| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 .. 37 :: one page |
| Author |
Thread Statistics | Show CCP posts - 9 post(s) |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
846
|
Posted - 2014.10.20 20:59:00 -
[661] - Quote
oodell wrote:I would love for alphafleet and battlecruiser fleets to make a comeback, but it's not going to happen without some change to the damage formula.
and Ishtars. And T3s.
Also WTB recon rebalance.
"Remember remember the 4th of November!" Phoebe. Coming soon to Eve Online. |

oodell
Thunderwaffe Goonswarm Federation
13
|
Posted - 2014.10.20 21:08:00 -
[662] - Quote
I didn't even think of attack battlecruisers. It would be great to see them in nullsec again.
The cloak changes also go against the whole 'wait for a mistake' mentality. Today you can keep a bomber fleet on a jump bridge, or even 30km off a fighting fleet, waiting for them to change align, bubble themselves, turn on MWD or stop moving. You won't be able to do that decloaked, multiboxed or not. |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
569
|
Posted - 2014.10.20 21:48:00 -
[663] - Quote
Soldarius wrote:I apologize. My wording was clunky and difficult to understand, and this has already led to a misunderstandings. Let me elucidate (holy crap that word came right out out of my ass and I actually had the usage correct. I have shat a golden egg.) upon the matter.
I didn't want a skill to reduce sigRad. I want a skill to reduce the sigRad penalty of shield extenders. We already have a skill the reduces the penalty of shield rigs (Shield Rigging).
Shield Rigging: 10% reduction in the penalty of shield rigs per level. Up this to 20% per level. Let us completely remove the penalty.
Shield Focusing (Proposed new skill): 20% reduction in the signature radius penalty of shield extenders per level.
Train both to 5 and voila, no more shield penalties.
I did not suggest removing explosion radius / sigRad consideration from bombs. Only adding the velocity part so that it works exactly like missile damage.
The numbers I chose to play with (100 m/s and 400 meters) were just a base line that seemed appropriate for a generic battleship weapon. They can and should be tweaked until a balance is found. I've found tweaking DRF downward lessens the sudden drop in damage reductions. Ah, okay that makes far more sense. Apologies for the misunderstanding. Some thoughts:
1. I have a hard time seeing the justification of making Shield Rigging function differently than all of the other penalized Rigging skills just because Bomb damage is out of whack because the motivation has absolutely nothing to do with rigs.
2. A skill reducing the signature radius penalty of shield extenders would actually be fairly reasonable given that there's a skill to reduce the mass penalty of armor plates. However, that skill, Armor Layering, only offers a 5% bonus, not a 20% bonus. Drop "Shield Focusing" down to 5% reduction, and I'd be sold on it.
3. Yeah, still agree that velocity needs to be part of the Bomb damage equation. That's pretty straightforward.
4. If velocity were to be factored into Bomb damage and you changed the Shield Rigging skill, then you'd have to change the penalty reduction for Armor Rigging too in order to maintain parity. Then you'd end up with two penalized Rigging skills working different than the other penalized Rigging skills for reasons that have absolutely nothing to do with rigs.
Getting closer, but I think your pushing for too much. CCP Falcon's thoughts on suicide ganking. Reading Comprehension: a skill so important it deserves it's own skillbook. I want to create content, not become content. |

Rain6637
GoonWaffe Goonswarm Federation
23167
|
Posted - 2014.10.20 21:55:00 -
[664] - Quote
From what I've seen of the ISBoxer creator, he's alright. He's familiar with game companies and their policies--apparently he had some court appearances as well, related to a Blizzard lawsuit against a botter. ISBoxer AMA read it, ISBoxer author is good people.
Point is, the most likely way ISBoxer will get "banned" from EVE is if CCP simply asks him nicely.
The main thing to remember about ISBoxer is it can only do what a group of individual pilots can do. Those are two separate issues: what's possible, and who is doing it.
Who is doing it is nobody's business. It's a character or group of characters, operating within the game mechanics.
What is possible in this case is coordinated bombing runs that are too easy to set up and too powerful when executed.
I saw that wormholer's post about decloaking, and I'm assuming they use nulli/covert T3 blobs, which probably gets hit pretty hard by this change. In that case as well as bombers, it's just OP. Those subsystems are balanced by a nerf to DPS but what they've done is decided to use N of them to compensate for the lower DPS, with no loss of the cloaky and nulli subsystem benefits.
This cloaking change is to bring that scalability back into balance. 1 player with 50 characters or 50 characters, doesn't matter.
If you dislike the idea of ISBoxer, you should like this cloak change. President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur | Evening Games Club: Casino concept redefined | |

