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Sigras
Conglomo IMPERIAL LEGI0N
242
|
Posted - 2012.11.28 09:26:00 -
[1] - Quote
Ok, I understand that in space, you shouldnt even have a top speed, but I understand that for gameplay reasons, the top speed must exist; perhaps we're in some sort of fluidic space or something?
What I dont get is, why does adding more mass to your ship make you move slower? This makes absolutely no sense; what it should affect is agility.
I think this change would also do wonders for balancing the deficient armor tanking ships.
Thoughts? |

Sister Lumi
Federal Navy Academy Gallente Federation
19
|
Posted - 2012.11.28 09:58:00 -
[2] - Quote
Plates affect speed because they are low slot so you can't fit damage mods, and shield extenders don't have any penalty. Really quite logical when you think about it.
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Thomas Gore
Proposition Thirteen The Third Rail
11
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Posted - 2012.11.28 10:03:00 -
[3] - Quote
Sister Lumi wrote: Plates affect speed because they are low slot so you can't fit damage mods, and shield extenders don't have any penalty. Really quite logical when you think about it.
Increased sig radius is not a penalty? |

Nalha Saldana
Eternity INC. Goonswarm Federation
355
|
Posted - 2012.11.28 10:04:00 -
[4] - Quote
Shield extenders have a sig radius penalty. Not nearly as bad but they do have it. |

Sister Lumi
Federal Navy Academy Gallente Federation
19
|
Posted - 2012.11.28 10:27:00 -
[5] - Quote
Thomas Gore wrote: Increased sig radius is not a penalty?
The armor ship has a MWD, so no, the shield ship having a marginally larger sig is not a penalty in practice. MWD pushes the armor ship's sig over the threshold where differences stop making any difference in the tracking formula. Furthermore the sig radius penalty only affects in the tracking formula, whereas ship speed has a much wider effect on how engagements pan out- holding and breaking tackle, moving in range to apply damage and managing transversal.
Sig size does obviously effect things when facing dreads, but it's a niche situation.
I would either:
- homogenize the tank penalties (both speed, or sig radius) - flip them (armor = sig, shield = speed) - remove them from modules (leaving only slot layout differences which are pretty major as they are) and turn rig penalties into fitting penalties (armor = reduces PG, shield = reduces CPU) - make shields suffer more from MWD sig bloom
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Meditril
T.R.I.A.D
158
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Posted - 2012.11.28 10:46:00 -
[6] - Quote
The answer is simple: It is done for balance.
Shield extenders raise the signature of ships and this also rises the damage recieved due to better tracking. Armor plates speed reduction at the end also affects tracking. If you are slower, you can't avoid damage that good.
Without this armor tanking would be completely overpowered. |

Nalha Saldana
Eternity INC. Goonswarm Federation
356
|
Posted - 2012.11.28 10:57:00 -
[7] - Quote
Sister Lumi wrote: - make shields suffer more from MWD sig bloom
This is actually a good idea but I would rather see it the other way around, make armor tanks have less negative effect from MWD.
Or replace the speed penalty with a heavy agility one, turn armor tanks into what 100mn cruiser fits are like. |

Sister Lumi
Federal Navy Academy Gallente Federation
19
|
Posted - 2012.11.28 11:08:00 -
[8] - Quote
Nalha Saldana wrote:Sister Lumi wrote: - make shields suffer more from MWD sig bloom
This is actually a good idea but I would rather see it the other way around, make armor tanks have less negative effect from MWD.
Yes, that's better wording, current MWD bloom is plenty enough.
Quote:Or replace the speed penalty with a heavy agility one, turn armor tanks into what 100mn cruiser fits are like.
This I don't like. Armor ships are often brawlers, and they need the agility to operate efficiently in their optimal range. It's no accident that blaster ships have the highest base agility, it's vital for them.
Overall this is a complex core issue and any changes have a big impact on the battlefield.
Maybe keep the plate+trimark penalty, but scale back the mass addition of smaller plates (<1600mm) and just start by removing/changing speed penalty from active armor tanking rigs? As proper armor buffers are in fact quite big and I don't feel that being slow with 180K EHP is an unbearable disadvantage... but at (non-T3) cruiser and frig size the mass penalty could perhaps be a bit milder. |

