| Pages: 1 2 3 :: [one page] |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Delphineas Fumimasa
Perkone Caldari State
2
|
Posted - 2011.11.23 01:33:00 -
[1] - Quote
What if Tracking Computer/Tracking Enhancers/Scripts were redone?
As it stands now, TEs give 30% falloff, which benefits Projectiles most, Lasers least, and Hybrid very little. They also give 15% Optimal which reverses the weapon types benefits.
TCs give a lot more tracking, which is a bit more situational, which also depends on your tank type and slots.
I may be wrong, but the weapon types and most beneficial upgrades are: Lasers:Optimal/tracking Projectiles: Falloff/Tracking Blasters:Optimal/Falloff Railguns: Tracking, Optimal
What if Tracking enhancers were broken down into three modules, each focusing on 2 stats?
What if there was a script that added a flat range bonus (5km) to blasters at the cost of racking from a TC? And as with the Tes, scripts that remove one stat, but buff the other 2 by 50% instead of the lose 2 stats, get 100% boost we have now?
Tracking Enhancer Alpha 15% Tracking, 15% Optimal
Tracking Enhancer Beta 15% Tracking, 30% Falloff
Tracking Enhancer Gamma 10% Optimal, 20% Falloff
One last thought would be Tcs have calibration points, and you cat setup the stats as you like for a given ship. |

Nalha Saldana
Eternity INC. Goonswarm Federation
26
|
Posted - 2011.11.23 01:36:00 -
[2] - Quote
I don't see a problem with them, falloff is worth 50% less then optimal so it sums up pretty good. |

Cambarus
Clearly Compensating
31
|
Posted - 2011.11.23 03:30:00 -
[3] - Quote
Nalha Saldana wrote:I don't see a problem with them, falloff is worth 50% less then optimal so it sums up pretty good. No, it isn't. EDIT: Copied from my post in the other thread:
Compare these 2 hypothetical guns: We'll call them a pulse laser and an AC. The pulse laser has an optimal of 10km, a falloff of 1km The AC has the 10 falloff and 1 optimal. Assuming each has the same base DPS, the pulse will hold an advantage in damage out to 11km, as at this point each turret is in 1X falloff. Beyond that however, the AC does more damage, as it will still be doing about 40% of its DPS at 12km, whereas the pulse will be doing no damage at all. It ss, in my opinion at least, a well balanced idea, and is probably the reason why falloff works the way it does, instead of losing all your damage at 1X falloff (and just making the numbers bigger).
You trade DPS for range, falloff is certainly not worth half as much as optimal. |

Delphineas Fumimasa
Perkone Caldari State
2
|
Posted - 2011.11.23 03:55:00 -
[4] - Quote
My numbers weren't calulated out. I just just tossing some out that might be marginally better for a given weapon type.
So was I on track fr the weapon systems preferred stats, or way off base? |

Liang Nuren
Perkone Caldari State
96
|
Posted - 2011.11.23 04:06:00 -
[5] - Quote
Cambarus wrote:Nalha Saldana wrote:I don't see a problem with them, falloff is worth 50% less then optimal so it sums up pretty good. No, it isn't. EDIT: Copied from my post in the other thread: Compare these 2 hypothetical guns: We'll call them a pulse laser and an AC. The pulse laser has an optimal of 10km, a falloff of 1km The AC has the 10 falloff and 1 optimal. Assuming each has the same base DPS, the pulse will hold an advantage in damage out to 11km, as at this point each turret is in 1X falloff. Beyond that however, the AC does more damage, as it will still be doing about 40% of its DPS at 12km, whereas the pulse will be doing no damage at all. It ss, in my opinion at least, a well balanced idea, and is probably the reason why falloff works the way it does, instead of losing all your damage at 1X falloff (and just making the numbers bigger). You trade DPS for range, falloff is certainly not worth half as much as optimal.
Good lord man, keep it to one thread so that the responses don't get scattered everywhere. It makes navigating and responding in the forums a ******* nightmare. Also, you seem to assert in the other thread that 1 optimal really is worth 1 falloff, which is just patently silly.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren |

Liang Nuren
Perkone Caldari State
96
|
Posted - 2011.11.23 04:10:00 -
[6] - Quote
Delphineas Fumimasa wrote: I may be wrong, but the weapon types and most beneficial upgrades are: Lasers:Optimal/tracking Projectiles: Falloff/Tracking Blasters:Optimal/Falloff Railguns: Tracking, Optimal
I'm definitely thinking that your analysis of long range weaponry is off. The reason you fit range mods with them is for... range. I'm also a bit unsold on the idea that blasters are more interested in the optimal than the falloff and tracking. I am beginning to warm to the idea that TEs (specifically) are just doing too much... but I really don't want to nerf blasters in the process of hitting that particular nail.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren |

Aamrr
HnL Enterprise
161
|
Posted - 2011.11.23 04:31:00 -
[7] - Quote
Liang admits that the new TEs might in fact be a bit overpowered? May the wonders never cease.
Edit: Was it the fact that optimal-scripted TCs are 100% worse than TEs what tipped you off? (WAY higher CPU cost, capacitor draw, no tracking bonus, same optimal/falloff...) |

