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Steffles
University of Caille Gallente Federation
15
|
Posted - 2016.11.03 15:36:43 -
[1] - Quote
So the idea is a mechinism to encourage but not force people to spread fire while not causing battles to degenerate into impossible to kill situations. The idea is similiar to bomb damage where excess bombs are destroyed. In this case, excess heat at certain threshholds destroy a percentage of incoming rounds.
You split the current ships into hull sizes:
Small Medium Large Capital
You then assign each hull size damage threshholds, these are just placeholders and not intended as finished numbers
Small - 1000 - damage reduction 10% . . Small - 6000 - damage reduction 60%
Medium - 5000 - damage reduction 10% . . . Medium 30000 - damage reduction 60%
And so on
* The different damage reduction amounts for different sized hulls of course are necessary to prevent larger ships from being impossible to kill. * While you can still use overkill to kill targets its no longer a straight line damage equation. Putting out 600,000 dps on one ship might be possible but splitting up those same ships and shooting 3 ships instead for 300,000 each would mean logi needs to rep 3 ships for 900,000 dps instead of the 1 for 600,000. Makes sense?
A sample battle of 6 seconds:
Ships with Blasters doing 15000 per tick Ships with Projectiles doing 25000 per 2.5 ticks Target is a battleship and it has dps thresholds of 10000 damage, 20000 damage, ..., 60,000 damage
The reduction would be
Tick 1 15K - 10% = 13,500 damage Tick 2 15K - 10% Tick 3 40K - 40% = 24,000 damage Tick 4 15K - 10% Tick 5 15K - 10% Tick 6 40K - 40%
Based on the 10 percent per threshold.
If you had blasters doing 20,0000 dps and no projectiles
Tick 1 - Tick 6 20K - 20% = 16,000 damage
If you were doing 80000 damage with blasters
Tick 1 - Tick 6 80K - 60% = 32,000 damage
At 50,000 damage in one tick - 50% you're doing 25,000 damage At 60,000 damage in one tick - 60% you're doing 24,000 damage
Diminishing returns, it works and its not exploitable. Additionally in terms of the remote repairs they could be rebalanced so they're not trying to defeat the n+1 mechanic we currently have. They were only introduced as a patch against it anyway.
Its genius of course, I thought of it |
Tiberius NoVegas
Undead Dragons Dragon Knights Inc
21
|
Posted - 2016.11.03 15:51:20 -
[2] - Quote
Steffles wrote:So the idea is a mechinism to encourage but not force people to spread fire while not causing battles to degenerate into impossible to kill situations. The idea is similiar to bomb damage where excess bombs are destroyed. In this case, excess heat at certain threshholds destroy a percentage of incoming rounds.
You split the current ships into hull sizes:
Small Medium Large Capital
You then assign each hull size damage threshholds, these are just placeholders and not intended as finished numbers
Small - 1000 - damage reduction 10% . . Small - 6000 - damage reduction 60%
Medium - 5000 - damage reduction 10% . . . Medium 30000 - damage reduction 60%
And so on
* The different damage reduction amounts for different sized hulls of course are necessary to prevent larger ships from being impossible to kill. * While you can still use overkill to kill targets its no longer a straight line damage equation. Putting out 600,000 dps on one ship might be possible but splitting up those same ships and shooting 3 ships instead for 300,000 each would mean logi needs to rep 3 ships for 900,000 dps instead of the 1 for 600,000. Makes sense?
A sample battle of 6 seconds:
Ships with Blasters doing 15000 per tick Ships with Projectiles doing 25000 per 2.5 ticks Target is a battleship and it has dps thresholds of 10000 damage, 20000 damage, ..., 60,000 damage
The reduction would be
Tick 1 15K - 10% = 13,500 damage Tick 2 15K - 10% Tick 3 40K - 40% = 24,000 damage Tick 4 15K - 10% Tick 5 15K - 10% Tick 6 40K - 40%
Based on the 10 percent per threshold.
If you had blasters doing 20,0000 dps and no projectiles
Tick 1 - Tick 6 20K - 20% = 16,000 damage
If you were doing 80000 damage with blasters
Tick 1 - Tick 6 80K - 60% = 32,000 damage
At 50,000 damage in one tick - 50% you're doing 25,000 damage At 60,000 damage in one tick - 60% you're doing 24,000 damage
Diminishing returns, it works and its not exploitable. Additionally in terms of the remote repairs they could be rebalanced so they're not trying to defeat the n+1 mechanic we currently have. They were only introduced as a patch against it anyway.
