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Thread Statistics | Show CCP posts - 23 post(s) |
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CCP Rise
C C P C C P Alliance
72

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Posted - 2013.03.27 13:53:00 -
[1] - Quote
I thought the stabber fit linked about would be an interesting point of reference for the TE changes so I was just fiddling with it a little bit and the results are at the bottom. I think its likely that you will feel this effect (usually between a 5% and 15% Im guessing) at typical engagement ranges for kiting ships like the stabber or the talos - but it seems unlikely that the role of the ship will be compromised to an extent that they would be abandoned. More likely, there will just be some extra room for ships like armor harb or armor brutix to have a role.
The fundamental ability to engage large groups with small ones won't change at all. It may take slightly more time to wear down ships that you isolate, depending on relative ranges, and there may be slightly more flexibility for tackling frigs to be on grid for longer, but overall this change shouldn't shift the meta much.
[Stabber, kiter] Tracking Enhancer II Tracking Enhancer II Gyrostabilizer II Gyrostabilizer II
Medium Shield Extender II Medium Shield Extender II Experimental 10MN Microwarpdrive I Warp Disruptor II
220mm Vulcan AutoCannon II, Barrage M 220mm Vulcan AutoCannon II, Barrage M 220mm Vulcan AutoCannon II, Barrage M 220mm Vulcan AutoCannon II, Barrage M 5W Infectious Power System Malfunction 50W Infectious Power System Malfunction
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
BARRAGE 6.5% dps drop at 20k 3.51+37.2 with the old TE 187dps@20km
3.23+32 with new TE 175dps@20km
RF EMP - 18% dps drop at 20km 1.75+24.8 with old TE 170dps@20km
1.61+21.3 with new TE 140dps@20km
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CCP Rise
C C P C C P Alliance
72

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Posted - 2013.03.27 13:57:00 -
[2] - Quote
Small addition -
Obviously many of you seem frustrated that X Y or Z ship that used shields and TEs is getting nerfed, how many ships that don't use TEs are picking up that slack to punish you for this change? HAM caracals maybe? Not drakes right because they just got a big change as well...
I'm genuinely asking because the only space I see being created is for armor based ships that already needed the lows for their tanks - and I don't see those ships becoming stronger than skirmishers based on this change. Am I wrong? |
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CCP Rise
C C P C C P Alliance
74

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Posted - 2013.03.27 14:46:00 -
[3] - Quote
I understand the allure of hyperbole related to the death of the small gang versus the blob - but this change should definitely be considered in the context of a game where a gang with some standard cruisers and BCs with a couple skirmish links can engage at almost any ratio of friend to foe.
Its fun to engage outnumbered (I've heard), but expecting a few extremely strong mods to do a large portion of the work for you seems a bit over the top.
It also seems important to me that since speed isn't actually being effected here, fast moving skirmish engagements will likely look very similar except that during critical moments there will be a slightly higher tendency to commit. This could mean more vulnerability for the awesome small gang of nano pilots, or it could also mean that your prey now has to venture closer to actually apply dps.
I like writing posts but I'm not sure its doing any good  |
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CCP Rise
C C P C C P Alliance
74

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Posted - 2013.03.27 14:52:00 -
[4] - Quote
Quote:I hope I was able to transmit my toughts and that they can be helpful.
I really like the idea of looking at the meta rather than only picking at some flat idea of balance based purely on numerical comparison.
However, I think Eve's meta (or specific eve combat environment metas) is extremely complex, and it many cases is the result of a sum of many small, number based powerlevels. For instance I imagine that there's some threshold related to damage projection that makes kiting the preferred method of balancing damage output and survivability. If we can push the player decisions back towards the threshold instead of leaving everything way past it, we hopefully create more meaningful decisions for players to make. Sometimes a small numerical tweak like this might be the easiest path to creating more of those decisions.
Make any sense?
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