Delphineas Fumimasa
Perkone Caldari State
2
|
Posted - 2011.11.23 04:32:00 -
[8] - Quote
The only turret I've used are rail guns. Thus why didn't split the ranges .
I was also basing my analysis on what 2 stats from the modules are most beneficial from < 20km, and 20 km out.
IE, rails get more benefit from optimal, and tracking helps hit at 20 km.( Based off my limited experience missioning in a rokh.) |

Zarnak Wulf
Tribal Liberation Force Minmatar Republic
104
|
Posted - 2011.11.23 04:42:00 -
[9] - Quote
Liang Nuren wrote: I'm definitely thinking that your analysis of long range weaponry is off. The reason you fit range mods with them is for... range. I'm also a bit unsold on the idea that blasters are more interested in the optimal than the falloff and tracking. I am beginning to warm to the idea that TEs (specifically) are just doing too much... but I really don't want to nerf blasters in the process of hitting that particular nail.
-Liang
That's funny. I've arrived at the 'Screw it. Let's see what they do to hybrids' point myself. |

Fronkfurter McSheebleton
Center for Advanced Studies Gallente Federation
18
|
Posted - 2011.11.23 05:39:00 -
[10] - Quote
Liang Nuren wrote:I'm definitely thinking that your analysis of long range weaponry is off. The reason you fit range mods with them is for... range. I'm also a bit unsold on the idea that blasters are more interested in the optimal than the falloff and tracking. I am beginning to warm to the idea that TEs (specifically) are just doing too much... but I really don't want to nerf blasters in the process of hitting that particular nail.
-Liang It wouldn't be a blaster nerf. Blasters benefit the least from range mods, so it would be bringing them closer to the others a bit.
Meanwhile rails still have the longest range, but not by as much....which is fine because nobody needs to shoot past the edge of the grid. |

Goose99
Republic Military School Minmatar Republic
204
|
Posted - 2011.11.23 05:57:00 -
[11] - Quote
Liang Nuren wrote:Delphineas Fumimasa wrote: I may be wrong, but the weapon types and most beneficial upgrades are: Lasers:Optimal/tracking Projectiles: Falloff/Tracking Blasters:Optimal/Falloff Railguns: Tracking, Optimal
I'm definitely thinking that your analysis of long range weaponry is off. The reason you fit range mods with them is for... range. I'm also a bit unsold on the idea that blasters are more interested in the optimal than the falloff and tracking. I am beginning to warm to the idea that TEs (specifically) are just doing too much... but I really don't want to nerf blasters in the process of hitting that particular nail. -Liang
It's never 1 to 1 - there's more falloff, which is what it's all about. And the difference of being slightly out of optimal range with almost no falloff, and being in falloff with almost no optimal, is absolute - doing dmg and not doing dmg. Add Winmatar speed to the mix, and it's perma-kitting. End result is still win, when you're faster and doing reduced dmg, while opponent is slower while doing zero dmg. The fact that you're doing reduced dmg in falloff does not change outcome, only how soon the inevitable arrives. Range is range, speed is speed. It's that simple. The idea that "it's falloff, therefore it doesn't count" is laughable. |

Liang Nuren
Perkone Caldari State
97
|
Posted - 2011.11.23 06:08:00 -
[12] - Quote
Aamrr wrote:Liang admits that the new TEs might in fact be a bit overpowered? May the wonders never cease.
Edit: Was it the fact that optimal-scripted TCs are 100% worse than TEs what tipped you off? (WAY higher CPU cost, capacitor draw, no tracking bonus, same optimal/falloff...)
It's very simple: - Before the projectile boost, I held the opinion that lasers were flat overpowered. The options were to nerf lasers (and probably torps) or buff projectiles, hybrids, and cruise. - Since very shortly after the projectile boost I've held the opinion that TEs just did too much. I don't remember exactly who convinced me of this, but I think it was Kaileen Starsong. However, I've always been afraid of nerfing blaster ships when nerfing TEs. Yes, even back then I was flying shield blaster ships. - Since the projectile boost, I've held the opinion that lasers and projectiles are roughly balanced - at least to the point that its probably better to adjust individual ships than the weapons platforms as a whole. I also hold the opinion that a metagame shift could easily push it one way or the other.
Right now, I am leaning very slightly towards the metagame favoring projectiles. I'm also somewhat confident that the metagame isn't going to shift away from blasters and hybrids right now. Thus, I'm somewhat warming to the idea that a TE nerf wouldn't be outright catastrophic for blasters as it would have been before. I'm also hardly sold that its necessary and I have absolutely no problems with the range or damage that people are putting out with projectile ships. If anything I think its ship fittings or weapon capacitor usage that shifts it, not range or damage or agility or speed.
But all of that's merely musing at this point, because it would be utter folly to nerf anything until we know exactly how the metagame is going to shift around the hybrid boosts.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren |

Liang Nuren
Perkone Caldari State
97
|
Posted - 2011.11.23 06:12:00 -
[13] - Quote
Fronkfurter McSheebleton wrote:Liang Nuren wrote:I'm definitely thinking that your analysis of long range weaponry is off. The reason you fit range mods with them is for... range. I'm also a bit unsold on the idea that blasters are more interested in the optimal than the falloff and tracking. I am beginning to warm to the idea that TEs (specifically) are just doing too much... but I really don't want to nerf blasters in the process of hitting that particular nail.
-Liang It wouldn't be a blaster nerf. Blasters benefit the least from range mods, so it would be bringing them closer to the others a bit. Meanwhile rails still have the longest range, but not by as much....which is fine because nobody needs to shoot past the edge of the grid.
Blasters benefit the most from range mods, actually - and the reasoning is actually pretty simple. There's a relatively narrow window that they have to stay in to do meaningful DPS, and range mods increase the width of that window and allow them to start doing damage earlier.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren |

