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Kadesh Priestess
Scalding Chill
182
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Posted - 2012.04.19 19:06:00 -
[1051] - Quote
steave435 wrote:Raven base sig: 460 Loki bonus: -35.16% LSE: +25 Domination TP with max skills: +41.25% Shield rig: +5%
Unmodified sig: 460+3*25 = 535 With Loki bonus: 535*0.6484 = 346.894 TP 1: 346.894*1.4125 = 489.988 TP 2: 0.4125%*0.87 = 0.359, 489.988*1.359 = 665.832 TP 3: 0.4125*0.57 = 0.235, 665.832*1.235 = 822.386 TP 4: 0.4125*0.28 = 0.1155, 822.386*1.1155 = 917.371 Rig 1: 0.05*0.105 = 0.00525, 917.371*0.00525 = 922.188 Rig 2: 0.05*0.03 = 0.0015, 922.188*1.0015 = 923.571 Rig 3: 0.05*0.0064 = 0.00032, 923.571*1.00031 = 923.867 35.25% bonus from proteus on TPs.
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steave435
Sniggerdly Pandemic Legion
63
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Posted - 2012.04.19 19:57:00 -
[1052] - Quote
Kadesh Priestess wrote:steave435 wrote:Raven base sig: 46 Loki bonus: -35.16 LSE: +2 Domination TP with max skills: +41.25 Shield rig: +5
Unmodified sig: 460+3*25 = 53 With Loki bonus: 535*0.6484 = 346.89 TP 1: 346.894*1.4125 = 489.98 TP 2: 0.4125%*0.87 = 0.359, 489.988*1.359 = 665.83 TP 3: 0.4125*0.57 = 0.235, 665.832*1.235 = 822.38 TP 4: 0.4125*0.28 = 0.1155, 822.386*1.1155 = 917.37 Rig 1: 0.05*0.105 = 0.00525, 917.371*0.00525 = 922.18 Rig 2: 0.05*0.03 = 0.0015, 922.188*1.0015 = 923.57 Rig 3: 0.05*0.0064 = 0.00032, 923.571*1.00031 = 923.867 35.25% bonus from proteus on TPs Doesn't have a jump drive, so you're only getting that if you're bringing support and either bring 1/squad or skip skirmish or tank bonuses. If you're bringing support, there's no problem since support and caps working together should be rewarded. You can fit them on supers, but slot 10 will be taken by the armor implant, so it will only give a 18.75% bonus. Add in the fact that even a lot of the people that train leadership skills (which are usually not the supercap chars) skip info warfare and it becomes a very unlikely bonus However, even with that bonus from a SC the Raven doesn't go over 1081, or 1233 with a Proteus. That's 71% and 62% damage reduction If you get to include such an unlikely bonus though, I get to include x-instinct, and with an improved version of that it goes back to 960 with the Aeon or 1094 with the Proteus for 77% and 70% damage reduction. Any of those scenarios still fulfill the point of disproving the claim that the damage scaling "will do nothing against most ships when TPs are applied"
I know what you're trying to do, but bringing tank and skirmish bonuses is simply common sense that you should always do anyway if possible, goes with the sub-cap fleet that they are being assumed with and are very common skills Bringing info bonuses on the other hand is something you'd do only for VERY specific scenarios and doesn't go with the capitals you want to assume them with. I assume Erebus and Avatar bonus for them, I just haven't shown that since it has no effect on the calculations involved. |