oodell
Thunderwaffe Goonswarm Federation
14
|
Posted - 2014.10.20 22:15:00 -
[665] - Quote
Small groups of bombers are anathema to shield ships, particularly cruisers. That's true if it's one person multiboxing or a group of people in a fleet. The main advantage multiboxed bombers have is simply their ability to bring enough bombs very quickly without the logistical and setup mess of a group of people. If a multiboxer preloads this effort himself, well good for him. The cloak nerf makes setup and organization way worse for groups of people and slightly more annoying for a multiboxer.
The cloak change doesn't do anything to fix the problems with bombs against the vulnerable ships. Shield ships are broken against bombers to begin with, it just so happens that they're an easy and obvious target for multiboxers, since they can be nuked by a single squad fairly easily.
Rain6637 wrote:If you dislike the idea of ISBoxer, you should like this cloak change.
Wrong. Multiboxers already have to work around dozens of barriers, adding one more isn't going to change anything |

Rain6637
GoonWaffe Goonswarm Federation
23167
|
Posted - 2014.10.20 22:23:00 -
[666] - Quote
I was admiring your recent work against replicator, it was inspiring.
I think we might have to disagree on this one. I was thinking bombing runs are just as possible after this change, it just means everyone will have to be a big boy and make their own warpout point. President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur | Evening Games Club: Casino concept redefined | |

oodell
Thunderwaffe Goonswarm Federation
14
|
Posted - 2014.10.20 22:33:00 -
[667] - Quote
Disagree on what? I just told you I can work around the cloak change. I'll just curse Fozzie every time I have to warp anywhere. It doesn't fix the root cause. |

Rain6637
GoonWaffe Goonswarm Federation
23168
|
Posted - 2014.10.20 22:47:00 -
[668] - Quote
well. I kind of agree with the decloaking radius as a way of throttling the density of cloakies in space. 1 cloaked ship per sphere. It adds an extra step, of the warp-in flying perpendicular to the warp direction, with each cloaky warping in every 5 or 6 seconds (as the warp-in covers each 2km (plus a bit extra). but it still leaves the same warp-out valid, and they shouldn't bother each other in cloaky align for long enough. President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur | Evening Games Club: Casino concept redefined | |

oodell
Thunderwaffe Goonswarm Federation
15
|
Posted - 2014.10.20 22:56:00 -
[669] - Quote
'throttling the density of cloakies in space' doesn't add anything for the amount it'll **** everyone off |

Rain6637
GoonWaffe Goonswarm Federation
23168
|
Posted - 2014.10.20 23:11:00 -
[670] - Quote
Yeah for individual players, I see your point. Comms won't compare to the awareness of a multiboxer. Keeping cloakies separated is also a safeguard against one ship decloaking the whole group, but doing that over comms is nearly impossible compared to the awareness of a multiboxer (who can easily compare each ship's location). I guess that's why I'm ok with this change, especially after already flying cloakies with separation.
So ok, this change really sucks for cloaky gangs of individual players. President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur | Evening Games Club: Casino concept redefined | |

TAckermassacker
New Republic The Initiative.
64
|
Posted - 2014.10.20 23:36:00 -
[671] - Quote
baltec1 wrote:
bomber is a stealthy torpedo boat built for attacking shipping and large targets such as battleships.Worm is an anti interceptor.
Two very different jobs.
proves you havent used one of these in a long time. |

Rain6637
GoonWaffe Goonswarm Federation
23169
|
Posted - 2014.10.21 00:16:00 -
[672] - Quote
it's also possible fozzie simply doesn't want cloakies used en masse, at all. (greyscale, whoever) President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur | Evening Games Club: Casino concept redefined | |

Flashrain
Vanguard Frontiers Intrepid Crossing
21
|
Posted - 2014.10.21 01:10:00 -
[673] - Quote
Bomb more often - reduce bomb volume by 90%. That will tend to more bomb runs than mere reload speed. We run out of bombs to drop.
Anticapital bomb - Need a very strong visual to indicate where it explodes/affects the target. This will be practically impossible to gauge effectiveness... actually apply this visual to existing void bombs and ECM bombs too. At least damage bombs leave wrecks to prove its effect.
|