Liang Nuren
Perkone Caldari State
99
|
Posted - 2011.11.23 06:25:00 -
[14] - Quote
Goose99 wrote:It's never 1 to 1 - there's more falloff, which is what it's all about. And the difference of being slightly out of optimal range with almost no falloff, and being in falloff with almost no optimal, is absolute - doing dmg and not doing dmg. Add Winmatar speed to the mix, and it's perma-kitting. End result is still win, when you're faster and doing reduced dmg, while opponent is slower while doing zero dmg. The fact that you're doing reduced dmg in falloff does not change outcome, only how soon the inevitable arrives. Range is range, speed is speed. It's that simple. The idea that "it's falloff, therefore it doesn't count" is laughable. 
Oh come off it. Its not that it doesn't count, but lasers just do more damage at pretty much all meaningful ranges. Fitting a Harbinger out with the same number of tracking mods nets almost twice the DPS at overheated gang bonused point range and the Zealot vs Vagabond is the same way.
Lasers are just flat superior at dealing damage - both up close and at range. Their ships are sturdier and more resiliant in a straight up brawl and Projectile based ships almost always need to run away. And this is ok.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren |

Emily Poast
The Whipping Post
19
|
Posted - 2011.11.23 08:15:00 -
[15] - Quote
I dont do math, but I am confident that eve players will, given enough time, find a strength/weakness and abuse it to the fullest extent allowed. Projectiles (even on hulls not designed for them), and Minnie ships in general are over-used for a reason. Its because they are extremely powerful (not pure dps, but range, damage selection, fitting requirements, alpha,speed, slot layout, GTFO tank, etc) and Eve players exploit such things. The proof, as they say, is in the pudding. The pudding is decidedly rust-colored.
Not that I want them nerfed, but the other races need to be brought in line somehow. Gallente the most. The hybrid changes are a start, but after those settle in, the Gallente ship base stats and/or bonuses are going to need to be looked at. |

Onictus
Legendary Knights Vorpal's Edge
37
|
Posted - 2011.11.23 08:29:00 -
[16] - Quote
Emily Poast wrote:I dont do math, but I am confident that eve players will, given enough time, find a strength/weakness and abuse it to the fullest extent allowed. Projectiles (even on hulls not designed for them), and Minnie ships in general are over-used for a reason. Its because they are extremely powerful (not pure dps, but range, damage selection, fitting requirements, alpha,speed, slot layout, GTFO tank, etc) and Eve players exploit such things. The proof, as they say, is in the pudding. The pudding is decidedly rust-colored.
Not that I want them nerfed, but the other races need to be brought in line somehow. Gallente the most. The hybrid changes are a start, but after those settle in, the Gallente ship base stats and/or bonuses are going to need to be looked at.
The math is relatively simple, its called an integral, and a falloff curve is fairly easy to model.
I don't have any simulation programs loaded on this machine, but averaged out I'd imagine matar falloff to be something like 60-65% (one falloff) of optimal DPS and the value only increases as you stack on TE enhancers. The really funny one is that Matar actually lose half of their optimal due to the targeting calculation, get a Maelstom within 1000 meters of another battleship and try to hit, if you even scratch its for a small fraction of damage.
Falloff would be exactly 50% of fall off if it was a linear progression from the end of optimal till 100% miss land...but it isn't, and I don't really feel like doing it at the moment. |

Liang Nuren
Perkone Caldari State
102
|
Posted - 2011.11.23 12:22:00 -
[17] - Quote
Onictus wrote:The math is relatively simple, its called an integral, and a falloff curve is fairly easy to model.
Be careful with these. Some ranges are more important than other ranges, so you have to provide some weighting mechanism to the integral to actually try to do this evaluation with math. Just remember that the integral of a Rail Rokh is actually pretty damn sexy next to blasters, but in reality its pretty useless.
I gave up on this approach, personally.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Onictus
Legendary Knights Vorpal's Edge
37
|
Posted - 2011.11.23 12:53:00 -
[18] - Quote
Liang Nuren wrote:Onictus wrote:The math is relatively simple, its called an integral, and a falloff curve is fairly easy to model. Be careful with these. Some ranges are more important than other ranges, so you have to provide some weighting mechanism to the integral to actually try to do this evaluation with math. Just remember that the integral of a Rail Rokh is actually pretty damn sexy next to blasters, but in reality its pretty useless. I gave up on this approach, personally. -Liang
Agreed, like I said average value, you could of course play with the bounding for a specific range, but its largely an academic exercise.
As to you point with blasters, sure the average value would be decent, there just isn't bloody much of it.
|

Songbird
38
|
Posted - 2011.11.23 14:01:00 -
[19] - Quote
******* forum ate my post again.
TE's replace damage mods - it's why they do not do "too much" TC's are better than TE's since when the situation requires it they can give you 30% better tracking. AC's advantage over pulse lazors - no cap usage , low fitting reqs. Damage is less, tracking is similar. |

