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Azazel The Misanthrope
Proioxis Assault Force Exodus.
73
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Posted - 2015.10.11 10:21:33 -
[1] - Quote
I am bringing this back again.
Webs are a bad game mechanic, there are a plethora of better ways to accomplish its goal. No one will ever support getting rid of them though so instead I am suggesting:
"Reduce the effectiveness of propulsion systems by 60%" instead of "Reduce maximum velocity by 60%". |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
73
|
Posted - 2015.10.11 10:31:31 -
[2] - Quote
Kasia en Tilavine wrote:Reduce their effect to 50% at the t2 level while industry model has 40% and meta is 45%.
Give them falloff equivalent to their optimal. Industry at 6 km, meta at 7, and t2 at 8 km.
When I. Falloff, a new speed reduction value is calculated based off distance into falloff, every time the module completes a cycle. Cycle time 5s with cap brought down to keep the same cap/s
I can not say that I agree with that or think that it is a good idea even. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
73
|
Posted - 2015.10.11 11:26:29 -
[3] - Quote
Offering clarity as to "Why" specifically; the concept of flatly slowing ships down is sort of "unnatural". There is no precedent for this kind of mechanic in any similar game. It serves to flatly decrease the range of movement options that the opponent has while under it effect. While that does have its explicitly intended purpose, it becomes a sort of staple in much of brawling in general and reduces many of brawling engagements to straight up slugfests where mobility is essentially negated.
Because of their line as a "staple" weapon they create an artificial commitment range where, once entered, combat slows to a near halt and in many cases can be inescapable. This directly contributes to the awkward place of brawling in general and the kite heavy meta in the current iteration of EVE. It is largely non-interactive like most forms of EWAR (which are equally bad in many cases) :however, unlike many other forms of EWAR webbing pertains a much higher prevalence on the battlefield and is not locked in its effectiveness to specific ships.
Instead of trailing on, ultimately, it is usually makes for a far more entertaining, immersive, and interactive engagement if damage application and interdiction revolved more around actual movement, positioning, velocity, and the calculation of these things; rather than simply slowing down the opponent as much as possible in a way that is very awkward to respond to. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
73
|
Posted - 2015.10.11 11:32:10 -
[4] - Quote
Mag's wrote:If anything, one could argue webs were over nerfed the last time round. So your assertion that they need a further nerf is quite frankly, ludicrous.
Regardless, they are very boring objects. If they were limited in effectiveness to exclusive ships I could understand, but with the prevalence they have now is ridiculous.
90% Webbing power is a ludicrously powerful effect. Why equip propulsion at all in that case? That sort of thing only encourages kiting even more. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
73
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Posted - 2015.10.11 11:37:17 -
[5] - Quote
Azazel The Misanthrope wrote:I am bringing this back again.
I am suggesting:
"Reduce the effectiveness of propulsion systems by 60%-90%" instead of "Reduce maximum velocity by 60%".
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Azazel The Misanthrope
Proioxis Assault Force Exodus.
73
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Posted - 2015.10.11 11:48:53 -
[6] - Quote
My suggestion is intended so that the module can't lower ship velocities lower than their base value for the hull. Currently fitting a propulsion module and activating it under webs is actually to the detriment of the ship being webbed in a lot of cases seeing as the ship is still suffering the mass penalties of the prop, but without gaining any of the benefits; however it is still unwise to deactivate the module because then your ship would be moving even slower than without it. This creates the slow, awkward and clunky combat that brawling usually is.
This suggestion simply allows the pilot to turn the prop mod off so as not to be a brick in space, but not be at a standstill either, with that kind of flexibility you can make the web mod more powerful even. The point is just to make it a more interactive, more tactical item that forces that opponent to make a decision. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
73
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Posted - 2015.10.11 11:53:10 -
[7] - Quote
Celthric Kanerian wrote:Not allowed to post killboard, but could your reasoning be because you recently died to close-range pvp?
