51

(78 replies, posted in General discussion)

Turtles

52

(19 replies, posted in Balancing)

Hunter wrote:
Lobo wrote:

A long time ago in a galaxy far far away..... erps stacked with rep tuners were totally unkillable totally.

TBH: You wrong here.

Hunter <3

He was using Sarcasm roll

I have seen this situation enough times to know what is coming. Alf has to make a change, due to the PLAYERS being unable to adapt or overcome the current combat style. This is under review because it has shown the average player cannot handle or counter this aspect of the game.

Alf do you need any info because its apparent you want to balance this around the lower end. What are we wanting to achieve with theses changes?

Stating 2x SA and 2x ECCM as the counter to e-war is the same as saying a full headslots of repair tunings counter a DPS fit.


Ozy wrote:

Edit: Before the wrong stuff gets focused on, the point of the above example is not that superior numbers win, but that countering ewar with ECCMs is currently not working well enough. If RSAs were common for all bots, this wouldn't be an issue, really, because those two additional headslots make all the difference--but RSAs aren't really common anymore.

If you payed as much attention to our fits and composition as hinted you would know that we still have the same number of RSA's for our bots as we did before. We just have less bots overall.

Hell, I assign my RSA roles and bots before I even start assigning e-war

54

(113 replies, posted in Testing server)

DEV Zoom wrote:
Ville wrote:

You ask us to test it, we give negative feedback and then it's pushed to the live server.  So what that says to me is you don't care.

What you're moaning about is not even on the test server yet, you're just theorycrafting without backing it with actual numbers.

The only difference between you and Ville is only one of you two gets paid to theory craft.

If you knew and didn't have to craft, it would already be in game.

Annihilator wrote:

hmm, don't you give the haters arguments against your point? which other combat system is meant to work against multiple targets at the same time. I mean anything else but EWAR?

Fairly confident this has more to do with the fact that only certain modules are allowed to be activated on non-primary targets. All of the in-direct abilities both offensive and defensive require no primary.

There are a lot of issues with the current locking mechanics if you want to open that can of worms. roll

ewar, locking, gamma, sparks..... so much debate yet so little to be developed big_smile

@Alf any update on what we need to discuss/test for you mate

Why is this only about ECM? Suppression is as hindering if not more so than ECM as a force multiplier.

EDIT: Clarification - Why are so many of you fixated on ECM and throwing theoretical numbers around like you know whats best?

What makes your short sighted idea of balance any better than mine? Lets get some effort in to these rants folks.

Burial wrote:
Lemon wrote:

It was never about how much EW on the field but who you forced your enemy to e-war that won the fight.

I think you accidentally just confirmed the problem. In a nutshell, EW wants to get to DPS or other critical bots and shut them down and enemy EW tries to stop them and get to the same bots on other side. Once one side has EW superiority to deal with EW and shut other sides critical bots down, that side wins.

Counter to EW is more or longer range EW* and that's pretty much it. Counter to practically ANY other fleet composition is EW. Why do you think we are stuck with the EW meta for years? Don't you want to see variety of working compositions? Right now if anyone ever tries something interesting, it's more or less always countered by just bringing more EW.

Some self-centered muppets(not talking about you, Lemon) might think I'm after turning their precious XYZ composition useless but I'm only after balance. EW should not end up complete rubbish, but it needs to come down from being trump of all cards.

* Before you say fast lock Grophos, they are still very weak to suppressors. 200m locking range, GG?

I follow your logic but if I still bring 3-1 ratio of bots to DPS your in the same situation. I could bring 3 DPS bots and 9 iktus or 9 repairers and cause the same thing.

If You fail to bring the counter to my majority you will get overwhelmed once it is in place man. What I am doing is critical massing and forcing you to do 1 thing and 1 thing only to beat me. If you fail to do that then I win every time through attrition.

This is the same mentality behind what made Styxs' M2S gropho spam so strong.