Its genius of course, I thought of it
smaller ships are already protected from larger weapons by there size. smaller ships are harder to hit. glances result in fractional damage. whats wrong with the current system?
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Steffles
University of Caille Gallente Federation
15
|
Posted - 2016.11.03 15:55:28 -
[3] - Quote
Tiberius NoVegas wrote:Steffles wrote:So the idea is a mechinism to encourage but not force people to spread fire while not causing battles to degenerate into impossible to kill situations. The idea is similiar to bomb damage where excess bombs are destroyed. In this case, excess heat at certain threshholds destroy a percentage of incoming rounds.
You split the current ships into hull sizes:
Small Medium Large Capital
You then assign each hull size damage threshholds, these are just placeholders and not intended as finished numbers
Small - 1000 - damage reduction 10% . . Small - 6000 - damage reduction 60%
Medium - 5000 - damage reduction 10% . . . Medium 30000 - damage reduction 60%
And so on
* The different damage reduction amounts for different sized hulls of course are necessary to prevent larger ships from being impossible to kill. * While you can still use overkill to kill targets its no longer a straight line damage equation. Putting out 600,000 dps on one ship might be possible but splitting up those same ships and shooting 3 ships instead for 300,000 each would mean logi needs to rep 3 ships for 900,000 dps instead of the 1 for 600,000. Makes sense?
A sample battle of 6 seconds:
Ships with Blasters doing 15000 per tick Ships with Projectiles doing 25000 per 2.5 ticks Target is a battleship and it has dps thresholds of 10000 damage, 20000 damage, ..., 60,000 damage
The reduction would be
Tick 1 15K - 10% = 13,500 damage Tick 2 15K - 10% Tick 3 40K - 40% = 24,000 damage Tick 4 15K - 10% Tick 5 15K - 10% Tick 6 40K - 40%
Based on the 10 percent per threshold.
If you had blasters doing 20,0000 dps and no projectiles
Tick 1 - Tick 6 20K - 20% = 16,000 damage
If you were doing 80000 damage with blasters
Tick 1 - Tick 6 80K - 60% = 32,000 damage
At 50,000 damage in one tick - 50% you're doing 25,000 damage At 60,000 damage in one tick - 60% you're doing 24,000 damage
Diminishing returns, it works and its not exploitable. Additionally in terms of the remote repairs they could be rebalanced so they're not trying to defeat the n+1 mechanic we currently have. They were only introduced as a patch against it anyway.
Its genius of course, I thought of it smaller ships are already protected from larger weapons by there size. smaller ships are harder to hit. glances result in fractional damage. whats wrong with the current system? It doesn't protect smaller ships. The reason they're broken up is because if you had a generic threshold for say, frigates, that same threshhold for capitals would make them impossible to kill. Likewise if you had a generic threshhold for capitals then frigates would be vaporised before the first 10% reduction kicked in. |
Tiberius NoVegas
Undead Dragons Dragon Knights Inc
21
|
Posted - 2016.11.03 16:07:21 -
[4] - Quote
Steffles wrote: It doesn't protect smaller ships. The reason they're broken up is because if you had a generic threshold for say, frigates, that same threshhold for capitals would make them impossible to kill. Likewise if you had a generic threshhold for capitals then frigates would be vaporised before the first 10% reduction kicked in.
First, a Capital weapon is so large it fires projectiles larger then a frigate, so of course its going to vaporize it.
second, It does protect smaller ships as larger turrets have slower tracking speed and makes it harder for them to hit smaller ships due to there size and speed. I can harass BC and larger ships in a frigate without much threat due to my size/speed compared to there tracking speed. |
Steffles
University of Caille Gallente Federation
15
|
Posted - 2016.11.03 16:20:07 -
[5] - Quote
Tiberius NoVegas wrote:Steffles wrote: It doesn't protect smaller ships. The reason they're broken up is because if you had a generic threshold for say, frigates, that same threshhold for capitals would make them impossible to kill. Likewise if you had a generic threshhold for capitals then frigates would be vaporised before the first 10% reduction kicked in.