This is a very typical response to this kind of post, and I understand why you would say that; however this is not why I am posting this. I am posting this because I have a lot of experience with brawling, largely in frigates, but when I fight another brawler or other ship in general, the fight is always more entertaining when webs are not involved. I like being able to move and mitigate dps, pull a juke maneuver, boom and zoom, and do a variety of maneuvers in space, like one would if they were in a kiting ship; however when webs are involved, usually both ships are just sitting there. Doing nothing interesting but shooting.
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Azazel The Misanthrope
Proioxis Assault Force Exodus.
73
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Posted - 2015.10.11 12:29:52 -
[8] - Quote
Same people, same comments, same arguments as before. Totally different OP. Seriously, the suggested change leaves the webs just as strong as they are now minus the ability to effect non propped ships. Which in many cases is fairly slow enough anyway to target anyway. Nobody actually reads the OP they just read the title and/or what they dislike about the paraphrasing, and then comments on that. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
73
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Posted - 2015.10.11 12:30:39 -
[9] - Quote
baltec1 wrote:OP, why do you want to stop my turret battleship from having any chance at all with hitting something small, fast and close?
Bring support. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
73
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Posted - 2015.10.11 12:48:43 -
[10] - Quote
Danika Princip wrote:Azazel The Misanthrope wrote:Same people, same comments, same arguments as before. Totally different OP. Seriously, the suggested change leaves the webs just as strong as they are now minus the ability to effect non propped ships. Which in many cases is fairly slow enough anyway to target anyway. Nobody actually reads the OP they just read the title and/or what they dislike about the paraphrasing, and then comments on that. I gave you a big list of things you'd be nerfing. You chose to ignore it. And how does bringing support help if the webs the support ships are using aren't going to slow the target down either?
I ignored your response because you ignored the OP. Your list of "nerfs" would effectively be reduced by half. The OP suggestion implies that the speed loss remain the same, but not so that the velocity lost reaches a negative. The thing as a whole accomplishes the same objective.
Effecting the targets propulsion bonus so that it is essentially negated forces the target to either turn off their propulsion or keep it on, use cap unnecessarily, and suffer the mass penalty for nothing. Ultimately the target is slow enough to be tracked by a variety of things. Not to mention in that range they are likely to be under neut pressure and drones.
PvE is a valid counter argument though. |
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Azazel The Misanthrope
Proioxis Assault Force Exodus.
73
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Posted - 2015.10.11 12:57:41 -
[11] - Quote
You mean to tell me that a guy needs help fighting a frigate, so his support brings something else that can't track the frigate either? Great Idea.
Battleships were forced into obsolescence after WWII because they were big and expensive and they were often sunk by smaller vessels (primarily Destroyers) and fighter-bombers that would be "out-track" their guns and deliver torpedoes and other explosives. I really think that Battleships should be things that are supported by things like they were realistically. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
73
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Posted - 2015.10.11 13:45:36 -
[12] - Quote
baltec1 wrote:Azazel The Misanthrope wrote:You mean to tell me that a guy needs help fighting a frigate, so his support brings something else that can't track the frigate either? Great Idea.
Battleships were forced into obsolescence after WWII because they were big and expensive and they were often sunk by smaller vessels (primarily Destroyers) and fighter-bombers that would be "out-track" their guns and deliver torpedoes and other explosives. I really think that Battleships should be things that are supported by things like they were realistically. This isn't real life. My point stands, turret battleships will be made all but helpless with this nerf vs small, fast ships at close range no matter what they do.
Well as it stands battleships are defenseless versus the small fast ships that stick to you from long range. It doesn't defeat the fact that you are helpless versus the small ships regardless, it just changes the way that that is applied. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
73
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Posted - 2015.10.11 13:46:46 -
[13] - Quote
Arla Sarain wrote:baltec1 wrote:Azazel The Misanthrope wrote:You mean to tell me that a guy needs help fighting a frigate, so his support brings something else that can't track the frigate either? Great Idea.