Nalha Saldana
Eternity INC. Goonswarm Federation
357
|
Posted - 2012.11.28 11:29:00 -
[9] - Quote
Sister Lumi wrote:Nalha Saldana wrote:Sister Lumi wrote: - make shields suffer more from MWD sig bloom
This is actually a good idea but I would rather see it the other way around, make armor tanks have less negative effect from MWD. Yes, that's better wording, current MWD bloom is plenty enough. Quote:Or replace the speed penalty with a heavy agility one, turn armor tanks into what 100mn cruiser fits are like. This I don't like. Armor ships are often brawlers, and they need the agility to operate efficiently in their optimal range. It's no accident that blaster ships have the highest base agility, it's vital for them. Overall this is a complex core issue and any changes have a big impact on the battlefield. Maybe keep the plate+trimark penalty, but scale back the mass addition of smaller plates (<1600mm) and just start by removing/changing speed penalty from active armor tanking rigs? As proper armor buffers are in fact quite big and I don't feel that being slow with 180K EHP is an unbearable disadvantage... but at (non-T3) cruiser and frig size the mass penalty could perhaps be a bit milder.
Good points, it doesn't help that the shortest and longest range turrets are both base armor tankers. Less speed penalty would be really good for active tanks and especially gallente blaster boats with rep bonuses. |

Paikis
Vapour Holdings
289
|
Posted - 2012.11.28 11:38:00 -
[10] - Quote
Nalha Saldana wrote:Good points, it doesn't help that the shortest and longest range turrets are both base armor tankers. Less speed penalty would be really good for active tanks and especially gallente blaster boats with rep bonuses.
By the same token, the shortest and longest range turrets are both shield tankers.
I want everyone to do the following:
Go to your fitting tool of choice, and bring up a cruiser that you fly that armor tanks. Now remove the Trimarks, and ask if you would be happy to have that speed.
Now ask yourself, why shouldn't the rigging skills be able to remove the penalty? (or at least greatly reduce it) |

Maeltstome
The Burning Red
129
|
Posted - 2012.11.28 13:02:00 -
[11] - Quote
Trimarks SHOULD brick ships. The idea you are getting massive boosts to EHP at the expense of mobility.
Howerver active armor tanking is broken. It should NOT effect your speed - you already are punished by higher cap per second by using those rigs. Not to mention they are woefully bad at HP/sec repairs, even with ship bonuses. |

IHaveCandyGetInTheVan69
Angry Mustellid Iron Oxide.
273
|
Posted - 2012.11.28 13:43:00 -
[12] - Quote
ITT: People with little understanding of tracking mechanics.
There isn't a threshold where sig increase become irrelevant, its multiplicative so unless you have an entire fight of ideal hits then sig will be a factor
Simple answer is because armour tanked ships have more free mids for hard tackle and thus can still dictate range and transversal up close. Shield fits are faster so they can dictate range and transversal outside of tackle range.
If you chose to burn a MWD throughout a fight then that is your choice to throw away your sig advantage, there happens to be another propulsion module that doesn't give a sig bloom. |

ChromeStriker
The Riot Formation Unclaimed.
273
|
Posted - 2012.11.28 14:08:00 -
[13] - Quote
Warp drives create friction with real space which is why we act like submarines. Plates add mass which effect agility and the effect of AB/MWD modules - Nulla Curas |

Sister Lumi
Federal Navy Academy Gallente Federation
23
|
Posted - 2012.11.28 14:53:00 -
[14] - Quote
IHaveCandyGetInTheVan69 wrote:ITT: People with little understanding of tracking mechanics.
There isn't a threshold where sig increase become irrelevant, its multiplicative so unless you have an entire fight of ideal hits then sig will be a factor
Sure there is, it's your theoretical maximum dps. Increasing signature radius does not take your applied damage above this.
MWD sig bloom is enough to take large turret tracking to a level, where the sig radius increase caused by shield extenders does not result in any more damage. Like I said, received damage (in a subcap) from siege guns is an exception and behaves as you write, as MWD sig bloom does not reach the peak paper dps of the dread.
Now obviously in a perfect situation focusing only on tracking, these penalties do cancel each others out- armor low sig/low speed vs shield big sig/high speed. This is the intent of the penalties, and would result in a neatly balanced world.
However, that leaves all the other comparative advantages of speed. Sure, armor tankers can often fit a web in addition to point, but a shield fit can operate outside web range.
Multiple factors affect the balance, and as a result 99 out 100 Taloses are fit with shield tank and MWD, instead of 1600mm plate and AB. Just as an example of comparative advantages, sig radius and speed.
|

