| Author |
Topic |
 BH Hurricane

 ISD BH Interstellar Services Department |
Posted - 2004.06.25 18:28:00 - [ 31]
*********************************************************************************** *** Testing Accuracy and Turret Balance Tuning on the ENTROPY test server. *** Fight Club Corporation (FCC) in PF-346 has been Activated until Further Notice *** Corp Hangers should have all you need there to test. *** Join eve-entropy channel ingame
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 Woetra Amarr Status Pending |
Posted - 2004.06.25 18:36:00 - [ 32]
The DPS on light blasters would make electron more powerfull than ion, and neutron. Can I assume it's a typo?
otherwise that made a whole lotta sense, thank you TomB |
 CCP TomB

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Posted - 2004.06.25 18:45:00 - [ 33]
Originally by: Woetra The DPS on light blasters would make electron more powerfull than ion, and neutron. Can I assume it's a typo?
otherwise that made a whole lotta sense, thank you TomB
It gets more powerful when calculating the capacitor need for the damage, but flat out damage the neutron wins big times, can kill oponents much faster. On capacitor need note, we are perhabs looking at making the attribute into a float number to balance this better ... I ask why not? Would be seeing capacitor numbers like 1.2 for light electron blasters instead of 1, the balance would get much easier to factorise between the classes and sizes. |
 Beseb Minmatar R.O.T. |
Posted - 2004.06.25 18:46:00 - [ 34]
It seems projectiles are doomed to be the red-headed step child of weapons. I can live with that despite my 4.5mil SP in proj weapons and level 5 Min BS.
But, in fairness, Minmatar ships should get an advantage that balances the weapon disadvantage. The obvious choice would be speed. Small degrees of speed difference are pretty useless, so I propose that Minmatar BS get a 100ms base speed increase.
I know that sounds huge, but really, it's not, and fits the Minmatar philosphy well. Marginal speed increases are more of an insult to the philosphy.
If this is totally out of the question, then I suggest we get back all of the fall off that was taken to at least make artillery fill it's intended role as super range weapons. |
 NewDisease |
Posted - 2004.06.25 18:56:00 - [ 35]
TomB!!! Very nice changes man!  When can we exspect these changes to hit TQ?  |
 Imhotep Khem Minmatar Doom Guard Wildly Inappropriate. |
Posted - 2004.06.25 19:08:00 - [ 36]
I get the distinct impression that these graphs are fakes. Created by equations in someones head or on papper, as opposed to in game data!? Also and more in generally, it seems that the closer a still target is to the ship, the "easier" it should be to hit. But I think the current equations do not take this into account. That is, a target reaches its maximum "easiness to hit" at the optimum range, and will not continue to get easier to hit if you get closer, yet the tracking is still getting more difficult!? In reading my words it looks like I am asking for an optimal of 0km. Am I insane  If so, why  I posted this first in the blog, but i think this is a better place |
 Beseb Minmatar R.O.T. |
Posted - 2004.06.25 19:15:00 - [ 37]
Originally by: Imhotep Khem
In reading my words it looks like I am asking for an optimal of 0km. Am I insane If so, why
Actually, the largest weapons can easily hit at 0m, provided you and your target are moving at 0ms. It's all about tracking. |
 Joshua Calvert Caldari Rule One
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Posted - 2004.06.25 19:27:00 - [ 38]
Originally by: Beseb It seems projectiles are doomed to be the red-headed step child of weapons. I can live with that despite my 4.5mil SP in proj weapons and level 5 Min BS.
But, in fairness, Minmatar ships should get an advantage that balances the weapon disadvantage. The obvious choice would be speed. Small degrees of speed difference are pretty useless, so I propose that Minmatar BS get a 100ms base speed increase.
I know that sounds huge, but really, it's not, and fits the Minmatar philosphy well. Marginal speed increases are more of an insult to the philosphy.
If this is totally out of the question, then I suggest we get back all of the fall off that was taken to at least make artillery fill it's intended role as super range weapons.
