NanDe YaNen
The Funkalistic
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Posted - 2008.07.28 18:51:00 -
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I support OP 100% After I wrote all this for another thread I opened, I realized his solution is amazingly well thought out. Only thing I don't agree with are the ranges. They are longer than they need to be to serve their intended purposes. Webs should be counters to AB's and MWD's at ranges where at-tier long-range and short-range turrets cross over. Exception being frig mods need to be able to tackle BS's outside large smartbomb range. Perhaps there should be no frig web. Cruiser and frig PG sizes, but no frig aimed web. I also wouldn't mind increasing the thread resolutions and strengths proportionately by ~25% to give MWD's more relevance. Narrow slowdown range for BS webs. Great idea man
I can see three pretty neatly defined relationships:
1) Long range guns suck PG and you usually can't fit MWD and active tank on them. 2) BS short range guns like web range, but not much closer. 3) Short range guns don't suck PG and you usually need that MWD to get into range.
Could it be that:
1) MWD was intended as a tactical module for closing large distances necessary to engage short range guns. 2) Long range gun users would like a module for allowing their at-tier guns to hit an at-tier MWD user. 3) Fittings are appropriately sized so that short-range gun users and long-range gun users still lock horns in a meaningful way even when one of them is at their tactically disadvantageous range.
If so, the different sized webs seem to be on the right track. I would suggest that the ideal solution accomplishes the following:
1) At tier ships will be able to hit at-tier ships, with varying effectiveness. 2) Tacklers will be able to tackle 3) MWD's, a tactical module for closing distance, won't be a speed-tanking module for an at-tier ship to be invulnerable at close ranges, when the MWD has already closed the range it was designed for.
At-tier webs should become relevant at ranges where the at-tier progression from long-range to short-range guns begin to overlap, since this is the point where the short-range gun user doesn't need the MWD as badly and where the long-range guns will already be hitting poorly.
"Tackler" here will refer to a small ship webbing a big ship. For this relationship to work, a smaller web should have greater impact on a larger ship than on an at-tier ship.
MWD increases sig radius by ~500%, so sig radius is a very good way to tune the application towards affecting tactical mods more than damage reducing mods. AB's should be a little be effective when webbed at tier. MWD's should have about the same effectiveness as AB's at tier when webbed at tier.
Sig radius goes up from frigates to cruisers to BS's at a ratio of about 1:3:9 Sig radius by 500% when MWD'ing.
Someone tweak the math, but basically I'd say if you make webs twice as strong as you want and give them the "thread resolution" of double their intended target, they will work magically.
- A 280m web hits a MWD'ng Thorax twice as hard as a non-MWD Thorax, but he's going five times as fast, so he now goes 2.5 times as fast as without speed mod.
A 280m web hits a AB'ng Thorax only at the same rate as a non-AB Thorax, and thus it's still going twice as fast as without speed mod.An 800m web hits a MWD'ng Mega twice as hard as a non-MWD Mega, but he's going five times as fast, so he now goes 2.5times as fast as without speed mod.An 800 web hits a AB'ng Mega only at the same rate as a non-AB Mega, and thus it's still going twice as fast as without speed mod.
Somehow that looks beautiful to me, and doesn't even need to consider the mass ratio. MWD's get slowed down more, but are still more effective than AB's and have tactical advantages. AB's are speed without tactics and are more meaningful against webs. At-tier guns should be hitting at-tier ships in pretty much all circumstances if you have a web. Tacklers can tackle. Beautiful
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