I mean when you discuss anything below 20vs20 you have 10-15 players per side that can run ANY bot across their 4-8 accounts due to EP. You have cookie cutter fleets on demand of fully skilled max fit bots. We all have  a green pilot and miners and a e-war on top of our normal DPS.

EDIT: Changing e-war does not stop what is currently happening in PvP with one side being able to consistently win. This will modify what is used to win but the results will still be the same. You will only guarantee my new fleet compositions success by directly making e-war less effective. (This is the only true counter)

Lets keep the changes small and focused.

Can we slow down on the doom & gloom posting. Alf created multiple threads to request feedback and open dialogue on this. He could have easily dropped back in to balance with rapid changes being implemented.

@ Burial & Anni

If the dev's had those statistics that already exist on the API in a mild form you would see a golden trend. ALL of my fleets have 3-5 DPS that equate to 3/4 of the damage in a entire flight and did 3/4 of the killing blows.  Once I have my dps I just run everything else under the sun (generally what keeps them alive the easiest)

If e-war was such a problem I would need to actually use more than a few dps bots wouldn't I?

I can agree to the idea of modifying tuners and possibly introducing some sort of 'active' counter to demob/ECM/suppresion that can be pushed as a 'oh *** button'. This would require substantial drawbacks (accum/durability loss) and a good 2.5-3 minute cooldown. (WoW PvP trinket?)

It would break the perma jam but this is equally as deadly if not more than the current situation in the hands of a vet.

@ Tux

It was never about how much EW on the field but who you forced your enemy to e-war that won the fight.

59

(133 replies, posted in Balancing)

Line wrote:
Stranger Danger wrote:

This is really a facepalm moment.

The counter to our large fleet is ewar.  Go ahead nerf it.  Render a small fleet 100% worthless with no options to possibly counter a larger fleet.

So beg for them to nerf your only counter to the big fleet, that's fine, ill enjoy the tears from our large fleet of DPS and ictus that will have no counters.

We benefit from the nerf, smaller, unallied corps wont stand a chance (right now they do but no one wants to be smart about it)

Atm best counter to ewar is to bring more ewar. Rinse, repeat.

Really,

Can you give me a numbers example of this and we can go to the test server and do some scenario's.

I am very confident that as long as the fleets are reasonable close in numbers or beyond a dozen players to each size. Ewar's power all comes down to the fitting on a bot.

I spent months abusing a full head-slot of Repair tuners and a single demob before my enemies used e-war to slow me down.

I am going to respond to individual points as i can through out the day.

DEV Alf wrote:

The reason why we thinking about changing some parameters of the ECM is we always see forum topics, ingame chats, reports about how strong it is, how OP it is.
Also we are not really like the possibility of making a player totally blind, and unable to shoot back. Ew is somekind of CC (CrowdControl), it should buy time, lower the threat, provide better control of damage you recieve but should not be able to negate it completely, from any source( per player - and we also want to keep the differences between bots). We also want it too keep worthy of using it.

So we have a vocal problem that we want to review. I do not know how long you keep history on your servers but I would hope that some sort of metrics are being generated to put meaning behind the statements.

For example: query the database metrics to learn the following. i.e. Garagaj's heat maps but a statistical record of the player fight.

Out of a fight how many bots had EW equiped. how many modules per side? How many e-war modules per bot? Which bot type had which e-war?

Then out of all of that e-war how many targets where hit by it? How often where they hit?

How does this picture compare in a 5 vs 5 to a 10 vs 10 and so on.

Depending on how much data you track from combat and how  it is tracked you could generate some very in-depth heat maps and analytics to paint the role of e-war. This will help give you a clear understanding of whats happening.

I believe that players are wanting a 'escape' mechanic more than anything. A way to overdrive their ECCM for more strength while burning accumulator or their sensor amps possibly at the cost of durability.

But again as you create easier play and escapes for most players you further enable the hardcore players.

