Current Large ship balance analysis (Pre and Post 1.1)

In my excitement for 1.1, I have decided to move my analysis of 1.1 a day early. If anything is going to change from now to full 1.1 release, this post will be amended where needed

This thread is going to be a place to discuss how ships post Asp are balanced with one another.

To preface, these tests are done in a PvP environment, as the PvE environment is currently conquered by the likes of the fighters. Since large ships have nothing to balance against in the PvE, testing is done and comparisons are made when these ships fight against each other. When this changes, and the NPC AI becomes a threat to deal with, then the argument will be revised and revisited.

To be clear, this thread is not focused on how fighter perform against big ships, but how big ships can handle each other in a combat setting. Fighter interaction will be mentioned only in passing

With that out of the way, let us begin.

For starters, we must define these ships into classes in order to better understand their roles and interactions with one another both in theory and in practice. But first, we must define what makes a ship, "Large".

For this discussion, a large ship is defined by when a vessel is no longer able to efficiently engage in dogfights. This can be defined when a ship has to have significant downsides built into its flight model in order for it to be balanced.

With that said, we can now define the three roles:

1: The Big Cobra (TBC): This is where the Clipper alone resides, with the flight model and hardpoints almost the exact same, but exaggerated in all regards to balance it out.

2: The Big Hauler (TBH): T7, T9, that sort of thing. Self explanatory

3: The Armed Trade Ship(ATS): Python, Anaconda. Pre 1.1, you could divide these two ships into subcategories, Offence and Defense. The Python attacked, wile the Anaconda would defend. This is no longer the case, the Python is now only a weaker Conda in all regards.

Regardless, this is not a Python thread.

All other ships fail to fall into a category (Orca, the Dropship) Shall not be included in this discussion, as their role is still not yet implemented in the game.

With these classes defined, we now shall go into how each class interacts with one another.

Expansion:

Mass lock, how does it work?
First and foremost, I would like to start this expanded section by stating, I was under the impression that mass lock worked as the named implied, by mass.
Testing shows that this is not the case.

See this example below
[video=youtube;cCwFNaR1lkQ]https://www.youtube.com/watch?v=cCwFNaR1lkQ&list=UU9mlesZ3jx1E20uLXVWOUOA[/video]

It turns out, that the mass of ships is irreverent. Frontier instead opted to go with assigning values to each ship how much mass lock they have, and only seeks out the largest value and compares it to your own to determine weather or not you are mass locked.

Below is a quote of the values for a large majority of the large ships.

Asp - 18;
T7 - 18;
Clipper - 18;
T9 - 18; :eek:
Dropship - 20;
Anaconda - 24; :eek:

With this discovery, one does not buy a large ship to mass lock others. One does not create situations where the total mass of players around is enough to bog a target down.

The Clipper holds no benefits over the Asp in this regard.
The T9 with its 1000T hull is the same as the Asp.

This in turns creates disinterest with large ships as a whole. Unless a player wants to mass lock another Anaconda, one can simply bring an Asp and mass lock everything up to a Drop ship.

Fighters are proven to be held in higher regard in this situation.

Moving on, now the discussion shall focus on interactions in a combat setting.


The Big Cobra (TBC from this point forward) interactions with the The Big Haulers (TBH):
This interaction rarely has occurrences in the field, as the Clipper lacks the reasoning to attack a Type 9. Said T9 is almost immune to direct engagements with Pirates, with its in-ability to get mass locked, and large cargo pools prevent scooping a large majority of possible loot. More is lost to the void then to the pirate if a T9 drops its load.

Amendment: Clipper repair prices are remarkably low, at 6-10k for SC exits. Clipper thus has cause to Pirate. Below is the original statement

The only thing that can currently bog down a T9 would be in theory the Clipper and Conda(Asp is all that is needed, since most of the other ships share the same mass lock value, anything more is overkill), and neither are able to scoop enough to cover repairs for the interdiction. Only the Clipper can benefit from the encounter

Rendering this profession moot, (in addition to the ship when compared to fighter craft) . (Take note how much this is going to crop up in this analysis)

On that note, from a combat perspective, these engagements end up much like a Cobra would against such a target, just with more damage being output. There are ways for the Type 9 to defend itself from such attacks, but this will be mentioned later on.