Battleships were forced into obsolescence after WWII because they were big and expensive and they were often sunk by smaller vessels (primarily Destroyers) and fighter-bombers that would be "out-track" their guns and deliver torpedoes and other explosives. I really think that Battleships should be things that are supported by things like they were realistically. This isn't real life. My point stands, turret battleships will be made all but helpless with this nerf vs small, fast ships at close range no matter what they do. They will go from double web to web+TP+tracking rigs. Who the hell uses tracking rigs otherwise? Some numbers might have to be adjusted. But you also can't ignore the fact that turret tracking in general is the only mechanic that can be exploited both ways (application or mitigation) through piloting alone. Although all in all, I don't think webs need a nerf. I think small turret tracking needs a nerf, small drones need a sig increase to compensate, and perhaps webs could get a max velocity cap same way Entosis links have/had. The former will allow sig tanking for frigates V frigate when scrammed/webbed, the latter will finally kick the kite meta in the ballsack it deserves, without making further speed upgrades irrelevant (since it will basically add resistance to being slowed by multiple webs before further speed decreases can be noticed)
I am fine with this.
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Azazel The Misanthrope
Proioxis Assault Force Exodus.
73
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Posted - 2015.10.11 13:50:00 -
[14] - Quote
Zan Shiro wrote:Azazel The Misanthrope wrote:Offering clarity as to "Why" specifically; the concept of flatly slowing ships down is sort of "unnatural". There is no precedent for this kind of mechanic in any similar game. It serves to flatly decrease the range of movement options that the opponent has while under it effect. While that does have its explicitly intended purpose, it becomes a sort of staple in much of brawling in general and reduces many of brawling engagements to straight up slugfests where mobility is essentially negated. You must not have rolled melee dps or been up against those that used it properly. Changing of speed is a common melee dps cast/call/action/etc. Either they slow you down or they get a speed boost to be faster. Eve is an space MMO rpg. This carried over. It can't have the term melee dps since its eve (want to bust balls use the many forms of healz or healer to an eve purist when talking about reps/logi, this bait always works), but same principals apply to tackle, fast response dps, etc. end result the same....you are moving as if in molasses in January and they are buzzing around really fast. Want to get more modern.....here is how I "webbed" in WoT. I'd shoot out tracks. Only got 1 the repair kit. Use it up on that...well me or someone else would track you again. Game kind of enforced this. My gun sans gold ammo not doing a damn thing otherwise I will cripple your tracks all day long since its the only thing I could hit worth a damn. Sometimes double tracking for the added fun. Turnabout is fair play....this done to me quite often as well. Don't like webs know or predict what may run them and avoid them. If a brawler...well that running them is cheesy is your pov. Others its not. The bs bringing support bit...sometimes your support is busy if actually brought along. Nice to have the self help there in that case.
Shooting out treads on a tank is something you actively do webbing just happens, melee range in other games can be effectively exited by moving out of melee range, by running other than dota's intrinsic slowing elements confined to specific characters this does not occur anywhere else in this fashion. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
74
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Posted - 2015.10.11 13:57:10 -
[15] - Quote
Lloyd Roses wrote:You are aware that putting something like optimal+falloff to web mechanics, something like *no webs* or even *reduce only propped speed* would severely harm the fighting outnumbered gameplay many of us enjoy, that defensive webbing would take a shot to the head and blobbing people to death would see a buff in the end?
No, web mechanics are in a fine place, don't meddle with critical tools for rangekeeping unless you want melee slugfests.
I fight largely outnumbered a significantly large portion of the time. I even avoid using webs not only because of my aversion for them, but also because they are less effective defensively than dual prop. Trust me, this wouldn't be hurting the asymmetrical warfare it would probably help it seeing as kiting wouldn't be the only way to engage in it if webs didn't exist. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
74
|
Posted - 2015.10.11 13:59:09 -
[16] - Quote
baltec1 wrote:Azazel The Misanthrope wrote:You mean to tell me that a guy needs help fighting a frigate, so his support brings something else that can't track the frigate either? Great Idea.