Kadesh Priestess
Scalding Chill
182
|
Posted - 2012.04.19 20:38:00 -
[1053] - Quote
steave435 wrote:Doesn't have a jump drive And you really think it won't be used just because of this?
Any bonus ships are completely safe (they're not participating in engagement directly, thus not taking them into account is the same thought as 'people will not use loki to reduce damage pumped onto carrier because it doesn't have jumpdrive'.
Obviously titan pilots with such nerf *always* will be seeking for a way to maximize their damage output, and perfect proteus will become more and more common.
Unmodified sig: 460+3*25 = 53 With Loki bonus: 535*0.6484 = 346.89 TP 1: 346.894*1.558 = 540.46 TP 2: 0.558*0.87 = 0.48546, 540.46*1.48546 = 802.833 TP 3: 0.558*0.57 = 0.318, 802.833*1.318 = 1058.1334 TP 4: 0.558*0.28 = 0.15624, 1058.1334*1.15624 = 1223.5 Rig 1: 0.05*0.105 = 0.00525, 1223.5*0.00525 = 1230 Rig 2: 0.05*0.03 = 0.0015, 1230*1.0015 = 1231.8 Rig 3: 0.05*0.0064 = 0.00032, 1231.8*1.00031 = 1232.3
Hey, look! I just increased damage dealt to raven by 78 percent by just adding proteus, from 21.3% to 38%. The lesser targeted ship - the bigger the difference between "with proteus" and "without it". Also, just 4 tps? Doubtful. You can add 5th and 6th for sure (yes, they will be used massively because they give damage vs subcaps), even up to 10, because each TP gives you more damage.
Which fool won't use proteus because he doesn't have jumpdrive in such conditions? |

Bouh Revetoile
The Rough Riders Ares Protectiva
12
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Posted - 2012.04.19 21:10:00 -
[1054] - Quote
Remember we are considering here sitting duck. If it take a whole fleet of supercap to alpha an immobile BS, I think we pretty much did it. I also think tier 3 BC may see an increase in their price... |

Kadesh Priestess
Scalding Chill
182
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Posted - 2012.04.19 21:16:00 -
[1055] - Quote
Bouh Revetoile wrote:Remember we are considering here sitting duck. If it take a whole fleet of supercap to alpha an immobile BS, I think we pretty much did it. I also think tier 3 BC may see an increase in their price... Nah, hitting battleship which has 1300 sig and around 100 m/s transversal speed (he can't use mwd, yeah) @ 50 km is easy. |

steave435
Sniggerdly Pandemic Legion
63
|
Posted - 2012.04.19 21:31:00 -
[1056] - Quote
Kadesh Priestess wrote:5-10 TPs
Hi, my name is stacking penalties. Have we met?
Even if you have that bonus, only doing 38% (minus a bit more for hit quality) of the current damage one a small number that has to be primaried to apply TPs on instead of just blapping everything is a pretty huge change, and that's against (one of?) the largest sig sub-cap ship in the game. Additionally, you CAN use a AB, and that finally gives a reason to consider fitting them sometimes in some specific scenarios (of course, together with a MWD rather then instead of). Not gonna do that much though. |

Kadesh Priestess
Scalding Chill
182
|
Posted - 2012.04.19 21:43:00 -
[1057] - Quote
steave435 wrote:Kadesh Priestess wrote:5-10 TPs Hi, my name is stacking penalties. Have we met? You get 10% more damage from 5th tp (relatively 4) and 2-3% more damage from 6th (relatively 5). Some people fit officer damage mods, they give +0.x% dps relatively faction damage mods and still think they worth their price.
steave435 wrote:Even if you have that bonus, only doing 38% (minus a bit more for hit quality) of the current damage one a small number that has to be primaried to apply TPs on instead of just blapping everything is a pretty huge change, and that's against (one of?) the largest sig sub-cap ship in the game. HIt quality vs 1300-m'ed slowboating target which can't keep high angular speed vs most of the hostile ships on the battlefield? Ok, lol.
'Developing' methods to make multiple people shoot one target simultaneously? So hard. Subcaps are doing this for ages, you think titan pilots are mentally ******** or what?
Why won't you say 'battleships class is represented by small amount of ships in the game, titans still can't hit e.g. 100mn ab tengus....". Isn't whole point of this fix - protect battleships and lesser ships from being killed by titans?
If it'll be kept this way - i promise you that both tps & ewar strength links (primarily on proteuses obv) will be used and battleships still will be blapped by titans. Damage reduction is here, yes, but titan's survivability & raw damage output is too superior to be countered by this version of scaling. |