First, a Capital weapon is so large it fires projectiles larger then a frigate, so of course its going to vaporize it. second, It does protect smaller ships as larger turrets have slower tracking speed and makes it harder for them to hit smaller ships due to there size and speed. I can harass BC and larger ships in a frigate without much threat due to my size/speed compared to there tracking speed. Capital weapons usually have no way of hitting a frigate so the size of the projectile is pretty much a moot point.
If you mean it protects frigates as in reducing % of damage yeah it does but only applied damage not damage fired at the frigate. But it doesn't just protect frigates, it protects all ships that have so much dps put on them they instantly melt. That's the whole point of the code, to encourage people to spread fire around rather than the n+1 facemelt and next target.
Of course it would have no effect on a frigate if it was being attacked by a small gang because it would never reach the required threshhold and even if it did a frigate taking as in my example 1,000 dps is going to die in a very small amount of time, it'll probably be saved an extra second of life. If its taking 2000 damage, 20% off is still 1800 dps per second.
The numbers of course are just placeholders but if you've ever been in a big battle its no fun at all to be suddenly in a pod and never having had the chance to take evasive action, hit your repper or whatever because the damage was so intensely stupid.
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Jerghul
Running with Dogs Stella Nova
13
|
Posted - 2016.11.03 16:23:52 -
[6] - Quote
I am pretty sure CCP has considered dps diminishing returns (the more modules firing, the less damage per module) for ship-ship combat.
Just as I am sure its a back burner thing it will likely revisit in the future.
" We have been doing a lot of challenging old assumptions of late, and often with delightful results. Just because something is doesn't mean it should be..."
-Team Game Of Drones (Dec 2015)
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Steffles
University of Caille Gallente Federation
15
|
Posted - 2016.11.03 16:33:33 -
[7] - Quote
Jerghul wrote:I am pretty sure CCP has considered dps diminishing returns (the more modules firing, the less damage per module) for ship-ship combat.
Just as I am sure its a back burner thing it will likely revisit in the future.
That doesn't work though, more modules firing, less damage - because of exploits and workarounds with own fleets. My idea works, it can not be exploited. |
Danika Princip
GoonWaffe Goonswarm Federation
4914
|
Posted - 2016.11.03 18:38:15 -
[8] - Quote
If you want small gang ~gudfites~, go have them.
leave large scale combat as large scale combat.
(Also, as I ask every time someone suggests this, please explain why you feel that supercapitals need this kind of a buff) |
elitatwo
Eve Minions O.U.Z.O. Alliance
1452
|
Posted - 2016.11.03 23:39:00 -
[9] - Quote
Danika Princip wrote:If you want small gang ~gudfites~, go have them.
leave large scale combat as large scale combat.
(Also, as I ask every time someone suggests this, please explain why you feel that supercapitals need this kind of a buff)
Danika, remind we why we would listen to a mindblurrbh of an NPC in the first place?
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them.
This is the law
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Danika Princip
GoonWaffe Goonswarm Federation
4918
|
Posted - 2016.11.03 23:44:22 -
[10] - Quote
elitatwo wrote:Danika Princip wrote:If you want small gang ~gudfites~, go have them.
leave large scale combat as large scale combat.
(Also, as I ask every time someone suggests this, please explain why you feel that supercapitals need this kind of a buff) Danika, remind we why we would listen to a mindblurrbh of an NPC in the first place?
In the somewhat vain hope they'll accidentally post with their main so we can laugh at some feythabolis renter corp that hasn't seen a red in five years, usually. |
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Paranoid Loyd
9759
|
Posted - 2016.11.03 23:47:29 -
[11] - Quote
Danika Princip wrote:elitatwo wrote:Danika Princip wrote:If you want small gang ~gudfites~, go have them.
leave large scale combat as large scale combat.
(Also, as I ask every time someone suggests this, please explain why you feel that supercapitals need this kind of a buff) Danika, remind we why we would listen to a mindblurrbh of an NPC in the first place? In the somewhat vain hope they'll accidentally post with their main so we can laugh at some feythabolis renter corp that hasn't seen a red in five years, usually. As hilarious as this reason is, someone needs to post logic or some of these idiotic ignorant ideas might get farther than getting **** on here.