Rowells
Unknown Soldiers Fidelas Constans
1541
|
Posted - 2014.10.21 01:38:00 -
[674] - Quote
TAckermassacker wrote:baltec1 wrote:
bomber is a stealthy torpedo boat built for attacking shipping and large targets such as battleships.Worm is an anti interceptor.
Two very different jobs.
proves you havent used one of these in a long time. The bomber? |

Rain6637
GoonWaffe Goonswarm Federation
23170
|
Posted - 2014.10.21 01:48:00 -
[675] - Quote
Who knows. Pointless comment that doesn't say anything constructive. President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur | Evening Games Club: Casino concept redefined | |

Iam Widdershins
Spidercakes Baked Goods and Industriel Servises
879
|
Posted - 2014.10.21 02:43:00 -
[676] - Quote
Bronson Hughes wrote:My question regarding the new anti-capital void bomb (which, incidentally, I think is a really cool idea): with a 1 meter area of effect, does the bomb have to land within 1 meter of the ships physical model, or it's collision radius? I know that on some caps, especially titans and the Naglfar, this will make a difference.
Thanks! The "physical model" and "collision radius" are the same thing. The model you see with all the polygons and wings and guns and stuff, that points in different directions, does not exist on the server and is purely visual. As far as the server is concerned we're all driving little non-oriented spheres around and bumping into each other all day.
If the bomb shows less than 1m distance on the enemy's overview when it explodes, that'd be a hit. Lobbying for your right to delete your signature |

CW Itovuo
The Executioners Capital Punishment.
44
|
Posted - 2014.10.21 03:33:00 -
[677] - Quote
Soldarius wrote:CW Itovuo wrote:CAPITAL BOMB: Love the idea. Dislike the proposed method. "Aiming" things in EVE is especially difficult. Would prefer something along the lines of a very slow torpedo, the modern equivalent of laser guided bomb. Bomber pilot would have to lock & paint the target and stay on grid until impact. I always get a kick out of people that think they know about about modern weapons tech and then try to apply it to eve. There is this thing called a Target Painter that can take the place of the aircraft mounting laser. Anyone can carry one, even infantry. Its how an aircraft can launch a cruise missile from 100km away or a 500lb bomb from 50,000 feet and still hit a 1-foot-square target like the air-shaft of a bunker complex even when its cloudy. Eve target painters are of course used for a different purpose.
Sanctimonious much?
Target painters in EVE are used for exactly the same purpose: increased accuracy which leads to greater lethality.
|

baltec1
Bat Country Goonswarm Federation
13693
|
Posted - 2014.10.21 03:42:00 -
[678] - Quote
TAckermassacker wrote:baltec1 wrote:
bomber is a stealthy torpedo boat built for attacking shipping and large targets such as battleships.Worm is an anti interceptor.
Two very different jobs.
proves you havent used one of these in a long time.
Feel free to give me an anti frig torp bomber that can do the job of a worm. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Sbrodor
Oscura Simmetria Yulai Federation
32
|
Posted - 2014.10.21 07:54:00 -
[679] - Quote
i suppose at least making the cloacked fleet visibile each other is the only chance to let something like a bomber bar living... and at lore level is absolutly acceptable than a ship without any form of sensor (even visual)... |