Nalha Saldana
Eternity INC. Goonswarm Federation
28
|
Posted - 2011.11.23 14:49:00 -
[20] - Quote
Lets make this simple
http://img521.imageshack.us/img521/5421/trackingdiff.jpg
One pic is with a TE, one is without. 425mm vs heavy pulse laser. Do you see a difference in the shape between the two? no? And thats why its balanced. |

Wacktopia
Sicarius. Legion of The Damned.
37
|
Posted - 2011.11.23 16:56:00 -
[21] - Quote
Liang Nuren wrote: I am beginning to warm to the idea that TEs (specifically) are just doing too much... but I really don't want to nerf blasters in the process of hitting that particular nail.-Liang
I can go along with this. You nerf TE's to hit Winmattar and end up hurting Gallente too.
I fit "optimal" (although it buffs falloff too) scripts in TC's on blaster bloats for exact reason that I can load Null in to them and start hitting things at range.
My Ion-Domi with 2x TC's + Optimal (aka Falloff) scripts with Null has 12+20 range on the Ions. (^ Edit: In Crucible will fit without the RCU so more Magstab 4 me ) |

Lili Lu
39
|
Posted - 2011.11.23 17:17:00 -
[22] - Quote
Songbird wrote:******* forum ate my post again.
TE's replace damage mods - it's why they do not do "too much" TC's are better than TE's since when the situation requires it they can give you 30% better tracking. AC's advantage over pulse lazors - no cap usage , low fitting reqs. Damage is less, tracking is similar.
Even though I think some of the fall-off range with projectile ships is a little too far, these two posts have me thinking things are ok as it is. The extreme edge of that range is afterall the extreme edge of falloff.
I'm now thinking of it as "heh dodged that fastball aimed at my head" v "oops miscalculated the curve on that curveball" |

Naomi Knight
Imperial Academy Amarr Empire
54
|
Posted - 2011.11.23 17:24:00 -
[23] - Quote
buff TC , lower cpu need cap use and give more optimal-> problem solved |

Lili Lu
39
|
Posted - 2011.11.23 17:27:00 -
[24] - Quote
Naomi Knight wrote:buff TC , lower cpu need cap use and give more optimal-> problem solved
Naomi, are you arguing for a pulse laser, Zealot, Apoc buff? |

Naomi Knight
Imperial Academy Amarr Empire
54
|
Posted - 2011.11.23 17:35:00 -
[25] - Quote
Lili Lu wrote:Naomi Knight wrote:buff TC , lower cpu need cap use and give more optimal-> problem solved  Naomi, are you arguing for a pulse laser, Zealot, Apoc buff? did i write that? no just fix TC , compared to TE , tc nowhere near gives as much for the extra costs
or just nerf TE so maybe it will be useless and noone will want to use them ...
btw **** this new **** forum: "We were ganked We'll counter-attack as soon as we properly outnumber them Go back to the previous page" |

Liang Nuren
Perkone Caldari State
102
|
Posted - 2011.11.23 18:04:00 -
[26] - Quote
Naomi Knight wrote:buff TC , lower cpu need cap use and give more optimal-> problem solved
Yeah, I can get behind this at least a little bit.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Aamrr
HnL Enterprise
162
|
Posted - 2011.11.23 18:13:00 -
[27] - Quote
Edit: With respect to that ludicrously stupid pulse laser vs. 425mm AC graph
Sure -- now try adding tracking to that graph. Or fitting requirements. Or capacitor consumption. Or damage type selection. Or range dictation. |

Liang Nuren
Perkone Caldari State
102
|
Posted - 2011.11.23 18:17:00 -
[28] - Quote
Aamrr wrote:Edit: With respect to that ludicrously stupid pulse laser vs. 425mm AC graph
Sure -- now try adding tracking to that graph. Or fitting requirements. Or capacitor consumption. Or damage type selection. Or range dictation.
Are you aware of just how foaming at the mouth for a nerf you are becoming? You're letting it cloud your judgment around situations that are actually reasonably balanced.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Aamrr
HnL Enterprise
162
|
Posted - 2011.11.23 18:33:00 -
[29] - Quote
So then do you dispute the fact that the graph reflects none of those very important concerns regarding weapon systems? Because I consider them all valid points in the discussion of turret balance. |

Lili Lu
39
|
Posted - 2011.11.23 18:46:00 -
[30] - Quote
Liang Nuren wrote:Naomi Knight wrote:buff TC , lower cpu need cap use and give more optimal-> problem solved Yeah, I can get behind this at least a little bit. -Liang Can't hide your laugh from me  |

Liang Nuren
Perkone Caldari State
102
|
Posted - 2011.11.23 18:48:00 -
[31] - Quote
Aamrr wrote:So then do you dispute the fact that the graph reflects none of those very important concerns regarding weapon systems? Because I consider them all valid points in the discussion of turret balance.
Edit: And for the record, I also think that scorch should be nerfed.
I'm simply pointing out that you are incapable of seeing a situation in which Minmatar is actually balanced and not raving that they're overpowered.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Aamrr
HnL Enterprise
162
|
Posted - 2011.11.23 19:18:00 -
[32] - Quote
So rather than respond to any of the five supporting arguments I brought up, you resort to ad hominems. And yet I'm the irrational one.
Um...okay? |