Battleships were forced into obsolescence after WWII because they were big and expensive and they were often sunk by smaller vessels (primarily Destroyers) and fighter-bombers that would be "out-track" their guns and deliver torpedoes and other explosives. I really think that Battleships should be things that are supported by things like they were realistically. This isn't real life. My point stands, turret battleships will be made all but helpless with this nerf vs small, fast ships at close range no matter what they do.
Did I already mention that your point does not stand? Because it does not. Maybe if EVE took more inspiration from real life it would have more diverse and tactically viable ships in fleet compositions instead of masses of whatever ship is op at the time. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
74
|
Posted - 2015.10.11 14:26:14 -
[17] - Quote
Yes I do recommend they be removed for solo play. At least within tactical perspective, but ultimately they would end up in the same state that they are now, viable for solo, but not optimally due to the current meta. Honestly, this change by itself wouldn't even affect your ships ability to solo to any extent.
The change is extremely minimalist; it would drag ships to slowing down to an extent where they are not un-traceable in any case they would still be under heavy neut pressure, scrams, and drones. Not to mention they would still have to fave the very real possibility of being struck by your guns anyway, or being forced to disengage, which would open them up to your guns anyway.
You are so caught up in the fact that your way of life MIGHT be disturbed that you are attacking the OP in your defense without considering the implications of it. Chances are with this web change that the OP suggests essentially would add up to 1 web accounting for almost 2 and seeing as you are likely to be equipping 1-2 webs anyway the objective you are seeking is still achieved with only slightly less impunity than before.
What is going on here is that you are just rigidly looking at the word "nerf" which was used for nothing more than to gain interest in the actual suggestion, and then began your defensive tirade to deny a thing which you only even contemplated for seconds. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
74
|
Posted - 2015.10.11 14:29:36 -
[18] - Quote
Celthric Kanerian wrote:Generally in pvp, especially solo pvp, if a blaster boat gets one webbed one is usually screwed. So in a way I agree that it needs tweaking.
I don't like the idea of any ship at any time just being "screwed", but I don't like the idea of smalls being weak to larges or mids just because they are cheaper either. I don't want to throw large ships under the bus, but it is much easier for a BS to bring a support Caracal or Thrasher or Svipul to back it up from 1-3 frigates than it is for the 1-3 frigates to bring anti BS support. Not without escalating the fight to another scale, and in that case the solo bs is screwed anyway. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
74
|
Posted - 2015.10.11 14:35:32 -
[19] - Quote
Webs generally not a good idea from a gameplay standard, they serve to incentivize an aversion to a certain type of playstyle altogether because they exclude smaller ships of any varying class of truly participating in engagements when the larger ship class is available, because large ship classes can just force the smaller one at bay at low transversals when in enough of a group so that they are blapped, but if they get in close to try to avoid that they get webbed by all of the ships anyway and then proceedingly get blapped.
It is the literal equivalent of capital weapons being used on subcaps with impunity. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
75
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Posted - 2015.10.11 16:07:21 -
[20] - Quote
[/quote]
I only needed seconds because I know how these ships work. Any frigate that is in web range is also in scram range yet even with its MWD turned off I still need the web to get hits on it even with blasters. Nerf webs and you now have a situation where a frigate at close range is impervious to my weapons. This nerf more or less makes webs utterly pointless to fit and turret battleships unable to do anything. It is already far from easy to get hits even with a web, you do not need to nerf it any more.[/quote]
I disagree, I am frequently on the other end of that spectrum, and a web on its own is enough to handle a lot of business on a frigate, from the battleship's perspective seeing as the battleship is extremely likely to have neuts AND drones. In more cases than not is the neuts plus the scram and the singular web that make the kill on the frigate from the battleship.
