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Frostys Virpio
KarmaFleet Goonswarm Federation
2279
|
Posted - 2015.09.28 18:37:22 -
[1] - Quote
Why should logi be limited if damage dealer are not? |
Frostys Virpio
KarmaFleet Goonswarm Federation
2279
|
Posted - 2015.09.28 18:57:05 -
[2] - Quote
Saisin wrote:I would favor putting the same stacking penalties on non DPS effects fleet ewar/remote rep that modules have, as it is an already well understood principle on ship fitting. Applying more than 4 remote rep on any one ship would become useless after the fourth...
Cool as long as you apply the same stacking penalty to weapon systems too. If everything is supposed to suffer stacking penalty, then everything should. |
Frostys Virpio
KarmaFleet Goonswarm Federation
2281
|
Posted - 2015.09.29 13:37:00 -
[3] - Quote
Dr Cedric wrote:Frostys Virpio wrote:Why should logi be limited if damage dealer are not? I feel like you have a bot that auto-replies to any thread with Logistics in the title with this particular quote. Also... it would seem you got your wish, at least with structures
I always bring that point because nobody ever presented a good counter to it. Nobody ever find a way to demonstrate how N+1 is broken for only one side of the equation. |
Frostys Virpio
KarmaFleet Goonswarm Federation
2281
|
Posted - 2015.09.29 13:57:08 -
[4] - Quote
Faxat wrote:I've been tinkering with logistics mechanic lately, and a few weeks ago I saw a blog arguing a strong case for shifting logistics into resist/boost modifiers/capacitor roles, and putting the main repair role on the targets themselves. I hope that is the way we are headed, and I'd personally love to take it as far as maybe dismantling the entire logistics class of ships and rather spread the bonuses over several ships. With this in mind I have an actual suggestion to counter alpha mechanics somewhat, and to bridge the gap between shield booster and extenders.
With the recent appearance of doomsdaying sleeper battleships there is a mechanic around the buffer shield they have on top of normal shields that I find interesting. What if every ship could generate such a buffer by running a local shieldbooster/armorrepper after the shields were full. This buffer would not be repairable by logistics, and would be a bandaid/incentive for people to move towards a life where logistic wings would be actual "support ship" and not the core requirement for a fleet getting off the ground or not.
As for balance issues resulting from this, I'd like to think that the current divide between pve and pvp fittings were blurred slightly and would create for more interesting battles all around.
You would still bring logi because no fitting will be able to sustain a large enough repper to counter the enemy's combined DPS. Unless of course you think your ship should die no matter what with just a time variation in how long you survived by using more cap booster to cycle your oversized repper a few more cycle before your inevitable fate is met. |
Frostys Virpio
KarmaFleet Goonswarm Federation
2283
|
Posted - 2015.09.29 15:36:15 -
[5] - Quote
Reaver Glitterstim wrote:Nevyn Auscent wrote:You are wanting to nerf logi based on mass blob warfare which tends to only happen in Null. Small scale warfare is totally different, WH warfare also totally different. Fleet based PvE is totally different. Logi in mass blob warfare is OP Logi in small gang warfare is MASSIVELY OP Logi in fleet based PVE is just as much as is needed A lot of PVE has absurdly high incoming damage because logi can handle it. It's hugely unbalanced for PVP but you see that MUCH less in blob warfare because forty five battleships can break your tank no matter how many logi are on you.
In blob warfare, most of the balance get's destroyed because the number are just too high. That's a core problem of how the game is designed but we live with it because the majority seem to prefer being able to drop any number of fleetmate on a target than being limited since only a hard limit would prevent this from happening. No what you try to do, unlimited number will always destroy how things were though out because of their unlimited nature. Logi in large number are already unable to really work at peak throughtput because they have to wait for damage to be applied for their rep to be effective. If my fellow logi finish topping off your armor after some damage, my reps will be wasted unless you take more damage before my cycle end. DPS has no such issue as any "wasted" DPS is just a sign of a target having successfully being defeated. There is never any limit to DPS until objective achieved but this is not a negative point as you are making progress.