Liang Nuren
Perkone Caldari State
103
|
Posted - 2011.11.23 19:23:00 -
[33] - Quote
Aamrr wrote:So rather than respond to any of the five supporting arguments I brought up, you resort to ad hominems. And yet I'm the irrational one.
Um...okay?
Your supporting arguments have nothing, at all, to do with tracking enhancers or the situation in question.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Aamrr
HnL Enterprise
162
|
Posted - 2011.11.23 19:30:00 -
[34] - Quote
When the adjustments in question relate to the balance between lasers and autocannons? I'd say they're perfectly relevant. After all, you are the one accusing me of "raving that [Minmatar] are overpowered."
You can't accuse me of wanting nothing but to nerf Minmatar, then dismiss all the points relevant to that discussion simply because they don't support your arguments. Debate doesn't work that way. |

Liang Nuren
Perkone Caldari State
104
|
Posted - 2011.11.23 19:39:00 -
[35] - Quote
Aamrr wrote:When the adjustments in question relate to the balance between lasers and autocannons? I'd say they're perfectly relevant. After all, you are the one accusing me of "raving that [Minmatar] are overpowered."
You can't accuse me of wanting nothing but to nerf Minmatar, then dismiss all the points relevant to that discussion simply because they don't support your arguments. Debate doesn't work that way.
The discussion here is about tracking enhancers. The claim was that they help high optimal ships as much as they do high falloff ships. Then they provided a picture to show it. Just in case you missed it.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Dr Cedric
Orbital Industry and Research.
14
|
Posted - 2011.11.23 20:04:00 -
[36] - Quote
Liang and others, without getting too far into the argument situation I'll offer an idea I've had for a while.
That idea being: if each weapon type (hybrid, Projectile and Laser) gets their own damage mod (MFS, Gyro's and Sinks), why not also give each weapon system their own range modification modules.
As far as the RP side goes, there would have to be different computers operating the diff systems, so it would take specialized modules to work with the different systems.
On the balance side of things, it would let CCP (and forum warriors) be able to offer tweaks to each weapon system without (purposefully/accidentally?) affecting another system.
This might also fall into the OP's idea that TC/TE's affect weapon systems with more or less weight depending on the system.
Surely, this kind of a change would only work for better balance, or better performance in each systems "niche" than the current module(s).
Thoughts?
Ced |

Liang Nuren
Perkone Caldari State
104
|
Posted - 2011.11.23 20:28:00 -
[37] - Quote
Dr Cedric wrote:Liang and others, without getting too far into the argument situation I'll offer an idea I've had for a while.
That idea being: if each weapon type (hybrid, Projectile and Laser) gets their own damage mod (MFS, Gyro's and Sinks), why not also give each weapon system their own range modification modules.
As far as the RP side goes, there would have to be different computers operating the diff systems, so it would take specialized modules to work with the different systems.
On the balance side of things, it would let CCP (and forum warriors) be able to offer tweaks to each weapon system without (purposefully/accidentally?) affecting another system.
This might also fall into the OP's idea that TC/TE's affect weapon systems with more or less weight depending on the system.
Surely, this kind of a change would only work for better balance, or better performance in each systems "niche" than the current module(s).
Thoughts?
Ced
My gut reaction is that I'd be fine with it but I'm not sure if that's really true. In a lot of ways, having racial mods like that would further emulate the class systems of other MMOs. I think that for me the lack of a real class system is one of the endearing aspects of Eve - but more than that, its one of the stabilizing forces in the Eve community. As bitter as the "Nerf Minmatar" crowd is, they don't compare at all to the vitriol spewed by class specific communities that I found abroad in other MMOs.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Dr Cedric
Orbital Industry and Research.
14
|
Posted - 2011.11.23 20:38:00 -
[38] - Quote
Liang Nuren wrote:
My gut reaction is that I'd be fine with it but I'm not sure if that's really true. In a lot of ways, having racial mods like that would further emulate the class systems of other MMOs. I think that for me the lack of a real class system is one of the endearing aspects of Eve - but more than that, its one of the stabilizing forces in the Eve community. As bitter as the "Nerf Minmatar" crowd is, they don't compare at all to the vitriol spewed by class specific communities that I found abroad in other MMOs.
-Liang
Whether or not that would happen is beside the point that it might be a viable way to finally "balance" the Race's pros and cons against each other. Blaster-based ships would have a niche to excel in, as would each of the other races. Fleet composition (which, this is and MMO...everything should be based on the fleet, right?) would therefore have to mature away from the OP-blob and into actual Fleets designed to counteract another Fleet's fitting/ship/race style.
This, of course, if we, CCP and the Dev's could ever find real common ground. To that I won't hold my breath!!  |

m0cking bird
Republic Military School Minmatar Republic
14
|
Posted - 2011.11.23 20:38:00 -
[39] - Quote
@least someone has focused on something that is in fact what might be imbalance or causing imbalance. Honestly, if CCP did reduce falloff on tracking enhancers. Wouldn't a shield-Harbinger replace a shield-Hurricane? Also, you're already able to use tracking computers on Gallente and Amarr ships. Evoke has been using them on Megathrons for awhile, with Null ammunition.
[Megathron, New Setup 1] 1600mm Reinforced Rolled Tungsten Plates I Armor Explosive Hardener II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Internal Force Field Array I Magnetic Field Stabilizer II Magnetic Field Stabilizer II
Medium Capacitor Booster II, Cap Booster 25 Quad LiF Fueled I Booster Rockets Tracking Computer II, Optimal Range Tracking Computer II, Optimal Range
Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L [empty high slot]
Large Anti-Kinetic Pump I Large Anti-Thermic Pump I Large Trimark Armor Pump I |