You only needed seconds because you read the title, not the OP. You may know how those ships work, but I know exactly how this situation plays out, whichever way you cut it, the frigate is at a HUGE disadvantage, but that doesn't matter, but the point is that this change, under the stipulations that the battleship is engaging the frigate the result of the webs effect is almost the same the single web that you have on the battleship would be enough to slow an af down to slightly less than half. With this it would simply be at its base speed if it was using an afterburner which is at actually a greater loss than the webs we have currently; however, it would remove the agility penalties that effect the frigate so that it can actually maneuver still and not just be a brick in space with absolutely no relative tank whatsoever.
Seriously, the entire point of the ship class is so that it maneuver under the guns of larger vessels and fight that way. That is literally how the ship is supposed to work, but currently it doesn't work that way unless you gimp the fit and/or bring skirmish links, or just avoid the situation altogether by bringing and interceptor and/or garmur to mess with your life the exact same way, and that is exactly what happens now, there is so much anti-tackle, anti-brawl equipment available, that people just forgo brawling in that respect altogether. Your battleship should be worthless against a frigate that is underneath your guns, that is the point of the entire class, but this change the OP suggests doesn't even go that far, and you still don't get that.
Tell me what is worse, having a frigate underneath your guns that you can not hit with your main weapons but still have scram/web/neuts active on or, a kitey Garmur/Interceptor pointing you from 30-40k away that you can not interact with at all other than when he ninja dives you for a scram to stop your mjd. That is exactly what the meta is like right now. At least the brawler frigate has to come into range and during that window you have a chance to deal massive damage, and cripple it before it even gets into scram range. Current meta doesn't call for that though, you know why? Because it is hardly possible, and why do it when I can easy mode kite you? You know why the current meta is kite oriented? Because brawling harshly forces commitment. Kiting does not. Brawling is a near death trap against a larger target because scrams/webs/neuts/drones. Kiting doesn't have to deal with three of those things and only scarcely is bothered by the fourth.
When you are up against a larger ship, he basically has a triad of modules that very well can make impossible to enter commitment range, against him. Kiting deals with none of that, maybe if brawling wasn't such a terrible option for engaging a large majority of targets like that, the meta wouldn't be what it is today, but I guess you like having an Orthrus kite your battleship to death; it is more dignified right? |
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Azazel The Misanthrope
Proioxis Assault Force Exodus.
75
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Posted - 2015.10.11 16:08:18 -
[21] - Quote
Mina Sebiestar wrote:Totally curve ball here but i would like to see size to effectiveness implemented ie (e-war only)
Small hulls using web get 60% on small targets 40% on med hulls 20% on large no bueno on XL what so ever. (small pros here would be web drones being a thing when engaging more than you can chew)
Large hulls using web on large 20% med 40% small 60% XL 10%.
Same goes for point / scram
Small hull using it on small give 100% hold using it on med size hulls give 80% chance that it will hold that ship at each new cycle using it on large target give you 60% chance point / scram will hold at start of each cycle. (bring friends or hunt what you can SOLO deal with)
This way i think more ppl would undock and roam with heavier ship to go true solo than now if ship mass ie hull size play role in more profound way than currently is and deliver some deterrent (other than millon dps zillion HP and pulverizing device like titan dd )
Side note i do believe EvE promote blob ware in order of magnitude more over solo play and i don't consider it good or healthy for a game.
My 2c feel free to ignore it.
Anything at this point is better than bittervet ramble.
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Azazel The Misanthrope
Proioxis Assault Force Exodus.
75
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Posted - 2015.10.11 16:12:05 -
[22] - Quote
Rivr Luzade wrote:90% webs are limited to exclusive ships.
As long as there is no end to bumping, I am against any changes to webs because freighters do not have prop mods and require webs.