I'd happily let a Tempest have a 100m/s speed boost as long as they took off 1500 HP of hull  The speed increases would, in effect, make you very very difficult to hit due to the tracking changes. Mch too difficult, I think. |
 Shevar Minmatar Target Practice incorporated
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Posted - 2004.06.25 19:39:00 - [ 39]
Originally by: Joshua Calvert
I'd happily let a Tempest have a 100m/s speed boost as long as they took off 1500 HP of hull 
The speed increases would, in effect, make you very very difficult to hit due to the tracking changes. Mch too difficult, I think.
Sure but they (tempests) would have even more trouble hitting you back because of the quite alot worse tracking. |
 Joshua Calvert Caldari Rule One
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Posted - 2004.06.25 19:41:00 - [ 40]
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 Zervun Amarr hirr Morsus Mihi |
Posted - 2004.06.25 19:59:00 - [ 41]
I wonder if TomB is even going to reply to the fact that proj's are so horrible now =/. Every post dealing with this has gone unreplied... All kinds of changes going into lasers and hybrids, but proj's get the shaft...
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 Novo DuPont Gallente The Scope
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Posted - 2004.06.25 20:03:00 - [ 42]
Edited by: Novo DuPont on 25/06/2004 20:11:09
Ahh TOMB:
Why did you forget to calculate the capacitor size increase bonus into your calculations for lasers????
At lvl 4 that is a extra 20% capacitor power, which equals upto a couple thousand capacitor power units on the Apoc??? That would seem to change your calculations on cap usage per damage would it not??? It also means that since you have 20% more cap power would it not also mean that that could be calculated at 20% addition less power usage for Lasers??? If we took another 20% off the cap ueage of lasers it seems we would have a serious balance issue.
Sure the Megathron and Apoc are equal at armor tanking, but with the new changes you have given the advantage to Ammar ships with lasers now.
I think you need to recalculate with the fact that having extra capacitor size will and DOES affect the amount of damage over time that can be done.
As far blasters go I have EXTENSIVELY used them on my Megathron hunting NPC Serpentis BS's (The Dom and MEgathron ones) and their escourts. The problem with tracking as I see it IS NOT with tracking speed AT ALL!!!!!!!!
The problem is that NPC's DO NOT have capacitors like player ships do, they do not run out of power. So they can run on MWD and AB's all day long. I have used 2 -90% Stasis Webs on cruisers using Large Ion Blasters on a Megathron at 2 to 3 km ranges while my ship is stopped. I do extremely poor damage, or no damage mostly, as it orbits. I only seem to do good damage if I move away and have it come directly behind me. This is even far worst for frigates and basically only Drones or missiles are able to kill them.
I also noticed that anything closer than 1.5 km does not take any damage AT ALL!!!! I mean how is it I can not damage a CARGO CONTAINER when I am completely stopped??????
The use of multiple Stasis Webs on a single target should make it practically stand still or very easy to hit with Large Blasters. Even if a Frigate is orbiting at 10,000 M/s, hitting it with 2 -90% Stasis Webs would put it at around 100 M/s. A large Blaster turret should EASILY hit any object orbiting at that speed while it is stopped.
Also another interesting fact about NPC's:
How is it that NPC's can orbit at speeds of around 700 M/s to 1000 M/s and still hit anything??? There is no player that can orbit all day with MWD's AND hit the target as well, even a BS. Only players using Missiles, Drones or Smart Bombs can hit anything at that kind of orbiting speed. There needs to be a SERIOUS look at tracking of NPC's since they seem NOT TO follow the same tracking rules that players must follow.
Also there needs to be some sort of timer that mimics the capacitor usage of player ships, since NPC ships don't have real capactiors.
AND FOR THE LOVE OF GOD PLEASE make Nosferateau work on NPC's, at least as far as providing cap power to the player's ship.
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 ProphetGuru Gallente Evolution Band of Brothers |
Posted - 2004.06.25 20:34:00 - [ 43]
How bout instead of speed increases, we let them fix the tracking, and lower the rof a tad. 1400 dot is suffering, and the frequency of wrecks that used to put you almost on par with other ships, has reduced big time. Add to this the lost overall dps from the inability to effectively use cruise missiles any longer, and the overall dps has dropped far below where it should be, even taking into acct the fact they use no cap. The cap usage is a huge benefit to proj users, but if you can't effectively kill anyone, all that leftover cap will get you nowhere.