Jessica Danikov
Clan Shadow Wolf Fatal Ascension
415
|
Posted - 2014.10.21 10:31:00 -
[680] - Quote
Soldarius wrote:So, I did a thing and added some theoretical damage stats to a bomb (expVel=100m/s, DRF=5.5) for the purposes of simulating percentage damage reduction to bombs for a typical baltec Megathron and a Rail Rokh. Relevant aspects of the fits are listed below the chart.
-snip-
Those figures are why I don't think damage reduction based on velocity is a good idea- most ships can reach fairly high velocities, even battleships, and to balance out and do appropriate damage to moving battleships, you have to buff the damage or fiddle with the sig damage equation. What you really want is something that takes a little inertia into consideration- the fact that large ship's high velocities are achievable, but not without a longer acceleration time/time to orientate. Damage fall off based on distance from point of detonation gives you that, as damage mitigation is provided by positioning (indirectly by velocity, agility and acceleration) rather than pure speed alone.
Doing the math actually highlights some interesting stuff. I started off with a typical linear fall-off, setting the bomb damage to 200% at the center, 100% at half radius, 0% at max radius, but obviously this is wrong as this significantly reduces the bomb's overall value because of the volume component. In order to achieve the same damage-volume, you have to apply the linear fall-off to the volume:
r% damage 1199.9407407 2199.5259259 3198.4 4196.2074074 5192.5925926 6187.2 7179.6740741 8169.6592593 9156.8 10140.7407407 11121.1259259 1297.6 1369.80740741 1437.39259259 150
What's interesting to note about this application of bombs is that, in a typical bombing pattern where all bombers either align to the same distant celestial or to a single target (which gives variations up to 5 km) and released together, the damage at the center of the run is actually identical due to the fact that the doubled damage results in an optimal bomb wave of 3-4 bombs, more being destroyed by the damage. This forces more thought into either spread patterns or rippled release times.
You could, instead, dilute the bomb damage-volume over a greater area, keeping 100% damage at the center and going from there:
r% damage 199.98518519 299.88148148 399.6 499.05185185 598.14814815 696.8 794.91851852 892.41481481 989.2 1085.18518519 1180.28148148 1274.4 1367.45185185 1459.34814815 1550 1639.31851852 1727.21481481 1813.6 190
Of course, there's also potential to fiddle around with the bomb's explosion radius itself, and the distance coverable with an MWD vs. the potential extra damage due to the sig bloom should always be taken into consideration (the long cycle time of prop mods makes this a difficult thing to consider on the fly, but those kinds of snap-decisions are part of what makes EVE fun). |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
573
|
Posted - 2014.10.21 13:41:00 -
[681] - Quote
Iam Widdershins wrote:The "physical model" and "collision radius" are the same thing. The model you see with all the polygons and wings and guns and stuff, that points in different directions, does not exist on the server and is purely visual. As far as the server is concerned we're all driving little non-oriented spheres around and bumping into each other all day.
If the bomb shows less than 1m distance on the enemy's overview when it explodes, that'd be a hit. I understand that. However, I can be at 0m from something and not bump off of it while still approaching, while sometimes I can bump off of something that I'm more than 0m away from. The physical model of some objects, even if it's just a visual effect, extends outside of the collision sphere, while some collision spheres are considerably larger than the visual model.
Your answer of "less than 1m distance on the enemy's overview" makes perfect sense from the target's standpoint, but how does the bomber know where to aim for that? That's what I'm trying to ask.
CCP Falcon's thoughts on suicide ganking. Reading Comprehension: a skill so important it deserves it's own skillbook. I want to create content, not become content. |

Soldarius
Deadman W0nderland
847
|
Posted - 2014.10.21 13:43:00 -
[682] - Quote
When velocity is added into the equation, Its up to the bomber and BS FCs to set the conditions where upon a successful bombing run can occur. Currently the only thing that matters is your ship and fit. If tankType=shield, death, else lol.
Danikov, your model of damage based on range from the bomb's epicenter is interesting and allows for bomber pilot skill to figure more into damage applied. I think its worth looking at. Not sure how well the servers will like them though.
Why small ships don't just get deleted by bombs (I understand the mechanics) is a mystery. With your model, that is exactly what would happen (not saying its a bad thing) unless they were able to get out of the AoE. Intended? At least you could scatter an inty fleet. "Remember remember the 4th of November!" Phoebe. Coming soon to Eve Online. |

Soldarius
Deadman W0nderland
847
|
Posted - 2014.10.21 13:43:00 -
[683] - Quote
Bronson Hughes wrote:Iam Widdershins wrote:The "physical model" and "collision radius" are the same thing. The model you see with all the polygons and wings and guns and stuff, that points in different directions, does not exist on the server and is purely visual. As far as the server is concerned we're all driving little non-oriented spheres around and bumping into each other all day.
If the bomb shows less than 1m distance on the enemy's overview when it explodes, that'd be a hit. I understand that. However, I can be at 0m from something and not bump off of it while still approaching, while sometimes I can bump off of something that I'm more than 0m away from. The physical model of some objects, even if it's just a visual effect, extends outside of the collision sphere, while some collision spheres are considerably larger than the visual model. Your answer of "less than 1m distance on the enemy's overview" makes perfect sense from the target's standpoint, but how does the bomber know where to aim for that? That's what I'm trying to ask.
The bracket box in space is as far as I can tell, the center of both. Aim for that.
"Remember remember the 4th of November!" Phoebe. Coming soon to Eve Online. |

Lord Xyon
Team Hemi
23
|
Posted - 2014.10.21 20:45:47 -
[684] - Quote
Rain6637 wrote:Pretty sure I never said anything about stopping ISBoxers. I'm not one of those, I promise you.
Rain6637 wrote:If you dislike the idea of ISBoxer, you should like this cloak change.
Oh so your just on this thread to troll and mess with people. I see. I just quoted you 4 posts ago.
Anyway since your just trying to troll and mess with people ignoring your posts on the matter. |