I was referring to pre Web nerf webs. btw |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
75
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Posted - 2015.10.11 16:19:41 -
[23] - Quote
It is very obvious that you have never tried engaging a triple rep hyperion in a vengeance assault frigate so you could tackle him for your fleet. I have, i managed to hold him for about 60 seconds til my tank ran out and died. He then proceeded to mjd away. So I refit to an interceptor and literally did the same thing and held him infinitely easily. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
75
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Posted - 2015.10.11 16:20:38 -
[24] - Quote
I am actually convinced that you are trolling now. No human being can literally be that ignorant. I am sorry, I actually can not take you seriously. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
75
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Posted - 2015.10.11 16:21:47 -
[25] - Quote
Harvey James wrote:baltec1 wrote:Azazel The Misanthrope wrote:
Bring support.
So now I cant solo in the ships I enjoy and have enjoyed for the last decade? perhaps think of it another way, why would small ships be able too use a super powerful tool? maybe webs could be sized :- small - 35% medium - 45% battleship - 55% maybe webs could have higher fitting and cap consumption scaling with that strength - looks at officer webs massive pg requirement, along with falloff added, and range could be scaled too.
I actually suggested something like this before and was hackled about it. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
75
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Posted - 2015.10.11 16:23:38 -
[26] - Quote
Yea, duh, obviously. I know this. Please, are you six? Are you not understanding things? Can you read? Are you bothering to read the essay long responses I attempt to educate you on? No? Figures. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
75
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Posted - 2015.10.11 16:27:10 -
[27] - Quote
Btw, don't you just primarily fly catalysts and gank freighters? Have you actually ever tried to set up the fight for and fc a fleet of frigates trying to engage anything larger than them? |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
75
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Posted - 2015.10.11 16:35:38 -
[28] - Quote
baltec1 wrote:Azazel The Misanthrope wrote:Yea, duh, obviously. I know this. Please, are you six? Are you not understanding things? Can you read? Are you bothering to read the essay long responses I attempt to educate you on? No? Figures. I am, hence why I am calling you out on your damaging nerfs.
No, no. You are not. I honestly don't believe you actually ever flown a solo battleship. I don't believe you have any idea of what you are talking about any more. You may call that damaging because it hurts that play style, but it seriously improves the amount of viable play styles available in the game. Period. There are a diverse series of fleet engagements and situations that people are averted from engaging in because of how commitment ranges work.
I am in exodussss, these sort of situations are my lifeeee. Why can't you understand that I am trying to save you from the cancer that is my alliance. Your Megathron is much more vulnerable to kitey fleets than it is brawling frigates. Your argument doesn't make any sense, you are giving me a headache. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
75
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Posted - 2015.10.11 16:44:46 -
[29] - Quote
baltec1 wrote:Azazel The Misanthrope wrote:Btw, don't you just primarily fly catalysts and gank freighters? Have you actually ever tried to set up the fight for and fc a fleet of frigates trying to engage anything larger than them? I have FC'd harpy fleets while flying a megathron. I literally have owned battleships with more combat experience than you have.
FCing 100km Rail Harpy Fleets is exactly what I am talking about. That doctrine is 1000 times more dangerous and cancerous.
I have way more experience than you do, by a long shot.
I literally fly 6 man fleets against hordes of upclassed, linked, fleets regularly. Not to mention my participation in enough alliance tournament skirmishing to be totally aware of how both symmetrical and asymmetrical combat functions.
I have over 1000 solo kills and I have literally engaged every non-super ship class in game at least once. An afternoons worth of flying with me is worth weeks of your "experience". |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
75
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Posted - 2015.10.11 16:50:51 -
[30] - Quote
You're right. I am too angry. I need to stop. |
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Azazel The Misanthrope
Proioxis Assault Force Exodus.
86
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Posted - 2015.10.14 07:56:38 -
[31] - Quote
Now that I have calmed down I have come back.