McRoll
Blue Republic RvB - BLUE Republic
51
|
Posted - 2012.11.28 16:59:00 -
[15] - Quote
They should have made Gallente ships of 2 categories: the supposed fast and agile ones should be shield tankers and the plated ones should all have tracking and range bonuses to compensate their slowness. Same with Minmatar.
The slow but powerful brick approach works with Amarr after all, why shouldn't it behave the same way with other races?
Armor should reduce acceleration and maneuverability and top speed should remain the same. On the up side you have many midslots for ewar and armor should be a tough nut to crack. Shield is fine as it is. Would make more sense than it does now. |

Arcaus Rotrau Romali
Liquid Lucifer Industries
9
|
Posted - 2012.11.28 17:32:00 -
[16] - Quote
Relativistic mass. |

Slash Harnet
Brutor Tribe Minmatar Republic
0
|
Posted - 2012.11.28 18:08:00 -
[17] - Quote
Shield Tanking > Armor Tanking. Period.
It isn't a recent development. Slot layout aside (that's a huge issue on its own) shields have too many advantages on their own. Passive recharge is a great example. Its perfectly logical, but without something similar for armor all armor tanks are (to some degree) inferior. Unless you're parked with sentry drones, speed is important. Slower ships are almost always at a disadvantage.
I'd propose a Damage penalty to all non-drone weapons for shield tank mods. Shield is fast but hits softer, armor is slow but hits harder. The tracking sig/speed standoff stays the same. It would also go a way towards evening the slot differences. |

Sigras
Conglomo IMPERIAL LEGI0N
244
|
Posted - 2012.11.28 18:39:00 -
[18] - Quote
Meditril wrote:The answer is simple: It is done for balance.
Shield extenders raise the signature of ships and this also rises the damage recieved due to better tracking. Armor plates speed reduction at the end also affects tracking. If you are slower, you can't avoid damage that good.
Without this armor tanking would be completely overpowered. The problem is that speed affects so many other things!
Larger Sig Radius means: You take more damage you get targeted faster (might actually be a good thing if you have blue logistics on the field)
Slower Speed means: You take more damage Your retreat is slower You cant dictate range Your tackle is worse
See the problem? |

Sigras
Conglomo IMPERIAL LEGI0N
244
|
Posted - 2012.11.28 18:43:00 -
[19] - Quote
Sister Lumi wrote:Nalha Saldana wrote:Or replace the speed penalty with a heavy agility one, turn armor tanks into what 100mn cruiser fits are like. This I don't like. Armor ships are often brawlers, and they need the agility to operate efficiently in their optimal range. It's no accident that blaster ships have the highest base agility, it's vital for them. Overall this is a complex core issue and any changes have a big impact on the battlefield. Maybe keep the plate+trimark penalty, but scale back the mass addition of smaller plates (<1600mm) and just start by removing/changing speed penalty from active armor tanking rigs? As proper armor buffers are in fact quite big and I don't feel that being slow with 180K EHP is an unbearable disadvantage... but at (non-T3) cruiser and frig size the mass penalty could perhaps be a bit milder. See i like the idea of agility being the difference maker.
Ideally, the Gallente would have the fastest ships naturally, but they would have very low agility when compared with their Minmatar counterparts; this would mean that they have to actually use skill to kite, they'd have to keep dodging and weaving to stay away from the faster yet less agile Gallente blaster ships.
As it is right now, the matari can just set "keep at range" and go have lunch. |

Sigras
Conglomo IMPERIAL LEGI0N
244
|
Posted - 2012.11.28 18:49:00 -
[20] - Quote
IHaveCandyGetInTheVan69 wrote:Simple answer is because armour tanked ships have more free mids for hard tackle and thus can still dictate range and transversal up close. Shield fits are faster so they can dictate range and transversal outside of tackle range. This sounds great in theory, but the problem is that shield ships never have any incentive to get that close . . . it reminds me of the fight between Jack Sparrow and Will Turner "in a fair fight i'd kill you" "then that isnt much incentive for me to fight fair then is it?"
Armor ships say "come within 10 km and ill kill you" Shield ships say "its a good thing i never have to get anywhere near that close" |

