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TheEndofTheWorld
Republic Military School
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Posted - 2008.04.30 10:14:00 -
[31]
Originally by: XFreedomX
Here is the core issue. These modules are BROKEN, they DO NOT reflect how physics works.
lol
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Etho Demerzel
Gallente Holy Clan of the Cone
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Posted - 2008.04.30 10:24:00 -
[32]
Originally by: Goumindong Edited by: Goumindong on 30/04/2008 05:22:27
Originally by: Liang Nuren
I hate to plug Goumindong (God knows we've had enough rumbles on these forums), but his web suggestion was much better. Hopefully he'll be along any minute now to post a link to it.
Here you go
Stasis Webifiers: Problem and Solution
Anyway, the key is balance. And that means balancing small ships against larger ships as well as within their own classes. My system might not be perfect, but i think its on the right track for what needs to be done in the area to make ship size differences matter more.
You did it a long time ago and it still is the best suggestion ever made about webs in these forums or anywhere else.
We had a lot of disagreements in this forums, but on this I have to recognize that your solution is simple, effective and brilliant.
=====
"If a member of the EVE community finds he or she cannot accept our current level of transparency, we bid you good luck in finding a company that meets your needs." - CCP kieron... |

Ortos
Abyssus Incendia THORN Alliance
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Posted - 2008.04.30 10:35:00 -
[33]
There is no mass in space so the shape and size of a ship should have nothing to do with it's speed. Hence a motheship should be as fast as an interceptor.
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Tradesman Mcgee
Caldari Derek Knows Us
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Posted - 2008.04.30 10:42:00 -
[34]
There are no problems with MWDs and Webifiers in EVE, therefore any further discussion on the topic is pointless. Keep whining. -------------------------- Research & Trade |

Regina Oritomo
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Posted - 2008.04.30 11:02:00 -
[35]
Edited by: Regina Oritomo on 30/04/2008 11:02:53 There is mass,not weight. And yes I play the stinkin game, stop thinking about just the bonused ships, think about what this will do to normal ships with webs and mwd's.
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Leon Mustapha
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Posted - 2008.04.30 12:11:00 -
[36]
Originally by: Regina Oritomo Edited by: Regina Oritomo on 30/04/2008 03:12:32
You are correct, greater thrust does equal greater acceleration; however, as we approach the speed of light you mass starts to approach infinity, therefore you will reach a point where in order to continue accelerating you will need more force to accelerate your greater mass.(Ever notice how at your ships top end of it's speed range it's acceleration slows down? this is why.)
You're right, but you haven't correctly considered the numbers involved. The speed of light is 299'792 km/s, the ships in Eve don't even get within 0.01% of this speed, therefore mass increase due to approaching the speed of light can be ignored.
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Diomidis
Amarr Mythos Corp RAZOR Alliance
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Posted - 2008.04.30 12:59:00 -
[37]
Originally by: Leon Mustapha
Originally by: Regina Oritomo Edited by: Regina Oritomo on 30/04/2008 03:12:32
You are correct, greater thrust does equal greater acceleration; however, as we approach the speed of light you mass starts to approach infinity, therefore you will reach a point where in order to continue accelerating you will need more force to accelerate your greater mass.(Ever notice how at your ships top end of it's speed range it's acceleration slows down? this is why.)
You're right, but you haven't correctly considered the numbers involved. The speed of light is 299'792 km/s, the ships in Eve don't even get within 0.01% of this speed, therefore mass increase due to approaching the speed of light can be ignored.
Mass, thus inertia cannot be neglected in space, unlike weight. The same goes with friction, and since space has little to do with complete void, friction with cosmic dust etc. is there - think of it as aerodynamic drag. And drag is relative to speed "squared" (speed^2), thus twice the speed equals to 4 times the drag, 10 times the speed = 100 times the drag etc. That's how EVE physics also are calculated, so all ships accelerate way slower when closing their top speeds.
Also should drag wasn't there in EVE's physics, then why is there a "top speed" at the first place? Ships should accelerate indefinitely in a straight line, and then we could start thinking what mass reacts like close to light-speeds 
Webifiers are imaginary ewar vs. the imaginary propulsion system ships use in EVE's imaginary world. Do not over-calculate some "devices" or you screw up the "magic" behind this and every Sci-Fi game.
Join the Biggest Greek Corp! www.Mythos-eve.com - Join Mythos Channel in game!
Introduce HEAT EMMITERÖ for the Pilgrim |