I really am not in favor of doing much of anything outside of the tuner. There is a fine a balance that exists now and I am curious to what the whole issue is that needs to be solved.

The current extension is not only mandatory for PvP but also allows mechs to have higher EW strength than a suppresser. This alone breaks the  full ew that would stop you from targeting because suppression would fail and allow you to lock and  fire. A current ECCM does the same thing for every bot now.

I would like to know what we are trying to solve to help come up with ideas if we can get some definition.

62

(133 replies, posted in Balancing)

Merkle wrote:

1 Amp 1 Eccm Heavy  (One Extender - 561 Lock (Laser))

4.86 Lock  160 Strength

Vaga, 4 Ecm   -  604 Range
72 Strength 

45 Percent Chance to Jam.

Real World Application.    You will jam 1.5 Jams out of the 4.  Heavy will lose lock, and waste second on re-lock, do to server, pilot ect.

Also Vaga is behind a hill, and is faster then you as well.

All Vaga must do is either Run, or get LOS.

In the real world game.  One Vaga would lock down two of those heavy's.  In a quite successful manor.  Three would be pushing it, but It would still create the same effect. 

I will just assume you ran some numbers on Grohpo.  Sure its locking time is lower.  But reality would be Not so much.

Lets break this down a bit here.

A e-war bot will always out run and manage to LoS a Heavy Mech and if fit properly will always out range it.
^This is known

I used a Mesmer, but  can you explain how your managing to lock down multiple heavy mech's with 4 ECM's. I tested with  the above fit and found it to be nearly impossible to keep a perma jam on one HM let alone two or 3 of them.

63

(133 replies, posted in Balancing)

DEV Zoom wrote:
1. Signal detector balance

We don't think it should be removed from the game as some of you propose, but we agree they need some finetuning. We plan to reduce the detection boost, and also introduce a masking debuff effect that lasts as long as the detection effect. Ie. if you use a detector, you become more visible for others too.

Signal detection modification changes:
T1 30% -> 20%
T2 30% -> 20%
T3 40% -> 27.5%
T4 50% -> 35%

Equal penalties to signal masking added to the module effect:
T1 -20%
T2 -20%
T3 -27.5%
T4 -35%

I would be interested to see how this plays out.

As population expands the detectors will transition from being the all seeing eye in to being a radar for your group again.

DEV Zoom wrote:
2. ECM/Suppressor vs ECCM

We feel ECCM is a little underpowered and ECM tuning stacking is also an issue, so we propose 2 changes here:
- New extension that gives 2% sensor strength per level. (Stacks with the ECCM's sensor strength modifier.)
- Change the ECM tunings' EW strength modifier from a percentage multiplier to a fixed amount that simply adds to the base value.
Note: Suppressor tunings have a similar stacking issue and we're planning a change, but we don't have a solution for that just yet.

ps. DEV Alf is back from the dead, you can expect more ner... balancing changes in the near future smile

Hai Alf,

I think there is far to much going on for how simple the e-war relation ship is. Lets start with some focused changes if they are even necessary. I feel most people have forgotten everything that goes in to e-war. (Scrap the extension)

After reviewing the numbers for all class's of robots and how effective pure and half fit e-war bots can be, also with none to full extensions I came to some easy conclusions.



TL:DR
E-war is balanced maybe evaluate tuners and their effect. If you include lock time in your equation of e-war balance things are quite easy(Lock time with Nexus).

I can equip 1 sensor amp and 1 ECCM to just a Heavy Mech with only 80 default sensor strength. This makes it near impossible for the Vagabond mk 2 to consistently prevent me from firing.  ( I would also fire and lock-718m beyond the ECM range)

I just used two modules to negate a entire dedicated e-war robots head-slot row from being effective in combat. Most other bots are better off than the above scenario due to their higher default sensor strength.

64

(115 replies, posted in Balancing)

I am glad that everyone felt the need to respond and attentively focus on the sarcastic part of my last post.