Taoist Dragon
Forced Penetration Reckless Faith
78
|
Posted - 2012.11.28 22:04:00 -
[21] - Quote
This topic again.
simple
Shield allows for more speed and damage mods.
Armour allows for more ewar/tackle.
Shields have pretty specific resists and generally easier to 'beat' by selecting the right damage types. Armour general have higher average resists so can be 'tanked' more.
FFS each have their uses and issues. Shield is super FOTM with ASB's but these are being modified.
TBH most of the arguments for either shield or armour only really apply to some specific ship hulls and even then it is very situational.
Might as well argue the brawling v kiting crap again.
FOTM fits and doctrines appear generally because people find a new/differnt way to fly and the general population don't know how to counter it.
On occasion it is an issue with a specifi module/ship/rig and these get changed for better balance.
Adapt of die! That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Fon Revedhort
Monks of War
843
|
Posted - 2012.11.28 22:10:00 -
[22] - Quote
Thomas Gore wrote:Sister Lumi wrote: Plates affect speed because they are low slot so you can't fit damage mods, and shield extenders don't have any penalty. Really quite logical when you think about it.
Increased sig radius is not a penalty? Not a real one. The thing is, instead of this semi-penalty Shield extenders should increase mass just like plates. Same for rigs. "EHP vs. mobility" is to be kept intact.
Also, this:
Maeltstome wrote:Trimarks SHOULD brick ships. The idea you are getting massive boosts to EHP at the expense of mobility.
Howerver active armor tanking is broken. It should NOT effect your speed - you already are punished by higher cap per second by using those rigs. Not to mention they are woefully bad at HP/sec repairs, even with ship bonuses. 14 |

Sigras
Conglomo IMPERIAL LEGI0N
244
|
Posted - 2012.11.28 22:58:00 -
[23] - Quote
Taoist Dragon wrote:Shield allows for more speed and damage mods.
Armour allows for more ewar/tackle.
Shields have pretty specific resists and generally easier to 'beat' by selecting the right damage types. Armour general have higher average resists so can be 'tanked' more.
FFS each have their uses and issues. Shield is super FOTM with ASB's but these are being modified. you realize that shield is super FOTM for a reason right?
I understand the difference between armor and shield, what im saying is that theyre the wrong differences.
Quite literally the faster ships just have to set "keep at range" and press F1
Taoist Dragon wrote:TBH most of the arguments for either shield or armour only really apply to some specific ship hulls and even then it is very situational. Please show me an armor blaster ship that can kill a vagabond or a cynabal or even a well flown hurricane . . . yes we would rip them in two if we could reach them but we just cant get there |

Taoist Dragon
Forced Penetration Reckless Faith
78
|
Posted - 2012.11.28 23:12:00 -
[24] - Quote
Sigras wrote:Quite literally the faster ships just have to set "keep at range" and press F1 Taoist Dragon wrote:TBH most of the arguments for either shield or armour only really apply to some specific ship hulls and even then it is very situational. Please show me an armor blaster ship that can kill a vagabond or a cynabal or even a well flown hurricane . . . yes we would rip them in two if we could reach them but we just cant get there
Once again most of these are completely situational.
I have caught mwd'ing kity fags in my slow AB brawlers before.
Balance doesn't mean homogenisation of the ships or modules......
Kitey stuff should be able to keep at range and kill you with a thousand cuts....unless you can tank his damage or just keep him interested long enough for friends to land on him.
The same if said kitey gets caught the brawler should be able to chew him a new one very quickly.......
True your armour blaster will have a hard time catching said vaga/cyna's etc......well guess what? you have the wrong tool for the job and/or the wrong tactics. Working as intented as far as i'm concerned.
This is what give EVE it's depth change it so there is too much the same and it loses that depth very very quickly.
You want to be able to catch/kill/brawl any other ship in anything you fly? Go play something else as if that happened EVE would be much worse off and become as boring as any FPS shooter out there.
I seriously wish ppl would just stop complaining about this **** and let CCP do their job and work on balance not pandering to those who want homogenisation cos they don't want to work at figuring stuff out and trying new ****!! That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Solutio Letum
Lost Dawn Chaos Stealth Syndicate
1
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Posted - 2012.11.28 23:30:00 -
[25] - Quote
should ships not go faster and faster until they reach the 99.9999999999999999% of the speed of ligth? i think thats the question here!
and the software guys reply, 64 bits* we need me some more bits y.y!! (and also some other server limitations)
fact is speed should not be the true difference... |