Forge Lag
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Posted - 2008.04.30 13:14:00 -
[38]
The real issue is mobility (and CC aka EWAR) is the most important thing in PvP.
It all revolves around catching your prey and evading your predator. Only after that is adressed, the comparison of forces can come into play and that can be easily adjusted by larger blob (since the whole DnD HP vs DPS paradigm removes any risk for superior forces). Another way to adress mobility is having immobile assests in the game that are worth figting over.
That's really it. All the idea of EvE as positional naval warfare is destroed once you do not have a way to force your opponent to commit to fight and once the size of blob is unlimited. We can try for more variety (MWD with less agility or with CD, different webs) but mobility will always be broken till EvE2 comes.
I suspect devs figured that out and instead of trying to balance speed they implemented totally over the top mods that attempt to reduce speed to on/off state - and failed.
Actually - it could work if Webs worked as ECM.
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Derek Sigres
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Posted - 2008.04.30 13:45:00 -
[39]
There was a time when I despised nano ships with every fiber of my being. I couldn't ever seem to hit them for any meaningful damage. Then I figured out various ways to at least swat them away and life was fine.
Nano ships, like it or not, ultimately fill a vital role in Eve. Combat in Eve will generally vary between just a handful of scenarios - a gatecamp WTFPWNING everything that comes through, a large fleet being met by another large fleet in an electronic version of russian roulette, and small gang combat.
I cannot personally think of anybody who actually likes types 1 and 2 - because living and dying is rarely anything you have any meaningful effect on. That leaves small gang combat.
The trouble is, if you bring a gang of 5 - 10 battleships into hostile space in 0.0 for very long you're going to attract attention. Eventually the local defenses mobilize and you'll be blobbed to death trying to get your fat slow battleships back to friendly space. Nano ships exist because it makes small gang warfare effective from a tactical standpoint.
The super fast ships in the game sacrifice quite a bit to become that way - they generally have little in the form of tank and carry fairly light firepower for their ship class. But, in exchange for individual effectiveness they gain the ability to engage and disengage at will, allowing them to pick and choose battles they wish to be a part of. A gang of nano ships poses no threat to POS's and thus they ONLY thing they can accomplish really is taking out individual or small groups of ships silly enough to be out in the open without sufficient support.
Ideas have been bandied about for quite some time on how to solve the problem but in my book, the Nano isn't the problem but rather a solution to a problem. Eve was rapidly becoming a game where the only way to get anything done was to outblob your opponent, and most players aren't terribly satisfied with a form of combat that involves essentially making a dice roll on the fate of their 130+ million isk fleet battleship.
In much of the time I've fought nano's I've noticed a trend - when I'm fitted with just a few modules (i.e. heavy neut, web, mwd etc) a single nano ship is fairly easy to chase off. Indeed I have only ONCE been killed by a solo nano ship (an ishtar against my poorly fitted ferrox). Nano ships only start becoming a threat when I'm outnumbered - a scenario that is likely lethal no matter what ship type I'm up against.
Nano ships are not invincible - in fact MOST nano ships are quite vulnerable IF you get a hit on them (ever just try shooting at an interceptor MWDin'g STRAIGHT towards you - that armor and shield just kinda dissappears). People have and will continue posting the various tactics and modules you can do to set the conditions to hit a nano ship - it's up to the players NOT in a nano ship to do something about it.
Now, when it comes to any proposed MWD/NANO nerf, I'm fairly strongly against it even though I don't fly anything nano. IF there were going to be ANY sort of change I don't think changing the speed bonus would be the key (because that would lead to absolute doom in gate camps - as it stands a MWD just buys you a slim chance at survival). Murdering agility even further stands out as the only "reasonable" option, but I'd still lobby against even this change.
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ArmyOfMe
hirr Morsus Mihi
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Posted - 2008.04.30 14:59:00 -
[40]
Originally by: Liang Nuren
NO. People *WILL* power game such a system and WTFPWN all small ships. Once this makes it in, the optimal gang becomes all battleships.
-Liang
yes please
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Raymond Sterns
Utopian Research I.E.L. The ENTITY.
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Posted - 2008.04.30 15:21:00 -
[41]
I still don't know why we haven't made webifiers like warp scramblers/disruptors. One with 45% at 20km and one with 75% at 7500m (Both T1). _
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Ambien Torca
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Posted - 2008.04.30 15:24:00 -
[42]
Edited by: Ambien Torca on 30/04/2008 15:24:15 ItŠs interesting how often "nanoships donŠt do much damage" line appears in these discussions. It ainŠt true. Most nanofitted ships that are good at it (vaga, ishtar, zealot for example) deal just as much or even bit more damage than tanked version could for most part. Many ships can only effectively tank with their low slots and it would take most of them to achieve acceptable non-speed tank but it just ainŠt very effective choice anymore it seems.
Nanoships do lose a bit in DPS department compared to gank fitted ships but those canŠt tank at all and canŠt avoid enemy either making them much weaker choice overall for most gangs (3 x gyro vaga can if you have top skills and put some decent equipment to it but itŠs supposed to be fast ship). I think CCP made a mistake when they boosted ship HPs while back, it unbalanced BS/BC sized ships compared to cruiser and smaller too much. Not to mention that capital ships are now far easier to use when spidertanking due to enormous hp buffers.
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XFreedomX
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Posted - 2008.04.30 15:47:00 -
[43]
I didn't start this thread to be another nano ship thread or complain about how things aren't realistic like some of the reply suggested.
It is made to point out that there are two modules (webifier and MWD) which have been at the center of, nerf/balance/adjustment or use what ever word you wish, since the beginning of the game.
CCP has mad numerous changes to other modules and ships because of their effect and now they are considering another change (Assault Ship resistance to web). They need to take a good hard look at the way this two modules work before they introduce more change before its too late.
Some has said its just a matter of balancing their effectiveness. To which I reply, that is only a patch job. Everytime CCP introduce something new they will have to re-balance these two again. Case in point, the current uproar because they introduced heat. What will happen when they introduce tech III mods which are resistance to heat damage and people can run on overheat constantly?
Lets fix these mods now so we can move on to funner stuff!
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Nathanial Victor
Minmatar Native Freshfood
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Posted - 2008.04.30 15:51:00 -
[44]
I had something to contribute to this thread,
...but i flushed it
"one more spam thread will get you a warning. - Thanks Hutch. " isn't a warning of a warning a warning? or just a warning of a warning? didnt he just get 'the warning'?
my head hurts |