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 Joshua Calvert Caldari Rule One
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Posted - 2004.06.25 20:41:00 - [ 44]
We need xeno calligan to get out his calculator. |
 CCP Hammerhead

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Posted - 2004.06.25 21:00:00 - [ 45]
Originally by: Joshua Calvert We need xeno calligan to get out his calculator.
Yeah that's what I always say. We need 785 different graphs from him about tracking. |
 Joshua Calvert Caldari Rule One
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Posted - 2004.06.25 21:07:00 - [ 46]
Originally by: BH Hammerhead
Originally by: Joshua Calvert We need xeno calligan to get out his calculator.
Yeah that's what I always say. We need 785 different graphs from him about tracking.
TomB's graphs only show damage versus range which, I assume, comes through theory or actual standing-still ship-on-ship testing. xeno's graphs came through actual testing and he tried to show how tracking affected damage which is nice considering the turrets tracking changes are what brought this all about.  |
 monkeyman33 |
Posted - 2004.06.25 21:12:00 - [ 47]
Originally by: Zervun I wonder if TomB is even going to reply to the fact that proj's are so horrible now =/. Every post dealing with this has gone unreplied... All kinds of changes going into lasers and hybrids, but proj's get the shaft...
Hear Hear Zervun, TomB I have posted numerously and frequently on this subject also and have not been answered. Please advise if I should discontinue my use of Projectile Weapons. I thought part of this game was RPG....my character class obviously points me to projectile weapons......Should I mothball the tempest...and start training another couple million skill points to use other weapons.....and what will happen when the dev team randomly decides to short change another weapon? So far I can't defend against being warp stabilized....I can't hit anything..and everyone is doing more damage then I am.....I guess I wasted training my skills..... What did Minmitar do anyway to the dev team......we are beginning to feel like an oppressed minority here....give us some love...or at least give us an acknowledgement here. Still Waiting Monkeyman |
 Maya Rkell Third Grade Ergonomics
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Posted - 2004.06.25 21:16:00 - [ 48]
Looks to me like 1400's are THE long range gun... |
 Novo DuPont Gallente The Scope
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Posted - 2004.06.25 21:40:00 - [ 49]
Don't know about long range but Tempest loaded with auto cannons can give a Megathron with blasters a run for it's money concidering the practically no cap uses of Proj guns. A serious Tempest pilot should actually both shield AND armor tank since they have enough med and low slots for that. Reducing Shield AND Armor damage by 50% would greatly enhance a Tempest in a battle. Of course a Large Armor repairer and Med shield booster would be the right repair setup. But then I have exclusively only used Megathrons so I might be wrong  |
 Fractell |
Posted - 2004.06.25 22:04:00 - [ 50]
Originally by: Zervun I wonder if TomB is even going to reply to the fact that proj's are so horrible now =/. Every post dealing with this has gone unreplied... All kinds of changes going into lasers and hybrids, but proj's get the shaft...
I quite agree. I have taken to 800s in my tempest and was semi-happy, but having just seen the graphs, I'm now absolutely at a loss to understand what advantage proj guns have.. Ok no cap but then again ships running guns with cap I understand have a cap advantage built in anyway... and anyway we have to reload and carry our ammo.. er.. please, come on, explain, let me see the light (not that light, thats a megabeam) |
 Rob Mattacks Minmatar |
Posted - 2004.06.25 22:27:00 - [ 51]
Originally by: ProphetGuru How bout instead of speed increases, we let them fix the tracking, and lower the rof a tad. 1400 dot is suffering, and the frequency of wrecks that used to put you almost on par with other ships, has reduced big time. Add to this the lost overall dps from the inability to effectively use cruise missiles any longer, and the overall dps has dropped far below where it should be, even taking into acct the fact they use no cap. The cap usage is a huge benefit to proj users, but if you can't effectively kill anyone, all that leftover cap will get you nowhere.