"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix
Fix the Prospect!
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Danika Princip
GoonWaffe Goonswarm Federation
4918
|
Posted - 2016.11.03 23:51:42 -
[12] - Quote
That too, but my answer was more fun. |
Steffles
University of Caille Gallente Federation
16
|
Posted - 2016.11.04 04:53:47 -
[13] - Quote
Yes please post reasons would be interesting to see if there are any working brains other than mine in this thread |
GROUND XERO
Rennfeuer Project.Mayhem.
12
|
Posted - 2016.11.04 11:28:25 -
[14] - Quote
Did you ever take a look into the "WHY" alpha-fleets are on the field?
It is only because of the op of logistics/faxes etc. .... so if you want to cut alpha ( while i-Śm still not sure why) you kill one of the last mechanics to kill gangs with large ammount of logis! via dmg! No clue why? Nerf logi or delete em from game!!! and you are fine! |
Steffles
University of Caille Gallente Federation
28
|
Posted - 2016.11.08 06:02:17 -
[15] - Quote
GROUND XERO wrote:Did you ever take a look into the "WHY" alpha-fleets are on the field? It is only because of the op of logistics/faxes etc. .... so if you want to cut alpha ( while i-Śm still not sure why) you kill one of the last mechanics to kill gangs with large ammount of logis! via dmg! No clue why? Nerf logi or delete em from game!!! and you are fine! This is not true. The alpha fleets were in game before carriers and logi. Logi was put in game to deal with alpha.
Alpha developed out of CCP's failed n+1 doctrine. For years CCP actively encouraged larger and larger fights and it was that encouragement that led to the everyone target x and fire mechanic.
If you nerfed logi or deleted it the alpha problem would become much worse. It would switch from a alpha vs logi to just an alpha issue.
I hate logi btw, I think its a ******** mechanic, the equivalent of priests from WoW.
Personally I'd love to get rid of enchanters / rogues (ECM), priests / shamans (logi / links), and wizards (cyno's) and get back to the original game of spaceships but what can you do.
My idea is a very good one. Its not fantasy / magical crap like the above, its based on both practical and logical reasoning - the more explosions / radiation occuring on a target the more likely incoming rounds will be destroyed before they hit the target.
Hey CPP - Time we put highsec back to how it was originally designed - http://i.imgur.com/GT0T0oS.jpg
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Iain Cariaba
3235
|
Posted - 2016.11.08 09:11:23 -
[16] - Quote
If you don't want to deal with fights where you get alpha's off the field, don't join those fleets.
Alpha strikes are a perfectly valid tactic. Just because you don't like it doesn't make this any less so.
EvE is hard. It's harder if you're stupid.
I couldn't have said it better.
Hello, Mr Carebear. Would you like some cheese with that whine?
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Zan Shiro
Alternative Enterprises
885
|
Posted - 2016.11.08 14:03:18 -
[17] - Quote
Is DR applying to gross (before the shots hit and damage calcs run their course) or net (shots hit, damage calcs run thier course then the DR applied) damage? Reason asking is you seem to be doing gross, and one lump sum.
If gross damage before actual calcs...you have a problem. You have a weighted score that hurts the shooters. You are using paper damage. target shot may get this DR effect for damage they would have never gotten in the first place. 20 ravens flown by low sp noobs with crap missile skills with no paint/mgc/rigor will have impressive per ship paper damage to artificially boost gross damage. Actual net damage will sucks ass most likely however. Eft/pyfa raw damage only tells half the story on the top page. Its when run the graphs and mix up speed, angles and sig you see the other half.
If net, you now have another issue. YOu are inducing a half assed resist boost effect. your issue here is this why ccp put resist holes in ships is one. Or else we'd all be say 80% and higher.
Your second issue is ccp has in the past nerfed resist boosts. A few years back for some reason(s) I can't recall and didn't quite grasp when the change happened....ccp .dropped 5% per level resist bonus to 4%. For reasons some fellow bitter can jog my memory on maybe....my rokh and other ships were imba with 25% resists max skill and is now 20% max.