Kali Ananda
Minmatar Prophets Of a Damned Universe
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Posted - 2008.04.30 16:12:00 -
[45]
Here's my advice:
Stop posting bizarre threads and go play the game.
Kali Ananda POD-U Director
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Sirius Problem
Darkness Inc.
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Posted - 2008.04.30 16:19:00 -
[46]
Originally by: Ortos There is no mass in space so the shape and size of a ship should have nothing to do with it's speed. Hence a motheship should be as fast as an interceptor.
There is indeed mass in space. Weight, which is a measure of the force of gravity on mass is a different story though. I.e. On Earth and in space your mass is the same. However, your weight does change as the force of gravity changes.
Given enough time to overcome its inertia, a mothership could be as fast as an interceptor, though it would take much longer than a 'ceptor to reach such speeds. ---- Train more. Whine less.
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XFreedomX
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Posted - 2008.04.30 16:57:00 -
[47]
Originally by: Kali Ananda Here's my advice:
Stop posting bizarre threads and go play the game.
Kali, I am disappointed in you. You POD-U guys are such good pvp'ers what are you doing on this thread with a post like this.
Stop reading bizarre threads and go play the game. 
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Matrixcvd
Caldari Rionnag Alba Triumvirate.
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Posted - 2008.04.30 17:13:00 -
[48]
Originally by: XFreedomX
Webifier: Does it not seem strange that a inteceptor can web and stop a carrier (1000 times its mass) using the same amount of cap it would to stop another ceptor?
Micro Warp Drive: Greater thrust equals greater acceleration, not greater top speed. Top speed is limited by structure integraty or technology to maintain survivable gravity within the ship.
All of this is garbage ROLE PLAY. You make no sense. The construct of the game has chosen speed as a primary stat of a ship, there are plenty of ways to increase adn stop fast ships... use tactics... your assertions of broken mechanics are a mistaken sense of ROLE PLAY that should be ignored.
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Ulstan
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Posted - 2008.04.30 17:21:00 -
[49]
Agree.
Web is too binary in nature, making speed tanks either go on/off, which means people have to fly at obscene speeds to not get webbed in order to speed tank.
MWD's are much too powerful compared to AB's, MWD's are the only things that matter. If you don't fit a MWD may as well go home, you're flying at a completely different and slower speed than anyone else.
I think any propulsion mod should give you a significant boost in speed, and going from an AB to MWD should give you a much smaller boost, at the cost of some penalties. You may a higher premium for that last little bit of extra peformance, just like in the rest of EVE.
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Meridius Dex
Amarr Foundation R0ADKILL
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Posted - 2008.04.30 21:27:00 -
[50]
Edited by: Meridius Dex on 30/04/2008 21:28:43 Double-post -- Meridius Dex --
Amarr = EVE on Hard setting |