In small scale warfare, logi are much more counterable if you are willing to put the effort in. Their point of failure is much smaller because redundancy is greatly reduced. a wing of 3 logi can be countered in a more precise manner than a 40 man logi wing. The issue is most people want to be "1337 DPS" and top killmail number more than they want their fleet to succede. You never have any issue getting 1 more DPS for your fleet but 1 falcon? 1 Huggin? You'll be looking for those even if they are technically more power added to a fleet than another token DPS. People don't seem to get that so we get small roaming gang without offensive support having trouble defeating a similar force with defensive support.
PvE can easyly be re-tuned if it's seen as necessary after any change to logistics happen. The content is balanced around some numbers and fleet have adapted to it. Logi aren't "too powerful" for PvE, they are just used in a number to make it efficient. The number of logi in PvE fleet will always vary around what the DPS in the site is. Nerfing them does not change this player behaviour of protecting their assets by making sure the risk of it going boom is controlled at a relatively low chance because losing no amtter how you slice it, losing assets while trying to gain assets is counter productive so you might as well put in the effort to not lose your grinding boat unless you like grinding a new grinding boat...
Nerfing Logi is not gonna solve any of those problems. Blob gonna blob, small gang gonna small gang and PvEfleet gonna FvEfleet just like the haters keep on hating. |
Frostys Virpio
KarmaFleet Goonswarm Federation
2284
|
Posted - 2015.09.29 18:00:20 -
[6] - Quote
Reaver Glitterstim wrote:Frostys Virpio wrote:The issue is most people want to be "1337 DPS" and top killmail number more than they want their fleet to succede. You never have any issue getting 1 more DPS for your fleet but 1 falcon? 1 Huggin? You'll be looking for those even if they are technically more power added to a fleet than another token DPS. People don't seem to get that so we get small roaming gang without offensive support having trouble defeating a similar force with defensive support.
PvE can easyly be re-tuned if it's seen as necessary after any change to logistics happen. The content is balanced around some numbers and fleet have adapted to it. Logi aren't "too powerful" for PvE, they are just used in a number to make it efficient. You're absolutely right about people not being willing to fly what's best for the fleet, often people prefer pew pew over a ship that's simply better in many ways even just for the individual in the fleet. But that indicates a flaw in the way optimum fleet layout is balanced versus what players want to fly. There are a handful of players who actually like flying logi or EWAR, and crowds who like to fly guns or missiles. We should be pushing the ideal fleet balance to reflect what people want to fly--make a few EWAR or logi useful, but have their usefulness scale downward with greater numbers. This will also help squash infinite sustainment in fleets, and make it so both sides take damage in a real fight, even if one side is a lot bigger.
If you are not willing to field support ships, your whole fleet deserve to die drowned in it's own tears of agony as a few logi rep through your DPS. |
Frostys Virpio
KarmaFleet Goonswarm Federation
2284
|
Posted - 2015.09.29 18:05:12 -
[7] - Quote
Saisin wrote:Frostys Virpio wrote:Saisin wrote:I would favor putting the same stacking penalties on non DPS effects fleet ewar/remote rep that modules have, as it is an already well understood principle on ship fitting. Applying more than 4 remote rep on any one ship would become useless after the fourth...
Cool as long as you apply the same stacking penalty to weapon systems too. If everything is supposed to suffer stacking penalty, then everything should. DPS modules on ships do not have stacking penalties. The line of suggestion I support on this is to use a system for fleet effect control that players are already familiar with modules and has been a big part of Eve game design since the start. DPS have never been capped on ship modules. Now the damage mitigation would cap damage on the largest end game structures. This new concept prevents the N+1 domination that can only be countered by more alts/players, foprcing the larger forces to split across multiple objectives to remain efficient. The current power of the Imperium is their numbers and having used all the technics the game offers to reduce the size of other groups, from sowing dissenssions through anonymous alts, leveraging the CSM to limit the effectiveness of new features that would threaten their ISK making, and developing a propaganda and media machine to keep their numbers growing. They certainly succeeded, like the roman empire did through conquest, organisation and assimilation. The game must provide mechanics to allow smaller groups to effectively challenge their domination, and this can only occur if the game system stops making N+1 the ultimate response to every major battles.