I'm Down
North Eastern Swat Pandemic Legion
57
|
Posted - 2012.04.19 22:04:00 -
[1058] - Quote
steave435 wrote:Retar Aveymone wrote:steave435 wrote:Titans are generally not spread out over 100k (or at least not the majority of them) because that causes issues with rep range etc, and as I showed, that Sabre can take 50 full titan volleys while having 0 transversal and still survive, I'd just like to point out that based on your inability to properly calculate the signature of a raven that's painted, we can safely assume this is utter nonsense. I used EFT for that, but I'll do it manually if you prefer (you may not be able to jump in half way trough and confirm the values since I'll post rounded values here but use the exact ones given to me by my calculator when I continue). Raven base sig: 460 Loki bonus: -35.16% LSE: +25 Domination TP with max skills: +41.25%Shield rig: +5% .
There's your problem... you give the raven the best opportunity to reduce it's sig, but give target painters no bonus. Throw a proteus bonus on those painters and see if it's 41.25% every time.
And saying a proteus bonus isn't common with supers just because in current eve mechanics it's not needed is horrible. I'll throw a damn sig command bonus on a frickin Avatar and mind link it if it means my entire fleet will hit for massive amounts more damage per shot on every target painted. |

steave435
Sniggerdly Pandemic Legion
63
|
Posted - 2012.04.19 23:51:00 -
[1059] - Quote
I'm Down wrote:steave435 wrote:Retar Aveymone wrote:steave435 wrote:Titans are generally not spread out over 100k (or at least not the majority of them) because that causes issues with rep range etc, and as I showed, that Sabre can take 50 full titan volleys while having 0 transversal and still survive, I'd just like to point out that based on your inability to properly calculate the signature of a raven that's painted, we can safely assume this is utter nonsense. I used EFT for that, but I'll do it manually if you prefer (you may not be able to jump in half way trough and confirm the values since I'll post rounded values here but use the exact ones given to me by my calculator when I continue). Raven base sig: 460 Loki bonus: -35.16% LSE: +25 Domination TP with max skills: +41.25%Shield rig: +5% . There's your problem... you give the raven the best opportunity to reduce it's sig, but give target painters no bonus. Throw a proteus bonus on those painters and see if it's 41.25% every time. And saying a proteus bonus isn't common with supers just because in current eve mechanics it's not needed is horrible. I'll throw a damn Ewar command bonus on a frickin Avatar and mind link it if it means my entire fleet will hit for massive amounts more damage per shot on every target painted.
As above, the numbers have been run even for that possibility, and it's still a massive damage reduction with titans forced to focus fire and follow primaries rather then blapping everything. That is not hard to do, but it slows them down and we're dealing with one of the largest sub-caps in the game here, so it truly is the worst case scenario.
You know what, I've ran and showed the numbers, I've ran and provided evidence of the results of testing and I've invited you to come meet me on sisi to try it out together, which you've all ignored. The ball is in your court now. Provide some evidence to back up your claims or stop wasting everyones time. |

Bouh Revetoile
The Rough Riders Ares Protectiva
12
|
Posted - 2012.04.20 08:12:00 -
[1060] - Quote
So only a minmatar fleet deserve to alpha one BS ? If it take a fleet of titans to alpha the hugest BS in the game, then titans are only hyper expensive maelstrom that even require super heavy ewar coordination to be on par ; but I'm all for a nerf of arty if you ask Bigest problem of titan was they where able to blap *anything*. Numbers show that they will not be able to blap anything but super painted BS, and even in this case, they will have to coordinate their action exactly like an alpha fleet would do
Infact, I even see some irony here, because only a dozen pages before, a 1300 sig carrier was completely OP if it couldn't be destroyed by dreads |
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CCP Greyscale
C C P C C P Alliance
1200

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Posted - 2012.04.20 10:55:00 -
[1061] - Quote
I'm Down wrote:Greyscale states that double the sig has the exact same effect in the tracking formula. He's an idiot.
Doubling the signature resolution is the same as halving the tracking. My math isn't brilliant but I asked one of our math PhDs and he assured me that (a/0.5b)*(x/y) was equivalent to (a/b)*(2x/y). |
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Didona Carpenito
Akimamur Industries
21
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Posted - 2012.04.20 12:52:00 -
[1062] - Quote
CCP Greyscale wrote:I'm Down wrote:Greyscale states that double the sig has the exact same effect in the tracking formula. He's an idiot. Doubling the signature resolution is the same as halving the tracking. My math isn't brilliant but I asked one of our math PhDs and he assured me that (a/0.5b)*(x/y) was equivalent to (a/b)*(2x/y).
Greyscale fires 8 800mm autocannons loaded with PHD rounds for a wrecking shot of 999999 hit points. |