Third issue as Danika pointed out is you are buffing mommy ships. See when mommies became supers (I still call them mommies anyway, old habits die hard) CCP gave them an arguably stupid silly ehp buff. They took this away in rebalance. For good reason. You are giving that back as a mommy shoot will give it ample time to keep on getting your DR effect. And I am being nice...I haven't even slaved them if armour based. your DR, slaves, brick tank.....the mommy pilot would die from boredom if no save op before the shooters kill them. Self destruct to end the pain more quickly...I would not blame them for that even.
Basically with net damage you are bringing back stuff CCP nerfed, with extreme prejudice and deliberation. When they do this...they don't bring it back later generally. |
Steffles
University of Caille Gallente Federation
32
|
Posted - 2016.11.08 15:44:29 -
[18] - Quote
Zan Shiro wrote:Is DR applying to gross (before the shots hit and damage calcs run their course) or net (shots hit, damage calcs run thier course then the DR applied) damage? Reason asking is you seem to be doing gross, and one lump sum.
If gross damage before actual calcs...you have a problem. You have a weighted score that hurts the shooters. You are using paper damage. target shot may get this DR effect for damage they would have never gotten in the first place. 20 ravens flown by low sp noobs with crap missile skills with no paint/mgc/rigor will have impressive per ship paper damage to artificially boost gross damage. Actual net damage will sucks ass most likely however. Eft/pyfa raw damage only tells half the story on the top page. Its when run the graphs and mix up speed, angles and sig you see the other half.
If net, you now have another issue. YOu are inducing a half assed resist boost effect. your issue here is this why ccp put resist holes in ships is one. Or else we'd all be say 80% and higher.
Your second issue is ccp has in the past nerfed resist boosts. A few years back for some reason(s) I can't recall and didn't quite grasp when the change happened....ccp .dropped 5% per level resist bonus to 4%. For reasons some fellow bitter can jog my memory on maybe....my rokh and other ships were imba with 25% resists max skill and is now 20% max.
Third issue as Danika pointed out is you are buffing mommy ships. See when mommies became supers (I still call them mommies anyway, old habits die hard) CCP gave them an arguably stupid silly ehp buff. They took this away in rebalance. For good reason. You are giving that back as a mommy shoot will give it ample time to keep on getting your DR effect. And I am being nice...I haven't even slaved them if armour based. your DR, slaves, brick tank.....the mommy pilot would die from boredom if no save op before the shooters kill them. Self destruct to end the pain more quickly...I would not blame them for that even.
Basically with net damage you are bringing back stuff CCP nerfed, with extreme prejudice and deliberation. When they do this...they don't bring it back later generally. I'm talking net damage based on hits nothing else. Resists could be calculated afterwards so there is no resist buff for resist holes. As for motherships the DR is not huge if the right ships are used to counter. Bring a fleet of battleships, carriers, dreads or your own motherships. My numbers are simply placeholders and I did recognize that a -25% reduction from battleships to caps might be problematic but like I said they're just placeholders, for large weapons and larger you could set caps to 100% no reduction.
Hey CPP - Time we put highsec back to how it was originally designed - http://i.imgur.com/GT0T0oS.jpg
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aldhura
The Privateer's Haven and Social Club The Privateer Republic
105
|
Posted - 2016.11.09 22:58:11 -
[19] - Quote
This will only cause a stalemate in large fleet engagements, not a good idea. |
PopeUrban
El Expedicion Flames of Exile
200
|
Posted - 2016.11.09 23:22:39 -
[20] - Quote
You know there's a preexisting thread discussing this EXACT thing right?
Short version: Damage caps/reduction on spaceships are far too unpredictable due to the large amount of fitting choices on spaceships.
Long version: From the thread you should have posted this in in the first place. |
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Steffles
University of Caille Gallente Federation
59
|
Posted - 2016.11.10 05:59:55 -
[21] - Quote
aldhura wrote:This will only cause a stalemate in large fleet engagements, not a good idea. How would it cause a stalemate?
PopeUrban wrote:You know there's a preexisting thread discussing this EXACT thing right?
Short version: Damage caps/reduction on spaceships are far too unpredictable due to the large amount of fitting choices on spaceships.
Fitting choices are inconsequential. They all lead to tank vs dps. That's two variables.