Metal Icarus
xHELLonEARTHx Rookie Empire
19
|
Posted - 2011.11.23 21:12:00 -
[40] - Quote
Dr Cedric wrote:Liang and others, without getting too far into the argument situation I'll offer an idea I've had for a while.
That idea being: if each weapon type (hybrid, Projectile and Laser) gets their own damage mod (MFS, Gyro's and Sinks), why not also give each weapon system their own range modification modules.
As far as the RP side goes, there would have to be different computers operating the diff systems, so it would take specialized modules to work with the different systems.
On the balance side of things, it would let CCP (and forum warriors) be able to offer tweaks to each weapon system without (purposefully/accidentally?) affecting another system.
This might also fall into the OP's idea that TC/TE's affect weapon systems with more or less weight depending on the system.
Surely, this kind of a change would only work for better balance, or better performance in each systems "niche" than the current module(s).
Thoughts?
Ced
I like this idea because then it would take away cross benefits. From one module, one race benefits far more than others, but if you nerf it because of that massive benefit, other races will be nerfed hard.
Seperate them, not racially, but by weapon system.
-or- (massive brain poo coming out)
Use scripts on the tracking computer that makes them benefit a certain weapon system. Someone earlier in the thread mentioned modules that have different combination of optimal, falloff, and tracking that could be made into scripts. |

Cambarus
Clearly Compensating
31
|
Posted - 2011.11.23 21:25:00 -
[41] - Quote
Aamrr wrote:Edit: With respect to that ludicrously stupid pulse laser vs. 425mm AC graph
Sure -- now try adding tracking to that graph. Or fitting requirements. Or capacitor consumption. Or damage type selection. Or range dictation. The thing here is that that graph clearly shows that lasers are overpowered, when we look only at those stats. It's the other factors (cap use, fittings etc) combined with the general brickyness of the ships that stops amarr from actually BEING OP, instead of just looking OP on one particular graph.
It actually leads in to the biggest problem I have with people who want minmatar nerfed: Minmatar are already notably worse at actually fighting than their amarrian counterparts. In anything but the smallest of fights, amarr ships hold very notable advantages over minmatar. There are 1 or 2 exceptions to this rule (the cane being the most noteworthy, but that's because the harb could use a buff, not because the cane is OP), but for the most part it holds true.
Minmatar ships are worse at actually fighting than amarr ships, but have the ability to run more easily/pick their engagements. This is fine, and nothing short of nerfing minmatar to the point of being useless is going to change the fact that minmatar dominate the KBs, because at the end of the day the ship that gets to pick its targets is going to have a better k/d ratio than the ones that can't. |

Naomi Knight
Imperial Academy Amarr Empire
55
|
Posted - 2011.11.23 21:56:00 -
[42] - Quote
Cambarus wrote:
Minmatar ships are worse at actually fighting than amarr ships, but have the ability to run more easily/pick their engagements. This is fine, and nothing short of nerfing minmatar to the point of being useless is going to change the fact that minmatar dominate the KBs, because at the end of the day the ship that gets to pick its targets is going to have a better k/d ratio than the ones that can't.
maybe , if they are equal in numbers and none wants to disengage but caldari/gallente is way worse than matar , so how is that balanced? |

Goose99
Republic Military School Minmatar Republic
208
|
Posted - 2011.11.23 21:59:00 -
[43] - Quote
Lili Lu wrote:Songbird wrote:******* forum ate my post again.
TE's replace damage mods - it's why they do not do "too much" TC's are better than TE's since when the situation requires it they can give you 30% better tracking. AC's advantage over pulse lazors - no cap usage , low fitting reqs. Damage is less, tracking is similar. Even though I think some of the fall-off range with projectile ships is a little too far, these two posts have me thinking things are ok as it is. The extreme edge of that range is afterall the extreme edge of falloff. I'm now thinking of it as "heh dodged that fastball aimed at my head" v "oops miscalculated the curve on that curveball"
That graph is precisely why it's unbalanced. The only range that matters is the range at which Winmatar boat kites you at. TE widens the kiting window - window at which you do zero dmg but Winmatar still does reduced falloff dmg to you. Nerf Winmatar speed, so that the race with longest range is no longer also the fastest one, and it's balanced. |

Aamrr
HnL Enterprise
162
|
Posted - 2011.11.23 22:31:00 -
[44] - Quote
In DEFENSE of Minmatar (because I'm willing to look at opposing arguments (shocking, I know), I'd like to remind people that you can't kite beyond point range. So if your opponent has a weapon that reaches to your warp disruptor distance, kiting isn't going to work.
Now, with faction points, gang links (including the new T2 links) and the like, this becomes a little muddied, but the idea still holds. |