I would have to agree with that. I would much rather the DOT of 1400's get looked at than a speed boost. The cpu issues and high ROF (on cruise launchers) prevent cruise/siege launchers being a viable secondary weapon now imo. The tempest is a gunboat and it needs to have a viable main weapon and there is no doubt the DOT of 1400's has suffered recently. |
 Bella Verde Gallente |
Posted - 2004.06.25 22:37:00 - [ 52]
I think large autocannons need some love... increasing the rate of fire would use too much ammo, as they use tons already. So what about raising the damage of them? |
 Rob Mattacks Minmatar |
Posted - 2004.06.25 22:42:00 - [ 53]
Originally by: Bella Verde I think large autocannons need some love... increasing the rate of fire would use too much ammo, as they use tons already. So what about raising the damage of them?
Actually all autocannons apart from the bottom of the line gun in each group have had ROF improved. |
 Hellek Amarr Viziam
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Posted - 2004.06.25 22:52:00 - [ 54]
Edited by: Hellek on 25/06/2004 23:08:54 Wow TomB, really great work. I am glad that you did not do the calcs with lvl5 BS skill this time, and I am glad that you had a look at Lasers.
Its really good to see that you are taking our feedback very serious and I think that things should really be balanced very well with those changes (including lasers).
I did not try it out on Entropy yet, but your post really looks promising.
EDIT: To those complaining about Apoc being too powerful: Just look at the graphs, you clearly see that the other guns still do more damage, and if you do some calcs, you will also see that the apoc still uses up a big part of his cap size bonus for the extra cap use which lasers have. Maybe it has more cap left after substracting the extra cap use of lasers, yes. The other side is though, that lasers still do less damage, that it still has a smaller dronebay than i.e. megathron and such, so I have good reasons to think that its not unbalanced. And don't get me wrong, I am NOT saying that Apoc would be too weak or anything, I am just saying that it looks balanced for me for the reasons I mentioned. Also don't forget that, while Apoc has enough grid for almost anything, it is very low on CPU which is limiting its fitting possibilities a lot. Like other ships (like raven) in contrast have a lot of CPU but are limited by grid (and megathron/tempest are pretty balanced on cpu/grid which is sometimes advantage, sometimes drawback, but under the line, also okay, and yes, I fly a tempest). Besides that, I mostly see Megathrons and Ravens on TQ now, not so many Apocs. Would this be if Apoc would be totally overpowered now? No. Would a slight boost to lasers overpower it? No. I really think TomB did a great job, and I really think that balance is better now than it ever was. Thanks |
 Nafri Caldari Deep Core Mining Inc.
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Posted - 2004.06.26 00:51:00 - [ 55]
Originally by: Hellek Edited by: Hellek on 25/06/2004 23:08:54 Wow TomB, really great work. I am glad that you did not do the calcs with lvl5 BS skill this time, and I am glad that you had a look at Lasers.
Its really good to see that you are taking our feedback very serious and I think that things should really be balanced very well with those changes (including lasers).
I did not try it out on Entropy yet, but your post really looks promising.
EDIT: To those complaining about Apoc being too powerful: Just look at the graphs, you clearly see that the other guns still do more damage, and if you do some calcs, you will also see that the apoc still uses up a big part of his cap size bonus for the extra cap use which lasers have. Maybe it has more cap left after substracting the extra cap use of lasers, yes. The other side is though, that lasers still do less damage, that it still has a smaller dronebay than i.e. megathron and such, so I have good reasons to think that its not unbalanced. And don't get me wrong, I am NOT saying that Apoc would be too weak or anything, I am just saying that it looks balanced for me for the reasons I mentioned. Also don't forget that, while Apoc has enough grid for almost anything, it is very low on CPU which is limiting its fitting possibilities a lot. Like other ships (like raven) in contrast have a lot of CPU but are limited by grid (and megathron/tempest are pretty balanced on cpu/grid which is sometimes advantage, sometimes drawback, but under the line, also okay, and yes, I fly a tempest). Besides that, I mostly see Megathrons and Ravens on TQ now, not so many Apocs. Would this be if Apoc would be totally overpowered now? No. Would a slight boost to lasers overpower it? No. I really think TomB did a great job, and I really think that balance is better now than it ever was. Thanks
Ravens are so in favour cause of the bugged tracking thing, thy are horrible at tanking Apocs are still a bit too god in tanking in my option but when thy start using Lasers maybe its getting better (hell why not giving them even lower CPU and increase the CPU need of Lasers, was very fun on my raven) |
 Earthan Gallente GREY COUNCIL Nulli Secunda |
Posted - 2004.06.26 01:17:00 - [ 56]
Thanks for info Tomb we are right with you:)
|
 Cesta |
Posted - 2004.06.26 01:21:00 - [ 57]
Edited by: Cesta on 26/06/2004 01:26:55 Hey everyone, hey TomB. Here’s my two cents on the accuracy issue.