Perihelion Olenard
Federal Navy Academy Gallente Federation
39
|
Posted - 2012.11.28 23:42:00 -
[26] - Quote
Solutio Letum wrote:should ships not go faster and faster until they reach the 99.9999999999999999% of the speed of ligth? i think thats the question here!
and the software guys reply, 64 bits* we need me some more bits y.y!! (and also some other server limitations)
fact is speed should not be the true difference... In our universe, yes. However, in the Eve universe, there appears to be some kind of ether in space that prevents that. It also slows your ship down after you turn engines off. |

Jerick Ludhowe
The Nyan Cat Pirates Nyanpire
216
|
Posted - 2012.11.28 23:54:00 -
[27] - Quote
Plates add speed because you're adding hundreds upon hundreds of mm of heavy ass armor to your ship which increases mass. Trimark rigs? Same thing. As for rep amount and resistance rigs, I have no ******* idea. |

Taoist Dragon
Forced Penetration Reckless Faith
80
|
Posted - 2012.11.29 00:32:00 -
[28] - Quote
Jerick Ludhowe wrote:Plates add speed because you're adding hundreds upon hundreds of mm of heavy ass armor to your ship which increases mass. Trimark rigs? Same thing. As for rep amount and resistance rigs, I have no ******* idea.
^^ this
IMHO I think the speed penatly is fine for plates and additons to amaour amount as in trimarks etc etc. Aux nano pumps could do with maybe -% (5% base say) cap regen or PG as these are obviously powered units. Resistance increases probably the same......
Just brainstorming....might have to go post on F&I forum shortly.... That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

To mare
Advanced Technology
34
|
Posted - 2012.11.29 06:26:00 -
[29] - Quote
Sigras wrote:Meditril wrote:The answer is simple: It is done for balance.
Shield extenders raise the signature of ships and this also rises the damage recieved due to better tracking. Armor plates speed reduction at the end also affects tracking. If you are slower, you can't avoid damage that good.
Without this armor tanking would be completely overpowered. The problem is that speed affects so many other things! Larger Sig Radius means: You take more damage you get targeted faster (might actually be a good thing if you have blue logistics on the field) Slower Speed means: You take more damage Your retreat is slower You cant dictate range Your tackle is worse See the problem?
most of the armor tank ship have mids left for tackle, yes they are slower but once you are in the 13km area its their game (getting there might be a problem tough). armor ship have average better EHP tanks than shield due to better resist on armor (10% racial) and 1600 plates gives double the HP of a LSE, im not saying the 2 things are balanced but armor tank its not so bad i would really like to see the speed penalty changed with something else at least on active armor tanking rigs.
ps armor was quite a bit more popular back in the days when scarmblers didnt shut down MWD because now you can almost have a web an a disruptor in the same slot, ASB was thelast thing that made armor tanks not popular. |

Sigras
Conglomo IMPERIAL LEGI0N
244
|
Posted - 2012.11.29 09:24:00 -
[30] - Quote
Taoist Dragon wrote:Jerick Ludhowe wrote:Plates add speed because you're adding hundreds upon hundreds of mm of heavy ass armor to your ship which increases mass. Trimark rigs? Same thing. As for rep amount and resistance rigs, I have no ******* idea. ^^ this IMHO I think the speed penatly is fine for plates and additons to amaour amount as in trimarks etc etc. Aux nano pumps could do with maybe -% (5% base say) cap regen or PG as these are obviously powered units. Resistance increases probably the same...... Just brainstorming....might have to go post on F&I forum shortly.... wow . . . ok physics tells us that even in a fluid, unless you increase the volume of the object, changing its mass does not matter . . .
Picture a submarine, with a top speed of 35 km/hr now if you fill that submarine with lead (and the correct amount of air to maintain buoyancy) it would still have a top speed of 35 km/hr . . . yes it would accelerate to that speed slower but it would still get there . . .
Even in fluidic space, Eve physics dont make sense.
Now that being said, im not sure that either mechanic is great for game balance. If one ship has more speed and the other has more agility the speedy pilot basically has no say in the outcome of the battle; he's dependent on the agile pilot to make a mistake. neither of these are good solutions . . . |
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