Liang Nuren
Perkone Caldari State
105
|
Posted - 2011.11.23 22:57:00 -
[45] - Quote
Goose99 wrote:That graph is precisely why it's unbalanced. The only range that matters is the range at which Winmatar boat kites you at. TE widens the kiting window - window at which you do zero dmg but Winmatar still does reduced falloff dmg to you. Nerf Winmatar speed, so that the race with longest range is no longer also the fastest one, and it's balanced. 
Which does more DPS at 32km - a Zealot or a Vagabond? How about Geddon or Tempest? Harbinger or Hurricane?
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Goose99
Republic Military School Minmatar Republic
208
|
Posted - 2011.11.23 23:06:00 -
[46] - Quote
Liang Nuren wrote:Goose99 wrote:That graph is precisely why it's unbalanced. The only range that matters is the range at which Winmatar boat kites you at. TE widens the kiting window - window at which you do zero dmg but Winmatar still does reduced falloff dmg to you. Nerf Winmatar speed, so that the race with longest range is no longer also the fastest one, and it's balanced.  Which does more DPS at 32km - a Zealot or a Vagabond? How about Geddon or Tempest? Harbinger or Hurricane? -Liang
Exactly, which means Winmatar will find that kiting window where you do nothing while it still does dps. It's all about who gets the range control. Leave falloff as is, nerf Winmatar speed. |

Goose99
Republic Military School Minmatar Republic
208
|
Posted - 2011.11.23 23:08:00 -
[47] - Quote
Aamrr wrote:In DEFENSE of Minmatar (because I'm willing to look at opposing arguments (shocking, I know), I'd like to remind people that you can't kite beyond point range. So if your opponent has a weapon that reaches to your warp disruptor distance, kiting isn't going to work.
Now, with faction points, gang links (including the new T2 links) and the like, this becomes a little muddied, but the idea still holds.
Aamrr wrote:In DEFENSE of Minmatar (because I'm willing to look at opposing arguments (shocking, I know), I'd like to remind people that you can't kite beyond point range. So if your opponent has a weapon that reaches to your warp disruptor distance, kiting isn't going to work.
Now, with faction points, gang links (including the new T2 links) and the like, this becomes a little muddied, but the idea still holds.
That's like saying you're not allowed tacklers. If it's actually that simple, large blasters wouldn't be what it is. |

Liang Nuren
Perkone Caldari State
105
|
Posted - 2011.11.23 23:15:00 -
[48] - Quote
Goose99 wrote:Liang Nuren wrote:Goose99 wrote:That graph is precisely why it's unbalanced. The only range that matters is the range at which Winmatar boat kites you at. TE widens the kiting window - window at which you do zero dmg but Winmatar still does reduced falloff dmg to you. Nerf Winmatar speed, so that the race with longest range is no longer also the fastest one, and it's balanced.  Which does more DPS at 32km - a Zealot or a Vagabond? How about Geddon or Tempest? Harbinger or Hurricane? -Liang Exactly, which means Winmatar will find that kiting window where you do nothing while it still does dps. It's all about who gets the range control. Leave falloff as is, nerf Winmatar speed.
Uh, the Laser ship wins in each case (and not by a little bit). :-/
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Goose99
Republic Military School Minmatar Republic
208
|
Posted - 2011.11.24 00:03:00 -
[49] - Quote
Liang Nuren wrote:Goose99 wrote:Liang Nuren wrote:Goose99 wrote:That graph is precisely why it's unbalanced. The only range that matters is the range at which Winmatar boat kites you at. TE widens the kiting window - window at which you do zero dmg but Winmatar still does reduced falloff dmg to you. Nerf Winmatar speed, so that the race with longest range is no longer also the fastest one, and it's balanced.  Which does more DPS at 32km - a Zealot or a Vagabond? How about Geddon or Tempest? Harbinger or Hurricane? -Liang Exactly, which means Winmatar will find that kiting window where you do nothing while it still does dps. It's all about who gets the range control. Leave falloff as is, nerf Winmatar speed. Uh, the Laser ship wins in each case (and not by a little bit). :-/ -Liang
With 3 TE, heavy pulse with scorch gets 32 + 9, 425mm with barrage gets 4 + 35. It looks similar, except with a falloff of 35, some dmg can still be done at 2x falloff, but with a falloff of 9, dmg runs down rapidly to zero. This, combined with Winmatar being faster than Amar and dictating range. |

Cambarus
Clearly Compensating
31
|
Posted - 2011.11.24 01:45:00 -
[50] - Quote
Goose99 wrote: With 3 TE, heavy pulse with scorch gets 32 + 9, 425mm with barrage gets 4 + 35. It looks similar, except with a falloff of 35, some dmg can still be done at 2x falloff, but with a falloff of 9, dmg runs down rapidly to zero. This, combined with Winmatar being faster than Amar and dictating range.
At which point you're out of point range and doing next to no damage. |

Goose99
Republic Military School Minmatar Republic
208
|
Posted - 2011.11.24 02:31:00 -
[51] - Quote
Cambarus wrote:Goose99 wrote: With 3 TE, heavy pulse with scorch gets 32 + 9, 425mm with barrage gets 4 + 35. It looks similar, except with a falloff of 35, some dmg can still be done at 2x falloff, but with a falloff of 9, dmg runs down rapidly to zero. This, combined with Winmatar being faster than Amar and dictating range.
At which point you're out of point range and doing next to no damage.
Oversimplified retort. One that's been used 5 posts above. Others and tacklers come into play. Range isn't limited to point range. If it's that simple, blasters would pwn all. |