(TBC) Against (ATS)

This is where the balance starts to fall apart.

With the current iterations of the Python and Anaconda as of patch 1.1 Beta 3: These trade ships are defensive in nature. They are better suited for defending their hauled goods rather than attacking others. This is fine.

However, how these ships are forced to do so is a outstanding issue.

For context, this is a dog fighting trade sim. There is no really getting around this.

Because of this, the current idea is to limit speed and turn rates so that fighter craft have a place with these ships, and do not end up dominated by them. This makes these ships perform poorly in the dogfight. Rather than accept this fact and never bring them to combat, one is forced to adopt tactics to reliably overcome these downsides.
One must reverse to properly defend their self when flying these bigger ships.

Because of this, TBC is unable to do much of anything to ATS. due to Reversing. Why this is so effective will be discussed farther down.

The only thing saving the Clipper from becoming moot is its high speed, but when compared to the Cobra there is little use for this ship in this type of engagement. However since fighters are not the focus here, we will say that the Clipper has its place in the large ship selection.


(TBH) Against (ATS)
Due to a lack of shield and incentive to engage such targets as mentioned previously, this will be skipped over.

(ATS) Against (ATS)

The dreaded Python Vs Anaconda segment.

Pre 1.1, the Conda was dead even with the Python in terms of tanking, however, the Conda had two trump cards.
1: The plasma accelerator
2: Class 8 PD

Post 1.1, the main thing that allowed the Python to remain competitive, its shields, where downgraded. In addition to this, its acceleration was hit had enough that in a dog fight, the Python loses out to the Anaconda. It simply lacks the power to punch through the bunker.

The result? Well I think that this video shows quite well what happens now.
[video=youtube;Z-jmmaWQFd4]https://www.youtube.com/watch?v=Z-jmmaWQFd4&feature=youtu.be[/video]

The only thing that these changes really do, was knock out the Pythons teeth against large targets, and encourage ramming as shown at the end of the video. Keep in mind, the boost towards the Python was done only to prove the point.

So the Python now loses to the Anaconda, what of other ships?
Again due to lack of proper incentive, the Python has less reason to Attack a T9 as say a Viper would. The T9s shields are so weak to start with that anything more than Class 2 lasers is total overkill. Since the goal is only cargo, and the Python is unable to mass lock the T9(Is no better at mass locking the T9 compared to an Asp), its ability to do much else does not justify its price.

Against smaller craft, the Python is forced to resort to the same tactics a Conda pilot would employ against him, to an extent.

Since landing on outposts is not enough of a boon to justify reason of use compared to the Conda,

1.1 renders the ship outside of trade, moot

(TBC) Against (TBC)
Turns into what a Cobra V Cobra match up would.

(TBH) Against (TBH)
Comical. I start chuckling thinking about it. On that note not enough reason to test this area.

Now that we are done explaining how these ships currently interact with each other, we can now go into the meat of the problem.

Why is Reversing so effective?
Since we know why players are forced to reverse, we can discuss why it works so well.

First, look below at this video. Two extremes at odds with each other, but demonstrate well enough for evidence.
[video=youtube;30kljl3nuyM]https://www.youtube.com/watch?v=30kljl3nuyM&feature=youtu.be[/video]

The principle remains the same no matter the ships used. If one has stronger shields then the other, then the current flight model allows them to abuse this fact wile the target has no means to overcome this.

Speed matters little when acceleration is so low one overshoots when they pass the target.

The irony of this situation is that large ships are forced to do this against each other and fighters, its also the most effective way to deal with anyone defensively period.

The catch is like a cage trap with one end always open, one does not have to stay in the trap, and the hunter can do nothing about it
The only real balance to this currently is that the Anaconda is slow, because of this, everything can get away. This is balanced.