Hey CPP - Time we put highsec back to how it was originally designed - http://i.imgur.com/GT0T0oS.jpg
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Tusker Crazinski
Native Freshfood Minmatar Republic
87
|
Posted - 2016.11.20 20:40:38 -
[22] - Quote
first off all this game involves HPz and reps so focused fire will always be a thing. although I do see what you're getting at I don't think this is the right way to accomplish that.
what about ECM. Instead of it preventing a target ship from locking anything, how about a cycle breaks lock from the parent ship. the same way chaff and flares work now. add projected ECM for the ECM bonused hulls.
makes an alpha volley more difficult without frustrating game rules, and gets rid of an existing awful game mechanic get two birds stoned at one ;) |
Steffles
University of Caille Gallente Federation
59
|
Posted - 2016.11.20 20:48:25 -
[23] - Quote
Tusker Crazinski wrote:first off all this game involves HPz and reps so focused fire will always be a thing. although I do see what you're getting at I don't think this is the right way to accomplish that.
what about ECM. Instead of it preventing a target ship from locking anything, how about a cycle breaks lock from the parent ship. the same way chaff and flares work now. add projected ECM for the ECM bonused hulls.
makes an alpha volley more difficult without frustrating game rules, and gets rid of an existing awful game mechanic get two birds stoned at one ;) They already have ECM Burst modules that do that but their range is limited. The game would develop into a stalemate of locking vs remote repping if you could do that. It would be frustrating.
This idea or one like it works because it doesn't have arbitrary limits, it makes logical sense too and it already is implemented in game (bomb explosions killing other bombs about to arrive).
Hey CPP - Time we put highsec back to how it was originally designed - http://i.imgur.com/GT0T0oS.jpg
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Violet Hurst
Fedaya Recon
121
|
Posted - 2016.11.20 22:57:06 -
[24] - Quote
So if a frigate pushes their dps over some arbitrary boundary 10 dreadnoughts now do as much damage as 9, correct? The logic behind that is lost to me, could you please elaborate? And why does artillery need a nerf? And why do wrecking shots deal less damage than glancing blows all of a sudden? And didn't you want to make battleships great again? How does this help any ship with downfighting? |
FT Cold
R3d Fire Mouth Trumpet Cavalry
94
|
Posted - 2016.11.21 02:25:46 -
[25] - Quote
Fit more tank modules. Use tankier ships. Go armor and use tracking disruptors. Problem solved. |
Steffles
University of Caille Gallente Federation
59
|
Posted - 2016.11.21 03:40:19 -
[26] - Quote
Violet Hurst wrote:So if a frigate pushes their dps over some arbitrary boundary 10 dreadnoughts now do as much damage as 9, correct? The logic behind that is lost to me, could you please elaborate? And why does artillery need a nerf? And why do wrecking shots deal less damage than glancing blows all of a sudden? And didn't you want to make battleships great again? How does this help any ship with downfighting? Theoretically there might be a possibility that you land at 100-200 dps off and a frigate could do that but given the firepower of a dread over a frigate that would be extremely rare if it happened at all.
Artillery doesn't need a nerf, extremely high alpha needs a nerf. The same sort of nerf that sentry drones got when they could all be assigned to a single person and alpha most ships off the field before they could rep or otherwise take player action to prevent their destruction. Why? Because when it comes to just headshots with alpha all the player skill and strategy is taken out of the game and it becomes about who brought the most alpha. That's very bad gameplay.
Wrecking shots still deal more damage than glancing blows. The difference is purely one of total dps applied to one target vs multiple.
If you have 20 high alpha ships that do 13000 dps each that's 260,000 damage. If you fired them all at a titan with 5,000,000 hp and 50% resists they would do 130,000 dps.
If you fired them all at battleship with 100,000 hp and 50% resists they would do 130,000 dps with 30,000 dps overkill.
Getting one shot in a larger ship is not good gameplay. You may as well have not fitted any tank on it at all, alpha just negated any knowlege, skill you possess or fitting you put on the ship because no matter what there will always be a limit to tank while there is no limit to alpha. You put more tank on your ship the bigger alliance will bring more ships to alpha it and remove any strategic fitting or other action you can employ. Bad.
The idea is to find a point where you can counter alpha with knowledge / skill.
How do you do that?
You allow alpha to continue but at a trade off to numbers.
With my idea instead of bringing 20 high alpha ships to alpha battleships you need to bring 30 or 40. You can still insta-pop them if you like but to do that instead of wasting 15,000 dps you'll need to now waste 310,000.