Doddy
Esoteric Operations
905
|
Posted - 2014.10.21 20:55:45 -
[685] - Quote
Lugh Crow-Slave wrote:Doddy wrote:Lugh Crow-Slave wrote:Doddy wrote:RIP bombing.
Anti capital bomb will be useless against anyone who brings more than one smartbomb in their fleet...
But hey at least solo hunters get a hp boost. If only they hadn't been nerfed by rats preferentially shooting them that might be usefull. no if you stagger several of the anti cap bomb it can still pass through a few smart bombs ok, you automatically lose a third of your capping to 2 smartbombs, 2/3rds to 4 smartbombs and any number of bombers will be countered by 6 smartbombs or 1 bomber in position to defensively bomb its own caps. yes but you would need to fit 6 bombs to your own cap and with this type of bomb you would need more then 1 defensive bomber if they were smart enough not to bomb all from one direction
6 hi slots to defend a cap fleet isn't exactly mutch, less of a sacrifice than the attacker is wasting on pilots for the bombers in the first place. If its a solo cap you just kill it you don't need to waste time chucking void bombs at it. If it has any support 1 bs fitted with smartbombs is all you need, or just fitting a smartbomb on a few of the carriers which they tend to do anyway for cleaning off drones or mitigating missile dps.
As for the bomber it will destroy all bombs in space which would hit the cap. Stagger individual bombs to avoid being killed by a counterbomb and you are back at being countered by two smartbombs.
|

Rain6638
GoonWaffe Goonswarm Federation
3431
|
Posted - 2014.10.21 21:04:18 -
[686] - Quote
Wow, this goon tag is just OP.
My point is this stealth change is not just about ISBoxer. It's about imbalance. Ball of stealth ships = imbalance. Whether it's one player controlling 50 stealth ships, or 50 players with 1 stealth ship each, it's the same scenario: Numbers were used to overcome an attempted balance to cloaks.
There is a group of people who blame ISBoxer for this change, my statement was regarding those people. (review: ball of stealth ships = imbalance, ISBoxer or not ISBoxer)
also, I know a bit about what goes on in wormholes.
seems grrgoons is keeping you from thinking straight right now Xyon.
[ 2013.06.21 09:52:05 ] (notify) For initiating combat your security status has been adjusted by -0.1337
|

Rek Seven
Probe Patrol
1941
|
Posted - 2014.10.21 23:28:39 -
[687] - Quote
Rain6638 wrote:Wow, this goon tag is just OP. My point is this stealth change is not just about ISBoxer. It's about imbalance. Ball of stealth ships = imbalance. Whether it's one player controlling 50 stealth ships, or 50 players with 1 stealth ship each, it's the same scenario: Numbers were used to overcome an attempted balance to cloaks. There is a group of people who blame ISBoxer for this change, my statement was regarding those people. (review: ball of stealth ships = imbalance, ISBoxer or not ISBoxer) also, I know a bit about what goes on in wormholes. seems grrgoons is keeping you from thinking straight right now Xyon.
That's not entirely true. The number of bombers does not equal imbalance but the mechanics of bomber can seem overpowered when you use them in large quantities. ISboxer makes organizing bomber fleets easier and reduces the room for error and as organisation/co-ordination is key in a bombing run, ISboxer clearly has its uses.
Balance can be achieved in two ways. One way is to nerf the thing causing the issue and the other is to provide a sufficient counter. With the stealth bomber and cloak change, CCP are kind of doing both but they're taking a half baked approach; the counters aren't enough on their own and the change to cloaks have an adverse effect on other classes of ship.
+1
|

Rain6637
GoonWaffe Goonswarm Federation
23180
|
Posted - 2014.10.21 23:31:06 -
[688] - Quote
Sup Rek
Do I sense a death 2 afk cloaky post in there somewhere
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
|

Rek Seven
Probe Patrol
1941
|
Posted - 2014.10.21 23:33:28 -
[689] - Quote
No at all. I'm a wormhole and a cloak is my lifeblood. 
+1
|

Rain6637
GoonWaffe Goonswarm Federation
23180
|
Posted - 2014.10.21 23:35:58 -
[690] - Quote
Oh, just checking. Hey, I wanna become an wormhole too
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
|
| |
|
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 .. 37 :: one page |
| First page | Previous page | Next page | Last page |