Surge Roth
Center for Advanced Studies Gallente Federation
0
|
Posted - 2011.11.24 03:28:00 -
[52] - Quote
Bunch of babies need to learn to HTFU.
A lot of these nerf posts i'm seeing seem to be about 1v1. Maybe if you got out of high sec and actually participated in real fights these "theoretical" fights you keep making up wouldn't happen. But please, whine and moan about how every ship in the game needs to be the same.
It doesn't. |

Goose99
Republic Military School Minmatar Republic
208
|
Posted - 2011.11.24 03:33:00 -
[53] - Quote
Surge Roth wrote:Oh noez, don't nerf my boat 
For the blobs, Winmatar has the 1400s. But that's a whole other beef. |

Surge Roth
Center for Advanced Studies Gallente Federation
0
|
Posted - 2011.11.24 03:46:00 -
[54] - Quote
Goose99 wrote:Surge Roth wrote:Oh noez, don't nerf my boat  For the blobs, Winmatar has the 1400s. But that's a whole other beef. 
Because moving in any direction other than approach is soooo hard.
Wait, you got webbed, scrammed, and jammed while trying to fly perpendicular? Mission accomplished then. |

Goose99
Republic Military School Minmatar Republic
208
|
Posted - 2011.11.24 03:53:00 -
[55] - Quote
Surge Roth wrote:Goose99 wrote:Surge Roth wrote:Oh noez, don't nerf my boat  For the blobs, Winmatar has the 1400s. But that's a whole other beef.  Because moving in any direction other than approach is soooo hard. Wait, you got webbed, scrammed, and jammed while trying to fly perpendicular? Mission accomplished then.
You have no idea how blobs work either, do you? |

Surge Roth
Center for Advanced Studies Gallente Federation
0
|
Posted - 2011.11.24 04:22:00 -
[56] - Quote
Goose99 wrote:Surge Roth wrote:Goose99 wrote:Surge Roth wrote:Oh noez, don't nerf my boat  For the blobs, Winmatar has the 1400s. But that's a whole other beef.  Because moving in any direction other than approach is soooo hard. Wait, you got webbed, scrammed, and jammed while trying to fly perpendicular? Mission accomplished then. You have no idea how blobs work either, do you? 
Because the chosen artillery type is really going to matter when 100+ people primary you. Keep whining though, it won't change a thing on your end. |

Delphineas Fumimasa
The Rising Stars Academy
2
|
Posted - 2011.11.24 05:38:00 -
[57] - Quote
ANYWAY, to quell the flaming.
My point was, does a single turret benefit from all 3 stats of TCs/TEs at the same time? If not, split them into 3 items with 2 stats each.
Might shakeup the "Best" fits |

Mfume Apocal
Origin. Black Legion.
105
|
Posted - 2011.11.24 06:31:00 -
[58] - Quote
Goose99 wrote:Oversimplified retort. One that's been used 5 posts above. Others, tacklers, bubbles, etc. come into play.
They do. That's when it becomes more of a DPS/EHP race, which Amarr still win, handily. Which is why Amarr BS are flat out better than anything else for seriousface fleet fights.
Quote:Range isn't limited to point range. If it's that simple, blasters would pwn all.
No, you've got that backwards. |

Onictus
Legendary Knights Vorpal's Edge
38
|
Posted - 2011.11.24 06:48:00 -
[59] - Quote
Mfume Apocal wrote:Goose99 wrote:Oversimplified retort. One that's been used 5 posts above. Others, tacklers, bubbles, etc. come into play. They do. That's when it becomes more of a DPS/EHP race, which Amarr still win, handily. Which is why Amarr BS are flat out better than anything else for seriousface fleet fights. Goose99 wrote:You have no idea how blobs work either, do you?  Do you?
Indeed, the Amarr BS line is par excellence because their strengths line up with a big fleets desires.
a) Tank b) Gank.
Arty Baddons are a response to capital logi on said brick fleets, because if you let the reppers actually cycle you never down a ship.
...Its beatable, but out running logi cycles on the primary list is a LOT harder with 150 ships on the field than it is when you have a few BC's under a carrier.
Caldari BS's are largely limited by delayed DPS and explosion radii (which makes them sub par for sub-BS) and of course ....rail guns. Gallente are limited by rails and drones, the Domi is more of a utility platform in application, the Mega is stuck with rails and the Hype is custom built for smaller gang work, not BS fleet slugfests. If you un **** hybrids I'd be really happy with the Gallente line, since I generally fly small gangs, often no over 10 in number. Matar BS's are actually all great, IF your primary goal is skirmishing larger slower forces they are well suited. gank nano-pests and such, if you line up a Maelstrom fleet and a Baddon fleet, numbers best favor the Maels.
|

Mfume Apocal
Origin. Black Legion.
107
|
Posted - 2011.11.24 12:57:00 -
[60] - Quote
Onictus wrote:Matar BS's are actually all great, IF your primary goal is skirmishing larger slower forces they are well suited. gank nano-pests and such, if you line up a Maelstrom fleet and a Baddon fleet, numbers best favor the Maels.
The advantage in this case is purely theoretical. |
| |
|
| Pages: 1 2 3 :: [one page] |