The counter to that is if the opponent of the alpha side brings 30 or 40 and instead spreads out their damage they can apply that entire 520,000 damage to two ships and while they are losing ships to Alpha and not alpha'ing the enemy ships they are making the enemy logi rep twice as much damage.
Instead of making the winner always the person that brings the most people with the most alpha you've just opened up a whole new strategic option - overwhelming their logi before they can alpha all your ships.
Hey CPP - Time we put highsec back to how it was originally designed - http://i.imgur.com/GT0T0oS.jpg
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Brokk Witgenstein
Extreme Agony
854
|
Posted - 2016.11.21 04:41:13 -
[27] - Quote
-1. This idea reeks to high heavens;
so, when I'm cruising around in my Typhoon, you not only need tackle to actually grab stuff, more tackle or paint to mitigate the way large weapons apply to smaller targets, but now even when we manage all this you still think it's fair to cap damage.
May I ask WHY?
There is also the small issue of high alpha weapons such as Artillery turrets, who pay dearly for this in DPS output. They track poorly, they output sub-par damage, often requiring multiple tracking enhancing modules and/or rigs to become viable; and they eat powergrid like no other. -BUT- they deliver Alpha. Their one redeeming quality.
Your proposal takes entire doctrines, schools of thought, and throws them in the trashbin- not only the alphastrike doctrines, but the solid buffer counter-doctrines as well.
Here too, I see plenty going to waste for no reason. |
Steffles
University of Caille Gallente Federation
59
|
Posted - 2016.11.21 06:24:02 -
[28] - Quote
Brokk Witgenstein wrote:-1. This idea reeks to high heavens;
so, when I'm cruising around in my Typhoon, you not only need tackle to actually grab stuff, more tackle or paint to mitigate the way large weapons apply to smaller targets, but now even when we manage all this you still think it's fair to cap damage.
May I ask WHY?
There is also the small issue of high alpha weapons such as Artillery turrets, who pay dearly for this in DPS output. They track poorly, they output sub-par damage, often requiring multiple tracking enhancing modules and/or rigs to become viable; and they eat powergrid like no other. -BUT- they deliver Alpha. Their one redeeming quality.
Your proposal takes entire doctrines, schools of thought, and throws them in the trashbin- not only the alphastrike doctrines, but the solid buffer counter-doctrines as well.
Here too, I see plenty going to waste for no reason. Nah what reeks is your comprehension. Need to read. DPS is DPS whether you do it all at once or every second.
Hey CPP - Time we put highsec back to how it was originally designed - http://i.imgur.com/GT0T0oS.jpg
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Violet Hurst
Fedaya Recon
122
|
Posted - 2016.11.21 09:34:25 -
[29] - Quote
Steffles wrote:DPS is DPS whether you do it all at once or every second.
Assuming you meant damage there, let's take your first example, shall we? The blaster ships do 15000 dps (15000 per second), the projectile weapon ships do 10000 dps(25000 every 2.5 seconds). When pitted against each other the blaster ships get a 10% reduction whereas the projectile weapon ships get a 20% reduction. So now the blaster ships do 13500 dps and the projectile ships do 8000 dps. Unless of course the projectile ships all ungroup their guns and stagger their shots so they can pretend to be (worse) blaster ships.
When it comes to wrecking shots: Let's assume a shot with a base damage of 3000 against a frigate. A glancing blow would deal 1500 - 1605 damage, which would be reduced to 1350 - 1444.5 damage. A wrecking shot would deal 9000 damage, which would be reduced to 1000. So yes, the wrecking shot would deal less damage than the glancing blow.
In general you have just buffed smaller ships tremendously with a lower damage reduction threshold plus faster firing lower dps weapons.
Also logistics (healing) has never been a counter to alpha anywhere. Alpha is the hard counter to healing and resurrects and temporary invulnerability are the hard counters to alpha. Introducing rezzes to Eve would pretty much just crush the economy and nothing else. So if you don't like being alpha'd, fly a Rorqual. |
baltec1
Bat Country Pandemic Legion
18420
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Posted - 2016.11.21 09:52:43 -
[30] - Quote
All this does is make it impossible to kill another fleet if they have good logi. |
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