I can understand the need for battleship to be able to defend themselves versus small ships, but I'd prefer to see huge universal buffs to tracking and explosion velcoity, high dps mid-slot point defense weapons, or even large damage reductions of small caliber weapons to large hulls, than I would that webs continue to exist. They just aren't fun. Anything that was more interactive or implied some sort of tactic to be employed instead of just encouraging people to kite or creating an artificial commitment range would be more fun. I would like to see dogfights and application battles, not stationary slug-fests. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
86
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Posted - 2015.10.14 07:59:52 -
[32] - Quote
A lot of the aforementioned stuns and web equivalents are effects that are on a brief timer or are effects that need to be actively applied. Webs are active once a targets gets into range, and stay active until they get out or until the target was dead.
Universal 90% or even 99% webs would be chooler if they were for a limited time and on a cooldown. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
96
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Posted - 2015.10.16 06:20:27 -
[33] - Quote
baltec1 wrote:Ares Desideratus wrote:Serendipity Lost wrote:Ares Desideratus wrote:I think battleships should have extra high-slots that are used for fitting medium and small sized weapons. That way your battleship can have a full rack of large weapons, and then a rack of either small or medium sized for shooting at smaller ships. Battleships should murder frigates if they get too close. Only one really bad idea per thread please. (exception is that 'one line bad ideas thread) Webs should also cause heat damage to any prop mods they are working against. If a webbed ship overheats to get out of web range the heat damage should be double and the time until it burns out should be cut in half. This would be in line with every space movie ever made where the good guys are trying to escape the (fill in movie specific space ship sucking mechanism) force near the end of the movie. All good captians double down and trash their GTFO thruster stuff when trying to escape the "their pulling us in" thinger. Eve should be no different. Think about it. How could a frigate ever go near a battleship and hope to survive? Battleships should be heavy duty firepower and resilience, but they can barely even hit a frigate, that makes no sense, they should have extra medium and small sized weapons on their battleships specifically for defense against lighter ships. This would render everything under battleships useless.
I disagree, 1-2 unbonused mediums guns that do marginally low dps in exchange for tracking certainly does not make Battleships apex. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
96
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Posted - 2015.10.16 06:24:34 -
[34] - Quote
Reaver Glitterstim wrote:I think webs are a bit strong and I also think their range is a bit low. I would not support directly nerfing them as I believe they are balanced where they are, but I do think that most pilots, both who are using webs and who are the target of webs, would be happier overall with webs that have a longer range and weaker effect.
But the biggest problem with webs is when the ship has a bonus to the effectiveness of webs. The way the bonus works causes the effect to become far stronger than the 50% bonus would insinuate, with the actual power increase depending strongly on the base web value.
I think that the bonus to web effectiveness should use a diminishing return calculation--I could write up some complex maths for it, or it could just be as easy as having the bonus act as a further speed reduction, for instance a level 5 bonus (+50% effectiveness) would become -50% remaining velocity. Here is how it would affect the modules:
Stasis Webifier I - 50% velocity reduction Current velocity reduction with skill bonus: 75% New velocity reduction with skill bonus: 75%
Stasis Webifier II - 60% velocity reduction Current velocity reduction with skill bonus: 90% New velocity reduction with skill bonus: 80%
This essentially makes the T2 25% stronger than the T1 with the skill bonus, as opposed to 150% stronger than the T1 with the skill bonus. In either case, it is 20% stronger than the T1 without the bonus. This change could also allow faction variants to offer a higher speed reduction, instead of only increasing range.