Ganthrithor
GoonWaffe Goonswarm Federation
243
|
Posted - 2012.04.20 21:38:00 -
[1063] - Quote
CCP Greyscale wrote:I'm Down wrote:Greyscale states that double the sig has the exact same effect in the tracking formula. He's an idiot. Doubling the signature resolution is the same as halving the tracking. My math isn't brilliant but I asked one of our math PhDs and he assured me that (a/0.5b)*(x/y) was equivalent to (a/b)*(2x/y).
But did you ask PL's worst theorycrafter? This is important, as PL are the undisputed masters of all things EVE, you know. I bet he's commanded much larger supercap fleets than your "PhD." |

I'm Down
North Eastern Swat Pandemic Legion
57
|
Posted - 2012.04.20 22:16:00 -
[1064] - Quote
CCP Greyscale wrote:I'm Down wrote:Greyscale states that double the sig has the exact same effect in the tracking formula. He's an idiot. Doubling the signature resolution is the same as halving the tracking. My math isn't brilliant but I asked one of our math PhDs and he assured me that (a/0.5b)*(x/y) was equivalent to (a/b)*(2x/y).
The equivalent of proportional is .5(tracking) + .5( sig radius) meaning if a ship failed to dodge a shot due to 0 speed, he'd only have a 50% chance to be hit merely due to size. This is not eve mechanics.
In eve, signature modifies tracking, but tracking is always the superlative and can counter sig. this issue is propagated more because tracking increases as range increases, but signature does not see a proportional fall off.
What you've suggested is that a change to one or a change to the other is like equalizing a balance scale. But simply put, you can't break sig in this game. Even with largest res to sig ratio, you still have some chance to hit. Tracking determines that chance ultimately and even at extreme values of near 0 : infinity with ratios of sig to res, if tracking is 0 or approaching 0, the effect is removed.
So when you state that sig is equal to tracking, that's impossible to state since signiture's effect is totally dependent on tracking. And since tracking gets a 1000% increase from it's 1km base every 10km, and signature see's no decrease, you can see how **** little this means to the game. But I forgot, you must be a pro b/c you went to some PHD for something YOU ARE FIXING AND HAVE NO EXPERTISE IN.
And to throw a PHD in my face like it means something is total rubbish. It's like saying George Bush went to Yale and therefore he's not an idiot. |

Kadesh Priestess
Scalding Chill
182
|
Posted - 2012.04.20 22:49:00 -
[1065] - Quote
Dude, you can't be serious. Increasing signature by x times has the same effect as increasing tracking x times, or decreasing signature resolution x times, or decreasing angular speed x times. It doesn't rely on any other conditions like does target have 0 speed or not.
You have just shown that you have no clue how actual turret chance-to-hit is calculated, congratz on that.
ps Also it's funny to see statement like 'tracking increases over distance' while it's actually angularr speed which decreases over it, lol. |

I'm Down
North Eastern Swat Pandemic Legion
58
|
Posted - 2012.04.20 22:58:00 -
[1066] - Quote
Kadesh Priestess wrote:Dude, you can't be serious. Increasing signature by x times has the same effect as increasing tracking x times, or decreasing signature resolution x times, or decreasing angular speed x times. It doesn't rely on any other conditions like does target have 0 speed or not. You have just shown that you have no clue how actual turret chance-to-hit is calculated, congratz on that.
Do you even know why the wormhole exploit worked for perfect hits before it was removed? The formula as currently coded has a variable in it that can sink to 0 creating an undefined slope on chance. This was recognized by the client and allowed infinite range, and perfect damage. The patch to get it out of game had to adjust the wormhole effect that created the undefined slope. This in fact had 0 to do with signature of ships. The way it was exploited was to **** with the tracking variables on ships.
If you seriously believe that signature is 50% of the hit/miss calculation, why would this occur?
It's a poorly written code if that's the expectation.
The only way for signature to be 50% of the hit/miss calculation is for .5*tracking ratio + .5 * sig res ratio. As you can see, that formula does not add, it multiplies. Multiplying variables as they have creates a dependent and independent variable. Since signature is static once set, only tracking can be the independent variable. This would mean that signature depends on tracking and does not independently affect your hit/miss probability.
The only way for both probabilities to have equal effect is to separate the terms. The only way to separate the terms in mathematics is through addition or subtraction. You can ask any 6th grader that question as it's in their current curriculum. |