@ Burial: If you honestly believed that my statement was meant as the end all be all counter fit for max range e-war then.... well i now know why this thread exists.

You are talking about a bot that is being semi-buffed from another next to it, if not two more providing those buffs. Take that same mentality and apply it to support the RIGHT dps fit and you have solved this riddle of a e-war counter.



@Anni - If I undock in a 1000m meter bot the ONLY place i will engage is somewhere i can use that range. That would be the entire point of that fit. You know me better than to assume I would not have already accounted for every possible downside of a fit.

65

(115 replies, posted in Balancing)

I can set my Iktus up to neut @ 1000m and itle neut enough AP to drain any e-war what then?

Am i doin it right roll

All of these arguments are quite moot because when was the last real fleet fight? years+?  Do not try and claim balance objections when you take roaming groups or none e-war counter fits out to play.

Lets all practice this over the weekend.

I want to PvP?> Yes
Who am I pvping? > Counter fit them
Undock and enjoy pvp win \o/

TL:DR I haz counters and you wont see it until you counter the current fleet composition. If you wait any longer everyone will have the EP on our side for that fleet soon(TM) yarr

Laserkraft wrote:

question: do we need to know you?

No, I am merely a figment of your imagination nothing more nothing less.

Gremrod wrote:

what is the average speed of an unladen swallow?

Although a definitive answer would of course require further measurements, published species-wide averages of wing length and body mass, initial Strouhal estimates based on those averages and cross-species comparisons, the Lund wind tunnel study of birds flying at a range of speeds, and revised Strouhal numbers based on that study all lead me to estimate that the average cruising airspeed velocity of an unladen European Swallow is roughly 11 meters per second, or 24 miles an hour.

Annihilator wrote:

serious question - how to destroy a 25k Hitpoint target as fast as possible with the least effort?

cant really answer with out more information on what it is your killing.

@Ozy

You reference the power of e-war and how its power only grows as you have synergy between fits and play.

This is just as powerful for a DPS bot, if you are have a enemy Demobed and then Fully neuted. Most DPS bots mech mk 2 and larger will 1-2 shot that unshielded bot.

As you build a more and more focused group around e-war, the enemy can go with the same for tank, dps, or range builds ext. Interference, Masking and Numbers as well as player skill all can easily flip this balance in any direction.

Everyone here keeps referencing pvp experience and time played but in my 4 years playing and all of the  100+ bot engagements I have been in. 1/4 of the fleet always does 3/4 of the damage, it is easier for a less skilled player to be effective at e-war than it is to be a effective DPS.

Edit: To expand on skill, numbers and effectiveness, Once a fleet is large enough to have to avoid its own interference then DPS outweighs e-war

Ozy wrote:
Lemon wrote:

It all comes down to being big enough to win or being fast enough to go home.

In that regard, ewar has an inherent advantage over heavy mk2s due to their higher speed--i.e., the ewar fleet should be able to flee in most scenarios that don't involve login traps.

Also, feel free to assume that both fleets only utilise mk2s or mk1s. this is primarily about a theoretical match, after all, so we can control conditions however we like. Either way, what's your verdict re advantage etc?


You are correct to say a E-War focused fleet would out run a Heavy Mk 2 fleet as that is part of the balance. If I wanted a speed group that could run down and kill a ewar fleet I wouldn't bring a slower heavy.

The advantage goes to who ever is controlling the engagement because they decide the winner.

Burial wrote:

I agree but I'm just fully using the example gangs Jita posted.

For *** sake I compared the Cam mk 2 and Kain.

2.83s Lock time @ 887m. x6 Kains

Each Cam can run 2 ECM's stable so 80% chance every 10sx2.

Even if you cycled them you would be unable to prevent even half of those kains from firing on every chance their weapons were off cooldown. The cams would only have 3 DPS kains themselves and if the 3 extra enemy kains just got 1 volley off between them would win a flat our rush.

