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Reaver Glitterstim
Dromedaworks inc Tribal Band
405
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Posted - 2013.02.25 05:40:00 -
[1] - Quote
I don't tell a candidate whether or not they have my vote.
What I will say is that I think this post and all the linked posts are extremely well thought out. You have a very clear view of the EVE economy as a whole and are more than capable of seeing the real problems as well as what things EVE really needs. I think you would make an excellent CSM member and I hope you win a seat.
P.S. I don't understand Twitter and I don't need it, therefore I don't use it. People who can't live without it usually don't have much to say to me anyway. Mittani, where have you gone to? I miss you :( |

Reaver Glitterstim
Dromedaworks inc Tribal Band
416
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Posted - 2013.02.27 12:34:00 -
[2] - Quote
Wey'oun wrote:now ive noticed a few of the CSM (mainly the wormhole guys) complaining about tracking dreads being OP ect as a dread that can blap a Tech 3 (when under vindi webs) is apparenly broken mechanics. Malcanis wrote:As for the sig/tracking formula, frankly I lack the technical chops to comment properly on it. The key issue here is Vindi webs more than the tracking formula. If a dreadnought was unable to track a strategic cruiser that had 2 vindi webs on it, it would also have difficulty tracking drifting capital ships.
The bonus to web speed reduction is not mathematically sound. At skill 5, it increases the web amount by 50%. A tech 1 web (base 50%) slows targets 75% and a tech 2 web (base 60%) slows then 90%. Just as a percent or two can make a huge difference in EHP to a high resistance type, so too can an extra percent or two off the target's velocity go a long way to allow capital weapons to hit them, because they have only a few percents remaining. Thus, with a level 5 web bonus, the tech 2 web makes a world of difference over the tech 1. Two t2 webs then slow the target FOUR TIMES AS MUCH as two t1 webs with the same bonus.
A more reasonable and mathematically sound calculation would be to have the 50% "increase" in webbing be a reduction in the webbing that the module doesn't have, ie: the tech 1 50% webber lacks 50%, and the tech 2 60% webber lacks 40%. Thus a 50% increase would lead to the two webs having a slowing value of 75% (tech 1) and 80% (tech 2). Thus, two fully bonused tech 2 webs now would web a target 42.9% better than two fully bonused tech 1 webs. The two fully bonused tech 1 webs are unchanged but they weren't what pirate faction ships were using to make dreads able to blap small ships. Mittani, where have you gone to? I miss you :( |

Reaver Glitterstim
Dromedaworks inc Tribal Band
416
|
Posted - 2013.02.27 12:42:00 -
[3] - Quote
The tracking formula itself is fine I think. A dreadnought has around 1/50th of the tracking of a battleship but still has no problem hitting capital ships. Capital ships aren't terribly slower than battleships, but they can shoot farther and more than anything have a far greater signature radius. This is key to how capital weapons work. The listed tracking amount on capital weapons is in the vicinity of 10% of battleship weapons, but due to having 5 times the signature resolution, they actually track the same targets much slower. What's actually happening here is that a dreadnought gets about a tenth of the tracking against a dreadnought/carrier/rorqual as a battleship/attack BC gets against a battleship. Mittani, where have you gone to? I miss you :( |

Reaver Glitterstim
Dromedaworks inc Tribal Band
416
|
Posted - 2013.02.27 13:10:00 -
[4] - Quote
Lord Zim wrote:Reaver Glitterstim wrote:The tracking formula itself is fine I think. Except for the fact that when the transversal is low enough, the formula always yields a hit. It doesn't take distance (and by inference the relative sigradius, hitting a penny at 1 yard is "moderately" harder than hitting the same penny at 1000 yards, even if it doesn't move) into account when calculating whether or not you hit, only when calculating how much damage you should deal. You're absolutely correct, and this is something I've been aware of for quite some time. I guess I should have been more specific in that I think the tracking formula is fine when factoring in the ability for dreads to hit subcaps.
I have long been bothered that a battleship can blap a frigate that turns the wrong way (and loses too much radial velocity for a split second) even though it is very far away, while a battlecruiser orbiting the battleship at 500m with no prop on can't be touched even though you'd think it would be easy to hit with capital weapons simply by aiming them in front of its path and firing 3-4 volleys as it drifted slowly past.
Yes I feel that is an annoyance and possibly a problem. Solving it is easy, but I'm not convinced it needs solving. CCP and many PVPers seem to feel that the "getting under the guns" tactic is something that is good about EVE. P.S. the correct term is radial velocity, not transversal velocity. However, in a fixed system that more closely followed gunnery logic, transversal would be almost exactly the factor in tracking ability, rather than at current, in which radial is exactly the factor. Mittani, where have you gone to? I miss you :( |

Reaver Glitterstim
Dromedaworks inc Tribal Band
417
|
Posted - 2013.02.27 13:23:00 -
[5] - Quote
tracking ships is fine tracking ships with dreads is fine bugged webs not so much Mittani, where have you gone to? I miss you :( |

Reaver Glitterstim
Dromedaworks inc Tribal Band
419
|
Posted - 2013.03.01 04:05:00 -
[6] - Quote
Malcanis, what's your take on a mining ship that mines more than a hulk but can't be operated in empire space? Or maybe just not in highsec. Say, a mining-oriented capital ship, or whatever it might need to be. Mittani, where have you gone to? I miss you :( |

Reaver Glitterstim
Dromedaworks inc Tribal Band
419
|
Posted - 2013.03.01 11:03:00 -
[7] - Quote
Malcanis wrote:Reaver Glitterstim wrote:Malcanis, what's your take on a mining ship that mines more than a hulk but can't be operated in empire space? Or maybe just not in highsec. Say, a mining-oriented capital ship, or whatever it might need to be. What problem is it intended to solve? I'm not aware of anyone saying that we don't have enough miners. It would allow people in nullsec to get more out of the time spent mining to help make up for all the time wasted in protecting the miners, finding safe quiet spots, etc. Mittani, where have you gone to? I miss you :( |
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