I actually feel that the current web strength is too high because it enables cruiser weapons to easily hit frigates, and even allows battleships to hit frigates with little trouble. Case in point: in incursion vanguard sites, battleships will fit short range large turrets along with usually 1-2 of either stasis webifier, tracking computer, or tracking enhancer. A fleet of ~10 ships (usually 7-8 battleships) will tend to have about 1-3 unbonused webs on a frigate NPC target and maybe a target painter. This is easily above what is needed to deal full damage to the frigate NPC, with no significant loss of damage due to tracking. In fact I recall one fleet I was in that was poorly equipped, often the main target was not webbed at all and would be taking very little damage (probably mostly from the drones), but when I webbed it, suddenly my own turrets began to hit it, and it would perish rapidly as other fleetmembers also began to score hits. These NPC frigates have a speed, sig radius, and hit points comparable to player frigates with prop mod off (as if they were using MWD) and we'd dispatch literally dozens of these in under ten minutes, with only one webifier in the fleet.
I'd like to see a new kind of webifier which has a reduced effect on ships too large or small for it. There could be five or six sizes, allowing anyone to have a preferable web choice that gives them the opportunity to strongly web the right size of ship while still being able to have a weaker effect on other sizes.
Small: 5km range, 1MW powergrid - strong vs frigates, moderate vs cruisers, weak vs battleships. Easy for frigates to fit+use, short range makes it lousy for battleships to use.
Medium-small: 7.5km range, 5MW powergrid - fairly strong vs frigates and cruisers, fairly weak vs battleships. Pretty easy for frigates to use but more effective on cruisers.
Medium: 12.5km range, 20MW powergrid - strong vs cruisers, moderate vs frigates and battleships, weak vs capital ships. Good all-around webifier effective against all subcaps, long enough range for a battleship but low enough fitting for a frigate to use.
Medium-large: 20km range, 90MW powergrid - fairly strong vs cruisers and battleships, fairly weak vs frigates and capital ships. Pretty easy for a cruiser to mount but too high for a frigate, allows a cruiser decent webbing of battleships or other cruisers.
Large: 30km range, 400MW powergrid - strong vs battleships, moderate vs cruisers and capital ships, weak vs frigates and supercapitals. High fitting cost for cruisers, grants battleships superior range to make up for their poor maneuverability and grants the strongest webbing of other battleships.
X-Large: 45km range, 1800MW powergrid - strong vs all capital and supercapital ships, moderate vs battleships, weak vs cruisers. Can be fit to a battleship in order to web a capital and prevent it from speed tanking siege weaponry, or can be fit to a carrier to web battleships at ranges longer than most short range battleship weapons can fire.
Having webifiers like this would force the player to make important decisions when selecting a webifier. It allows for a lot of room to fit oversized webs, so that smaller ships can still web larger ships (at high powergrid cost) while larger ships can still web smaller ships (at reduced range) but having the best effectiveness may come at a cost. It allows webs to maintain the same current strength while also getting more range in some cases, and helps to improve the defenses of frigates, since it will now be more difficult for large ships to web them into oblivion.
Why don't you run for CSM since you like making unusual and new suggestions on essentially every conceivable topic. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
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Posted - 2015.10.16 06:29:27 -
[35] - Quote
Serendipity Lost wrote:Ares Desideratus wrote:I think battleships should have extra high-slots that are used for fitting medium and small sized weapons. That way your battleship can have a full rack of large weapons, and then a rack of either small or medium sized for shooting at smaller ships. Battleships should murder frigates if they get too close. Only one really bad idea per thread please. (exception is that 'one line bad ideas thread) Webs should also cause heat damage to any prop mods they are working against. If a webbed ship overheats to get out of web range the heat damage should be double and the time until it burns out should be cut in half. This would be in line with every space movie ever made where the good guys are trying to escape the (fill in movie specific space ship sucking mechanism) force near the end of the movie. All good captians double down and trash their GTFO thruster stuff when trying to escape the "their pulling us in" thinger. Eve should be no different.
This suggestion is pretty hypocritical on the "one bad idea per thread" statement that it makes by proceeding with a bad idea a mere sentence after it made that statement. This would surely result in the obsolescence of afterburners everywhere unless the amount of heat damage they could take was increased substantially. Heated Props only last seconds as it is. |
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