So.........

Edit:
The Kain fires on over a 5 second+ timer. so even holding your jams on a beat to maximize their effect would still be useless in a 1 to 1 fight.

The cam is faster and can engage the kain outside of its ~500m range but if that cam tries to tackle it will die to the Kains.

Burial wrote:
Jita wrote:

A better comparison would be six kains vs three Kain's and three cameleons. Even then without ECCM your gonna have real trouble and that's how it should be. I well organised gang should be beating moar guns!

How exactly is one gang more organised than the other? Bringing bots to the field that are OP with current meta does not equal organisation. I agree with you that more organised gangs should win but even if gang one is more organised and play together superior to the other, they would still most likely not win the engagement.

My Cameleon MK2 gets 82,5% jamming percentage against any mech and I have 650m range on jamms with Nexus. Don't you find it ridiculous?

Here's an example of non-EW gang going up against EW gang: http://killboard.sequer.nl/?a=kill-rela … l_id=42352 (Numbers were more on the equal side but we didn't catch the others.)

Who would use a Mech to kill a mk2 cam?

I guess Ill bite and give back some today. Based off the information you've given

Nova: Your going to be dealing with 400-700m Range fights. If your fleet cannot handle this you lose the fight. If you dont have the speed your dead entirely after you lost the fight.

MK 2 Mech's on the field means any of the mk 1's are obsolete in performance with out a numbers advantage or complementing fits. i.e. Mk 1 has worse tank, range, or damage to the mk 2 (assuming the enemy is running self sufficient fits and not symbiotic fits utilizing the mk2's)

So before the fight even begins one can call the victor based off of my own known fleet composition and the first sighting of the enemy fleet.

There are ways to break this cycle by using some unconventional play such as login drops, TP drops, Cheese fits ext.

It all comes down to being big enough to win or being fast enough to go home.

Ozy wrote:

What happens when we escalate numbers a bit and poise two unbalanced gangs against each other? So, how about 25 v 25 in the following mix:

Gang 1
20 DPS
5 ewar/tackle

Gang 2
5 DPS
5 Ictuses
15 Ewar

I have a few questions on this to know who would win or have favor.

Where are they fighting?
What size are the bots?
How are they fit?
What is the goal- i.e. to attacking or defending?

I can already think of quite a few scenarios where either gang would come out on top.

Bro, is your theory crafting even over 9000?

Tund Bungler wrote:

If I'm looking to begin weed smoking what strain would you recommend? I don't want to go all crazy with the super strong stuff, just something akin to chilling and drinking a six pack of beer. Thoughts?

You will probably want to stick with a stronger Sativa strand, if your also looking to relax a bit more after a long days work sprinkle some indica in during grinding.

There was a time where armor tanking was effective.

That time has longs since past thanks to a couple balancing patches to 'fix' a few armor fits roll

Celebro wrote:

Syndic in general it does have to do with logistics you are just being more specific.

I understand your reasoning but there needs to be balance for small forces to have a chance of escape if not they won't risk it. I understand that the mobiles where a tad too much advantage, but now it's the opposite where the large forces will wipe the smaller force easily with just  blob tactics. The devs have a tendency to just flip the switch with a problem and turn it completely around in favour of another group which really solves nothing just  removes a problem and adds another problem.


Lets take a second to see just how this has changed for everyone. If you CHOOSE to flag you are limited in mobility and escape.

Attackers choose to go somewhere. They also choose to flag up and engage in combat. They can still choose to lay their beacons early and if things turn around you can still jump out. The catch is now if you aggress you are now tied to that battlefield by your flag until....

A) You Run the hell away
B) Die fighting
C) Live long enough to use a beacon after cooldown
D) Fight and win?

Prior to this you could as a attacker guarantee your escape against any defending force by laying beacons preemptively thus negating any speed advantage or fit differences between the parties.
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