRT suicide ganking: I think I've suicide ganked less than a dozen ships in the entire time I've been in Eve. Two were Hulks recently, at the behest of my CEO. He considered them macros, and proved it pretty conclusively to my satisfaction.
Quote: Btw, you never did show my proposal wrong; the only thing you did, was to try to pass your speculations and one-sided arguments as true, instead of accepting a proposal based on the overall consideration of engagement scenarios at different ranges.
Um, I showed that your first proposal was way ****ed up. Your second proposal wasn't much different than the first.... thus it is still way ****ed up.
Quote: You took as fact what EFT gave you, without applying to the static performance of the ships involved, the intricacies of each possible scenario, scenarios that pilots in 0.0 encounter almost in every roam.
Actually, I did. Maybe it's your own narrow view that's getting in the way here?
Quote:
I consider that blasters need a roughly 10% higher optimal and falloff, no more, so that they are more useful to a gang. Giving them more dps will only benefit the Deimos, not any other blaster boat due to the high falloff bonus. It will also help in the PvE department, but I am not concerned about that, I try to propose balance improvements for PvP.
Blasters have long been utterly meaningless in 0.0. Your change will not change that even slightly - and it won't help lowsec either (where blasters actually see the light of day occasionally). That would be nothing more than a placebo tbqfh.
Quote: Occam's Razor, google it.
Occam's razor: entities should not be multiplied unnecessarily
I underlined the part that you seem to have missed. The situation can't really be solved with a simple static damage boost for rails like you're suggesting. Though I do find it funny that you want to increase rail damage, blaster optimal, and blaster falloff and then **** up your reference to Occam's Razor. ;-)
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
No Salvation War.Pigs.
|
Posted - 2010.01.25 18:03:00 -
[102]
Originally by: Thenoran especially if you end up at 0m where the tracking formula goes bonkers.
They fixed the tracking formula about an expansion ago. They were using the "outer radius" instead of the "inner radius" to calculate things - and you simply can't get to an inner radius of 0 anymore. The flip side is that things are now "farther away" than they previously were (so you're deeper into falloff by however far "outer radius" - "inner radius" is).
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
No Salvation War.Pigs.
|
Posted - 2010.01.26 22:05:00 -
[103]
Originally by: Seriously Bored The reason is that if you try to balance rails around the Rokh alone, you always come back with a Megathron that makes the Apocalypse look impotent. I do appreciate someone trying to support their argument with proper effort, however.
Going down this (examining all of the affected ships) route naturally leads you to a no more than 10-15% damage increase for rails - but sadly the Caldari ships are still going to be slightly damage anemic.
The only ways I see to fix that is to give Caldari another damage bonus - and since range trivializes tracking, and damage is the Gallente bonus... optimal is about it. Fortunately, they all have optimal bonuses already so we can just tweak that up by 5%/lvl... ;-)
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
No Salvation War.Pigs.
|
Posted - 2010.01.27 04:37:00 -
[104]
Edited by: Liang Nuren on 27/01/2010 04:36:48
Originally by: Tagami Wasp I see you went up from your initial proposal of 10% to my proposed 15% damage modifier increase.
My initial proposal was 10-15% damage in post 266. Let me see if I understand your proposal. Concisely: - +15% rail damage - +10% PG for Caldari rail ships
Umm, I kinda like this. I think we'll still end up with complaints of the Eagle sucking because they use the last low for a damage control though, so I wouldn't be too terribly opposed to 10% optimal -> 12.5% optimal (or maybe still 15%) and the PG boost.
I still disagree with blasters needing more range (they need damage), but I can support your modified (greatly toned down) rail proposal.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
No Salvation War.Pigs.
|
Posted - 2010.01.27 21:43:00 -
[105]
Originally by: Tagami Wasp P.S. Also, since I live and breath by the numbers, and since you are out to prove how smart you are, MENSA ID and IQ dude, or STFU. Don't bother with your EQ, we can all see that it's under 90.
Hell Tagami, I don't even have a Mensa ID. I thought about joining them when I was a kid, but decided that it was really just a bunch of whiny honky kids that wanted some sort of peer validation of their "high IQ".
Then I got into high school and got a mandatory official IQ test + psych profile and decided that Mensa was for tards. Seemed that everyone and their puppy had an IQ in the 120-140 range, and every (dumb but rich) person I knew was in Mensa. I even talked to some friends about how they must have redefined what "normal IQ" was in an effort to help the systemic self esteem problem.
I thought about trying to get into the Prometheus Society since they had higher requirements than Mensa. It seemed pretty quiet (read: dead) from the outside, and I didn't have the cash anyway, and it still smacked of wanting some sort of peer validation... so I didn't. /shrug
I wonder if I could get another copy of that IQ + Psych profile... 
Uh. This was probably way revealing.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
No Salvation War.Pigs.
|
Posted - 2010.01.28 01:23:00 -
[106]
Edited by: Liang Nuren on 28/01/2010 01:25:54
Originally by: Dabljuh Read my lips: You're not going to change the game by any amount of whining on the forums.
You're provably wrong. The last projectile boost was a direct result of intelligent forum whining. The devs even referenced prior work from the projectile threads. The biggest difference between those threads and this one is that people like you are wantonly flaming and making almost believable points.
Also, it is beyond doubt that the devs and game balancers DO read (and post on) the forums with alts. There's even been alts that had to be deleted/removed because of accidental posts with them.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Liang Nuren
No Salvation War.Pigs.
|
Posted - 2010.01.28 01:28:00 -
[107]
Originally by: Dabljuh Extraordinary claims require extraordinary evidence.
You know that big thread that you declined to read? Go read it. :)
Quote: Also, nice for you to admit why you're posting here.
What, so I can finally use Liang's 40M SP in Gallente instead of living out of an Armageddon/Abaddon like I've been doing?
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
|
|
|