First off I will say that I am making some rash assumptions for the sake of simplicity here. They are the following: - In this comparison Battleships are always transverse at 150m/s, cruisers 250m/s, and frigates 350m/s. I know that those are not the transverse speeds involved in every accuracy calculation for every shot ever fired but it's a representative scale of their speed ranges. - I am assuming that when firing at a cruiser with a large gun you are working with a 50% tracking penalty, and when firing at a frigate you are working with a 75% tracking penalty. These are, again, rash assumptions meant to simplify the issue and represent the relative to-hit penalties. - The only guns in the universe are lasers because that’s what I use and what I know, so that's what I worked with on Entropy.
Let me start out by laying out what I personally think the role of each of the large energy turrets SHOULD be.
Tachyon Beam: Huge damage potential at long range against battleship opponents. The sound of a tach from an adversary at 50k should be a very bad thing to hear.
Mega Beam: Long range with high to moderate damage. The all-around middle/long range vs. battleship gun also able to hit cruiser targets at long range.
Dual Heavy Beam: Low to intermediate range weapon with low to intermediate damage. The multi-purpose mid-range vs. battleship gun which can hit cruisers at medium range and even low transverse frigate targets at long range.
Mega Pulse: Low range weapon with high damage potential. The beat-down gun vs. BS that make the mistake of coming too close, even cruisers at medium range, and frigates at high to medium-high range.
Dual Heavy Pulse: Lowest range weapon with moderate to high damage. This gun should be accurate vs. BS down to the lowest ranges, cruisers in the middle range, and frigates in the high-middle ranges.
Now that the conceptual role for each gun is out there I can assign some arbitrary numbers to them and see some illustration of what’s on Entropy right now. Again this is assuming battleships transverse at 150m/s, cruisers at 250m/s, and frigates at 350m/s. Also assuming a 50% tracking penalty for cruisers and a 75% penalty for frigates when firing a large gun.
Given a circle (enemy orbit with you at the center) you can use the radius (range to target in meters) and a measurement in radians (tracking speed) to yield the arc length on the circle (target speed in m/s).
Assuming that target's transversal velocity is equal to the arc length on the orbit circle in meters per second you can use this to calculate the tracking speed required to track that target at a given range in radians per second.
Now what exactly having the tracking speed required to satisfy that formula actually means in-game is subject to a black-box accuracy system that I don't know the details of. So all I can do is talk in relative terms given known ranges, speeds, and tracking speeds and assume that the results have a relative effect on actual situational damage output.
These calculations do not take skills or tracking enhancements into account. Obviously they make a difference but I want to take as many things out of the equation as possible.
~~~~~~~~~~~~ Tachyon Entropy .0159 rad/sec yields: vs. Battleship tracks at 9.50k || vs. Cruiser tracks at 30.0k || vs. Frigate pure luck
As you can see with the Tach's tracking speed how it is now on Entropy it pretty much walks all over the roles of mega beams, dual beams, and even mega pulses on the accuracy issue and has tons of range as well. I think it has been tuned way way too high and outside its role as the long-bomb devastator.
A conceptual Tachyon with .005 rad/sec tracking would yield: vs. Battleship tracks at 30.0k || vs. Cruiser tracks at 60.0k || vs. Frigate fat chance
Relative to the other large energy turrets I think the lower tracking speed would take it out of the territory of a close engagement weapon and take it back to the realm of hellfire from afar. It would also allow further tuning to increase its damage potential because it’s limited to a smaller segment of combat. Currently its damage mod divided by rate of fire is no better then a mega pulse. Using a Tachyon would be committing a high slot to long range vs. battleship damage.