What is it gonna change for your small group if we blow up your structure in 20 minutes instead of 5? |
Frostys Virpio
KarmaFleet Goonswarm Federation
2284
|
Posted - 2015.09.29 18:18:18 -
[8] - Quote
Reaver Glitterstim wrote:Frostys Virpio wrote:If you are not willing to field support ships, your whole fleet deserve to die There's no reason to hate people for enjoying what they enjoy, and there's no reason to purposely balance the game against the fun of the players. Frostys Virpio wrote:drowned in it's own tears of agony as a few logi rep through your DPS. blatantly overpowered logi
Oh no, the other side is using force multiplier and ship that synergize with each other to win against our bunch of "fun" ship. Nerf them CCP. |
Frostys Virpio
KarmaFleet Goonswarm Federation
2284
|
Posted - 2015.09.29 18:42:14 -
[9] - Quote
Reaver Glitterstim wrote:Frostys Virpio wrote:Oh no, the other side is using force multiplier and ship that synergize with each other to win against our bunch of "fun" ship. Nerf them CCP. I'm not suggesting giving unsynergized fleets any sort of advantage. I am suggesting that proper synergies could be more fun for all parties involved. I am also suggesting that logi is too powerful. You like letting the smarter side win? Well logi currently is always the right answer. Nerf it and suddenly other choices become relevant, now smartness matters more.
The choice in small gang is already relevant. It's not my fault people would rather be the 14th caracal instead of the 1st Blackbird/Celestis/Bellicose. Those put more pressure on the logi on the other side than a caracal. Why aren't they flow more? They are not fun? What's so fun about shooting at ship that you won't kill? What isn't fun about making the other ship die because you make your whole fleet more effective or the enemy less effective?
The real issue is not logi, it's the player. They would rather mash F1 on a primary instead of F1, F2 and F3 to cripple 3 enemy... |
Frostys Virpio
KarmaFleet Goonswarm Federation
2288
|
Posted - 2015.09.30 17:27:29 -
[10] - Quote
Reaver Glitterstim wrote:Frostys Virpio wrote:The choice in small gang is already relevant. It's not my fault people would rather be the 14th caracal instead of the 1st Blackbird/Celestis/Bellicose. Those put more pressure on the logi on the other side than a caracal. Why aren't they flow more? They are not fun? What's so fun about shooting at ship that you won't kill? What isn't fun about making the other ship die because you make your whole fleet more effective or the enemy less effective?
The real issue is not logi, it's the player. They would rather mash F1 on a primary instead of F1, F2 and F3 to cripple 3 enemy... You seem to be suggesting that they would rather be the 8th Caracal than the 5th Blackbird/Celestis/Bellicose. As it stands, the optimal fleet setup for just about anything is a maximum of maybe 60% DPS ships, even really large fleets still want tons of support ships of various flavors. A lot of times an actual optimum setup has less than 40% DPS, especially since you can stack several logi and become virtually invincible. I'm just saying maybe it'd be good if instead of optimal fleets being half DPS, they were optimal at 3/4ths DPS. Of course when everyone is jumping on the same bandwagon and nobody wants to fly logi your fleet is going to have zero logi power. That doesn't mean the first logi or two need to be enough to tank an entire small fleet, stacking infinitely no matter how many logi you choose to bring. As it stands, 1 logi cruiser can rep about 3 DPS cruisers worth of damage, and 1 EWAR cruiser can effectively remove 2-3 other ships of any subcap size from the battle while still being pretty solidly tanked. What happens when both fleets bring enough logi? A stalemate. Stalemates suck.
You get a stalemate because both side brought defensive support (logi) and no one bothered to have offensive support (webs, TP, ECM, damp) to either counter logi or make the other ship more vulnerable to damage. Those are the support ship I very rarely see flown in small gangs that are power multiplier but people don't seem to want to fly them. I don't know what they see in those ships but you can always run in fleet of 14 caracals with 3 scythes as support but no fleet with 12 caracals, 1 belicose and 3 scythe. I don't think that fleet should be 6 caracals, 6 bellicose and 10 scythe but it should at elast try to cover more support roles than just logi. Fleet should not fly 50% support but they should have at least some after logi is counted before they claim that logi in absolutely unbreakable.
It's not about telling everybody they need to fly support but about fleets having at least some token support other than logi if they want to break the opposing logi. Webbing your target makes it take more damage while the logi don't rep for anything more. Same for a TP. Small gang feature lots of fast ship which mitigate lot of damage just by being fast a somewhat small (their sig) so countering those trait should be done instead of just ignored. |
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