Meridius Dex
Amarr Foundation R0ADKILL
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Posted - 2008.04.30 21:28:00 -
[51]
Edited by: Meridius Dex on 30/04/2008 21:29:09
Originally by: Goumindong Edited by: Goumindong on 30/04/2008 05:22:27
Originally by: Liang Nuren
I hate to plug Goumindong (God knows we've had enough rumbles on these forums), but his web suggestion was much better. Hopefully he'll be along any minute now to post a link to it.
Here you go
Stasis Webifiers: Problem and Solution
Anyway, the key is balance. And that means balancing small ships against larger ships as well as within their own classes. My system might not be perfect, but i think its on the right track for what needs to be done in the area to make ship size differences matter more.
Wow, just finished reading that thread and I have to say I'm impressed. Impressed enough to say that's the answer to all your nano problems right there (along with the imminent stacking nerfs to speed CCP already seem to have in the pipeline).
-- Meridius Dex --
Amarr = EVE on Hard setting |

Tashiell Gao
Caldari Caldari Navy Volunteer Task Force
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Posted - 2008.04.30 22:02:00 -
[52]
lol
Tashiell Gao, Minmatar Inside.
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slothe
Caldari Murky Inc.
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Posted - 2008.04.30 22:11:00 -
[53]
Edited by: slothe on 30/04/2008 22:15:32
ive said for 3 years webs need looking at.
webs strength should be reduced.. a lot.
in my view the bigger the ship, the more power a web should use and the greater effect it should have. webs should not have uniform effect on all size ships using same capacitor.
unfortunately i cant give a solution to the problem, thats up to the devs. but i can highlight the problem.....again :|
i do however like the 2 tier approach suggested above, where the web is stronger the closer to the ship like scramblers / disruptors.
sort it out ccp 
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Hanneshannes
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Posted - 2008.04.30 22:13:00 -
[54]
Aren't stasis fields (in fiction) a field of w/e (energy probably) that stops anything inside it completely but also makes it impossible for anything outside the field to interact with whatever is inside the field?
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Ess Erbe
Caldari State War Academy
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Posted - 2008.05.04 14:16:00 -
[55]
Someone with a lot more knowledge about game mechanics than I, wouldn't it be a good idea to put a minimal range for the web to work? If a ship is, say, less than 3 km away from you, a web has no effect, wouldn't that work for all? Small ships could get "under the web", ships trying to escape from close range would be webbed, and everyone fighting outside of web range is the same. |

Raymond Sterns
Utopian Research I.E.L. The ENTITY.
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Posted - 2008.05.04 14:58:00 -
[56]
Originally by: Ess Erbe Someone with a lot more knowledge about game mechanics than I, wouldn't it be a good idea to put a minimal range for the web to work? If a ship is, say, less than 3 km away from you, a web has no effect, wouldn't that work for all? Small ships could get "under the web", ships trying to escape from close range would be webbed, and everyone fighting outside of web range is the same.
Only if the webber had like a 25km range. |

GateScout
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Posted - 2008.05.04 17:14:00 -
[57]
Originally by: XFreedomX Here is the core issue. These modules are BROKEN, they DO NOT reflect how physics works.
Originally by: XFreedomX -Each ship should have a max speed limit. (Example: ceptor 10k m/s, BS 2 K m/s etc...)
Make up your mind.
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Lunch Money
Teylas Inc.
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Posted - 2008.05.05 07:55:00 -
[58]
problem with today eve is.... NANO. every ship smaller then BS is nano. Thats the main problem.
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goodby4u
Logistic Technologies Incorporated
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Posted - 2008.05.05 08:14:00 -
[59]
Originally by: XFreedomX There have been many patches trying to balance the effect of these modules. There seems like no end to them and every time there is an adjustment you end up with more complains.
Now CCP is toying with giving AF resistance to webifiers *sigh*. Please stop and reconsider before it goes too far.
Here is the core issue. These modules are BROKEN, they DO NOT reflect how physics works.
Webifier: Does it not seem strange that a inteceptor can web and stop a carrier (1000 times its mass) using the same amount of cap it would to stop another ceptor?
Micro Warp Drive: Greater thrust equals greater acceleration, not greater top speed. Top speed is limited by structure integraty or technology to maintain survivable gravity within the ship.
CCP needs to fix the way these modules work before trying to balance the effect.
Webifier: -Add script with power rating. Higher power rating draws more cap and has greater stoping power. Factor in the mass of the ship. (Example: A Power Rating Script capable of slowing down a Capital ship should stop a ceptor dead in its track, the engine shooting out of its nose kind of stop instant 0 m/s) -Add chance for miss with distance and ship size. (Smaller the ship and farther it is away greater chance of losing lock)
Micro Warp Drive:
-Each ship should have a max speed limit. (Example: ceptor 10k m/s, BS 2 K m/s etc...) The use of MWD or AB just get you to top speed faster. It may take a BS 60 sec to reach top speed with MWD while a ceptor can reach it in 2 sec. -You can have module which effects this limit.
I think CCP should start with this correction before trying to balance speed or we will be here for a long time...
Video games should = balance>realism...
Now if this were a space simulator this chat would be totally different.
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