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 Cesta |
Posted - 2004.06.26 01:23:00 - [ 58]
~~~~~~~~~~~~ Mega Beam Entropy .0175 rad/sec yields: vs. Battleship tracks at 8.50k || vs. Cruiser tracks at 28.5k || vs. Frigate Luck
Again, same issue as with the Tachyons. Tracking speed being so high takes away from the roles' of the other guns and makes Mega beams a viable choice for all vs. battleship situations.
A Conceptual Mega Beam with .0125 rad/sec tracking would yield: vs. Battleship tracks at 12.0k || vs. Cruiser tracks at 40.0k || vs. Frigate Luck
Pushes the Mega Beam out of the sub 10k vs. battleship situation and out of the close-combat vs. cruiser realm where lots of warp jamming and webbing take place. The difference between .0125 and .0175 really decides if Mega Beams will be hitting cruisers close in or not.
~~~~~~~~~~~~
Dual Beam Entropy .0200 rad/sec yields: vs. Battleship tracks at 7.50k || vs. Cruiser tracks at 25.0k || vs. Frigate tracks at 70k
This is the large laser that’s going to hit the cruiser that’s jamming/webbing you at 20k and still do damage to the BS at 40k.
~~~~~~~~~~~~ Mega Pulse Entropy .0270 rad/sec yields: vs. Battleship tracks at 5.50k || vs. Cruiser tracks at 18.5k || vs. Frigate tracks at 51k
You want to kill Angel Commanders or any other close in battleship you’re going to have to think about Mega Pulses or Dual Heavy Pulses. Also give those jammers/webbers an unpleasant surprise if you have a couple tracking computers on.
~~~~~~~~~~~~ Dual Pulse Entropy .0300 rad/sec yields: vs. Battleship tracks at 5.00k || vs. Cruiser tracks at 16.5k || vs. Frigate tracks at 46k
This is the only large laser that can be made to give frigates a scare after they get under 50k. Cruisers as well can be hit within their normal speed ranges. Because the tracking speed is so high it responds well to tracking enhancements and thus a BS loaded with computers and enhancers is going to blow frigates out of the sky unless they get real close. Doing this you sacrifice most your slots to tracking frigates so balance is maintained.
Basically I think that tachyons and mega's tracking speed should be lowered on entropy. An additional damage boost on Tachyons wouldn’t hurt. And I think that the dual heavy pulse and beam along with the mega pulse are well balanced right now when it comes to tracking speed.
There are allot of other factors that go into how the guns are balanced but I think tracking speed is the least understood and now primary stat on guns. It now determines what situations the gun will be effective in. Hope this helps.
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 Zervun Amarr hirr Morsus Mihi |
Posted - 2004.06.26 01:34:00 - [ 59]
Edited by: Zervun on 26/06/2004 01:36:20 My biggest problem is the horrible projectile tracking. MWD in with 425mm's equiped even with a tracking enhancer etc just doesn't hit crap. Took me over at least 7 - 10 min with 6x 425mm's with a named tracking enhancer I to take down a 750k npc bs at about 5 - 10k. Now I'm not even talking cruiser spawns I'm talking about the closest range BS proj guns with a tracking mod vs. a npc bs, that was stuck in a roid field as was I. Neither was moving. It took that long with 6x ogres and 2x siege launchers with torps. They did MUCH more damage than the guns, and I ran through at least 400ish EMP L. And no it was not the bs's regen, I was just not hitting anything. A very occasional 20 - 40 hit, and thats with the tracking enhancer and a gyro II.
I just want my proj's to hit decent at short range against BS's otherwise they are utterly pointless. At 10k+ they were a tad bit better, but omg aren't these supposed to be short range guns? Basically it nullifies any short range proj setup, there is no point anymore especially with the movement issues. I mean BOTH the bs and myself were not moving AT ALL and I still couldn't hit crap.
I'm training up hybrids right now just because it's better equiping no high proj turrets than any at all, at least I'm saving some ammo costs and fitting costs. Talk about frustration with no responses.... at all. At the moment it is just as effective going with 4x sieges on a minmatar ship with NO large guns (which they get bonus for) than putting them on. The damage is so so minimal of the large projectiles that there is no point, it's just wasting ammo that could be used to buy torps or cruise. |
 Imhotep Khem Minmatar Doom Guard Wildly Inappropriate. |
Posted - 2004.06.26 02:11:00 - [ 60]
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