Kadesh Priestess
Scalding Chill
182
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Posted - 2012.04.20 23:09:00 -
[1067] - Quote
I'm Down wrote:Do you even know why the wormhole exploit worked for perfect hits before it was removed? The formula as currently coded has a variable in it that can sink to 0 creating an undefined slope on chance. This was recognized by the client and allowed infinite range, and perfect damage. The patch to get it out of game had to adjust the wormhole effect that created the undefined slope. This in fact had 0 to do with signature of ships. The way it was exploited was to **** with the tracking variables on ships. Magnetar effects were removed to make it impossible to achieve < -100% TD effect. Most likely getting negative product of all four components was enough condition to get this issue, it doesn't matter which one of 4 becomes negative. TD could control just one out of four, and there was no way to do the same for turret sigres / target sigrad / angular speed, so obviously it was possible only via tracking speed component.
Also, client has nothing to do with it :) |

Lili Lu
202
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Posted - 2012.04.20 23:15:00 -
[1068] - Quote
CCP Greyscale wrote:I'm honestly reluctant to push this change any further at this point, and we're reasonably hopeful that the combination of the locked-targets reduction, the damage reduction and the tracking nerf will give people enough wiggle room to fly a dictor through without touching the sides. Obviously it'd be nicer to know for sure, but we feel that the changes as-is are the best balance of effectiveness and risk right now. We'll keep an eye on developments on TQ and see where we go from there, but we'd very much like to see these changes actually get properly explored in practice before making them more extreme.
Yeah, that's good because we all know your keeping an eye on developments on TQ and seeing where we go from there will be anything but a glacial process, right, right? Like figuring out there was a new technetium supremacy etc was something you guys got right on to fixing. And we all know the drake nerf, that really won't amount to much of a well-deserved nerf, won't happen til the heat death of the universe as you have stated.
So carry on with the great balancing work you guys are doing. I'm looking forward to many more years of Drakes/Tengus/Titans online. Well maybe no so much Titans, but still. o7 |

I'm Down
North Eastern Swat Pandemic Legion
58
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Posted - 2012.04.20 23:18:00 -
[1069] - Quote
Kadesh Priestess wrote:I'm Down wrote:Do you even know why the wormhole exploit worked for perfect hits before it was removed? The formula as currently coded has a variable in it that can sink to 0 creating an undefined slope on chance. This was recognized by the client and allowed infinite range, and perfect damage. The patch to get it out of game had to adjust the wormhole effect that created the undefined slope. This in fact had 0 to do with signature of ships. The way it was exploited was to **** with the tracking variables on ships. Magnetar effects were removed to make it impossible to achieve < -100% TD effect. Most likely getting negative product of all four components was enough condition to get this issue, it doesn't matter which one of 4 becomes negative. TD could control just one out of four, and there was no way to do the same for turret sigres / target sigrad / angular speed, so obviously it was possible only via tracking speed component. Negative value wasn't explicitly checked in c-style switch block (python elifs or similar structure), thus code flowed to the else clause which processed hit as normal, 100% x1 damage. Also, client has nothing to do with it :)
Actually it is the only thing that matters. You can't approach infinity by decreasing values unless those values are in the denominator. Greyscale didn't list the representation of those variables, but I'm pretty sure that:
a would represent angular velocity, or transversal velocity b would represent turret tracking x would represent ship signature y would represent gun resolution.
If you notice, signature has no means of approaching infinity in game. Tracking, had a way to approach 0.
Two totally different mechanics in mathematics. |

Kadesh Priestess
Scalding Chill
182
|
Posted - 2012.04.20 23:26:00 -
[1070] - Quote
I'm Down wrote:a would represent angular velocity, or transversal velocity b would represent turret tracking x would represent ship signature y would represent gun resolution.
If you notice, signature has no means of approaching infinity in game. Tracking, had a way to approach 0. If you just approach zero - nothing will break, you need to make the value negative.
Anyway, what does it change? Nothing, it's question of tools used to change any member of formula. I think i clearly said that TD had such tools while others didn't. Availability of tools to achieve negative tracking doesn't turn tracking speed iself into unique member of formula. |
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I'm Down
North Eastern Swat Pandemic Legion
58
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Posted - 2012.04.20 23:33:00 -
[1071] - Quote
Kadesh Priestess wrote:I'm Down wrote:a would represent angular velocity, or transversal velocity b would represent turret tracking x would represent ship signature y would represent gun resolution.
If you notice, signature has no means of approaching infinity in game. Tracking, had a way to approach 0. If you just approach zero - nothing will break, you need to make the value negative. Anyway, what does it change? Nothing, it's question of tools used to change any member of formula. I think i clearly said that TD had such tools while others didn't. Availability of tools to achieve negative tracking doesn't turn tracking speed iself into unique member of formula.
dude, plug any number / 0 on your calculator. |

Kadesh Priestess
Scalding Chill
182
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Posted - 2012.04.20 23:42:00 -
[1072] - Quote
I'm Down wrote:dude, plug any number / 0 on your calculator. Dude, show me TD which subtracts exactly 50% tracking (exactly 100% under c6 magnetar effect).
Just checked killboard, aharm guys used meta4 TDs which with spec @ V in c6 magnetar had effect of -20.1+ù1.25+ù2+ù2 = -100.5%, which turns any tracking speed into relatively small negative value. And my calculator is perfectly fine with it. |

steave435
Sniggerdly Pandemic Legion
63
|
Posted - 2012.04.21 10:12:00 -
[1073] - Quote
Yaay, you can't mathematically deduce anything from that bug. What probably happened was that the tracking variable was defined to have a value between 0 and X, so that a series of bits like 000000000000000000000000 would mean 0. When something manage to reduce the value below that anyway, things break and the formulas can't be relied on anymore.
You are just flat out wrong. Greyscale has access to the 100% definitely accurate formula, and he has math experts there to verify the numbers in them. Just stop talking. |

Civ Zomas
Jazz Associates Azgoths of Kria
0
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Posted - 2012.04.21 11:06:00 -
[1074] - Quote
Fixing the tracking
- Titans get new "role bonus" of minus 100% effectiveness to Tracking Speed Bonus from modules. Optimal Range and Fall-off bonuses apply as usual.
- EWar immunity extended to the Tracking Speed Bonus of Tracking Links.
Done.
You could also exclude other local bonuses and assists through these methods. (*cough*scanresolutionbonus*cough*).
While we're at it, let's fix doomsday devices
- Firing the DD invokes the "no assists" limitation for a period, like siege and triage.
I don't know exactly how long would be appropriate, but certainly more than the 30s immobility timer. I'm thinking a few minutes, but not the whole cool-down period.
Titan: "PPPPPPPPPEWWWW! EAT IT!" Remaining dreads: "Damn, but now it's our turn. Let's see how good your local rep is." 
Yeah, I'd like to see that.
Refitting in combat Not broken. Leave it alone.
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Kadesh Priestess
Scalding Chill
182
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Posted - 2012.04.21 11:08:00 -
[1075] - Quote
steave435 wrote:tracking variable was defined to have a value between 0 and X You don't know how python's float works, such lower cap at 0 should be enforced manually, it's not part of data format. There's some extremely minor data loss implied by format itself, but it's definitely not enough to force td strength rounding to -100 / tracking speed rounding to 0.
And if there's some artificial cap on number, like you assume, then why ccp just didn't change cap from 0 to, say, 1E-10?
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Mechael
Ouroboros Executor Collective
73
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Posted - 2012.04.21 11:23:00 -
[1076] - Quote
I'm Down might be rather (somewhat understandably) disagreeable, but he's right. Signature currently means fuckall when there are a lot of ships on the field. All it does is multiply the effect of tracking, and at medium/long ranges tracking is not an issue (therefore sig is not an issue.)
Big guns need to have their chance to hit little targets at medium/long ranges reduced ... not a damage reduction like missiles, a chance-to-hit reduction. Period. Modifying the sig resolution of the turret over distance is the best way to go about this. The gun is calibrated to have a certain sig res at its optimal range (400m sig res for a 1400mm Arty, for example.) Closer than that, the sig res effectively decreases (making it actually easier to hit small targets, while tracking conversely makes it more difficult.) Farther than that, sig res effectively increases (making it harder to hit small targets, despite tracking, as that tiny little cruiser starts to look more and more like a speck in the distance.) The smaller a target is, and the farther away, the more precisely the barrel of your gun must be angled after all. Essentially this mechanic can replace falloff, and ships/modules/etc that give bonuses to falloff can instead give bonuses to turret sig resolution.
If it's not that exact change that's due for the long term, it's something very similar to it. Artificially adjusting damage is ridiculous, unrealistic, immersion breaking, and just plain not cool. Adjusting chance to hit based on size and distance in addition to tracking on the other hand ...
Sig res needs to be a standalone modifier for your chance to hit and not a modifier of a modifier (tracking,) any which way you slice it.
EDIT: Basically, it should look something like this: chance to hit = (effective tracking modifier) + (effective sig modifier) + (effective range modifier), where each modifier can be set up however you like it. Alternatively you can have sig affect both tracking and range as I suggested (but certainly not only one of the two, as it is now.) I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |

steave435
Sniggerdly Pandemic Legion
63
|
Posted - 2012.04.21 11:30:00 -
[1077] - Quote
Kadesh Priestess wrote:steave435 wrote:tracking variable was defined to have a value between 0 and X You don't know how python's float works, such lower cap at 0 should be enforced manually, it's not part of data format. There's some extremely minor data loss implied by format itself, but it's definitely not enough to force td strength rounding to -100 / tracking speed rounding to 0. And if there's some artificial cap on number, like you assume, then why ccp just didn't change cap from 0 to, say, 1E-10, and removed magnetar's ew bonuses instead? Regardless, when variables hit values that should not be possible and were thus not accounted for, so it starts throwing errors etc and just generally means that it has no bearing on the normal mechanics. IIRC it worked if you went with the optimal range script as well. |

Kadesh Priestess
Scalding Chill
182
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Posted - 2012.04.21 11:40:00 -
[1078] - Quote
steave435 wrote:Regardless, when variables hit values that should not be possible and were thus not accounted for, so it starts throwing errors etc It seems you've got no coding experience, lol.
Float as data format has its own pecularities, it doesn't care about yours 'should not be possible'. To make it not possible - you have to limit it yourself. I can hardly imagine that someone placed lower cap on tracking in formula's scope equal to zero - really hard to make such mistake having formula just few lines above/below.
And Dogma itself doesn't place any lower caps on any attribute, it supports only upper cap restrictions, thus if tracking was capped - it was special handling for turret damage calculation. |

ilammy
Red Alliance
0
|
Posted - 2012.04.21 14:44:00 -
[1079] - Quote
Civ Zomas wrote:While we're at it, let's fix doomsday devices
- Firing the DD invokes the "no assists" limitation for a period, like siege and triage.
I don't know exactly how long would be appropriate, but certainly more than the 30s immobility timer. I'm thinking a few minutes, but not the whole cool-down period. Titan: "PPPPPPPPPEWWWW! EAT IT!" Remaining dreads: "Damn, but now it's our turn. Let's see how good your local rep is."  Yeah, I'd like to see that. This. Usage of doomsday will me more tactical (use it nao if you aren't afraid of losing your Capital Spidertank of Immortality for some time for the sake of wrecking enemy's spidertank, or continue to slowly push though it), rather than only strategical (use it now if the circumstances don't allow you to lose the fight in 10 minutes). |

Andy Landen
Tartarus Ventures Surely You're Joking
19
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Posted - 2012.04.21 15:24:00 -
[1080] - Quote
Is there much resistance to removing DD ability to target ships? If so, how about we give sub-caps their own similarly game breaking "I win" module. IF and ONLY IF, we keep the Titan DD, I propose that the Marauder (T2 BS) be allowed to fit a new module called the "Mini-Doomsday Device" which operates similar to the Titan's DD, but inflicts proportionally less damage: 200,000 hp of damage and can NOT be used in HS. Cycle time would be the same as for the DD and it would not count as a turret or a missile launcher.
Or does this mini-DD proposal cause you to reconsider the merits of the DD? What do you think? |
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