But when its say an Asp against a Cobra, the ability to run away is greatly diminished. The farther down you scale with ships, the more and more difficult it becomes to get away from the cage, the exact opposite of what happens when its done with the Anaconda. If the Anaconda was the only one that could benefit from this, it would not be the issue it currently is.

Since this can not be overcame with the current flight model and weapon selection currently lacks the means to do enough damage for the fighters to go toe to toe, solutions must be found.

Possible solutions

Ideas include the following:

Increase acceleration across the board

Increase all ships ability to recover from drift

Add weapons capable of dealing with flying bunkers

Destroy reverse rates for all ships (If done to the Conda, it loses its one way to defend outside of relying on turrets)

Tweak every ship in the game to be able to overcome this.

Half the pitch rate and yaw rates while in reverse, Pursuing vessel should now be able to stay out the fire archs.

Overcome through firepower with multiple players

Lower reverse speed, but increase sensor range and harpoint range with class increase. Force fighters to get close.

Balance via logical, rule based framework, instead of arbitrary statistics for each ship.
Etc. Any other ideas will be added on to this section.

In conclusion, large ship balance needs development time, even more so when their own effectiveness against each other is so low for the cost. Even more so with the lack of ships available.

Thank you for your time. Feel free to leave thoughts, constructive criticisms, etc.

Hopefully this analysis will be more well received here then in the beta forums where it fell out of the discussion in favor of other topics.
 
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The Anaconda needs no buff.
With a class 7 shield, constant boosting due to A8 PD, 8 hardpoints and that no other ship exept another Anaconda can mass disrupt it, the Anaconda can fight with every ship without taking serious damage.
 
The Anaconda needs no buff.
With a class 7 shield, constant boosting due to A8 PD, 8 hardpoints and that no other ship exept another Anaconda can mass disrupt it, the Anaconda can fight with every ship without taking serious damage.

Read thread?
It has little to do with the Anaconda, but your opinion is noted.
 
The Anaconda needs no buff.
With a class 7 shield, constant boosting due to A8 PD, 8 hardpoints and that no other ship exept another Anaconda can mass disrupt it, the Anaconda can fight with every ship without taking serious damage.

Not necessarily true. A well flown asp will give you problems with the correct loadout. Even with a couple of turrets he can stay in your blind spot and tank the low damage of the turrets.
I think its ridiculous that an Asp can masslock a T9 BTW.
 
In a similar thread someone had a fantastic idea: simply reduce the agility of all ships while going reverse. Like, when going forward you get the combined control authority of the main engines' thrust vectoring and the RCS thrusters - while backwards you only have the RCS thrusters alone. Just look at how slow any ship turns at a standstill, I suppose that is what the RCS thrusters can do when they are doing the work alone.

So you could go reverse, but could not turn fast enough to keep facing someone trying to pass you.
 
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In a similar thread someone had a fantastic idea: simply reduce the agility of all ships while going reverse. Like, when going forward you get the combined control authority of the main engines' thrust vectoring and the RCS thrusters - while backwards you only have the RCS thrusters alone. Just look at how slow any ship turns at a standstill, I suppose that is what the RCS thrusters can do when they are doing the work alone.

So you could go reverse, but could not turn fast enough to keep facing someone trying to pass you.

That would be the same thread.
I moved it over. This topic has little to do with the 1.1 changes anyways, figured it would be more appropriate in the general. I do want a mod to close that thread at least.

On topic, I do agree with Ralls suggestion. It makes the most sense, addresses the issue across the board, and requires the least amount of effort to implement.
 
First I want to say: great analysis, thanks for the work you put into this.

But...

Since this can not be overcame with the current flight model and weapon selection currently lacks the means to do enough damage for the fighters to go toe to toe, solutions must be found.

...is that so? Is it really a problem that an Anaconda, which is by far the most expensive ship in the game, is virtually unbeatable, if its pilot knows his stuff?

First, as you said its incredible power is balance by its speed... nobody has to fight against a 'conda. A 'conda cannot enforce combat on anyone, except another 'conda or a Type 9, but I never heard of someone pirating a T9 with an Anaconda.

Second, keep in mind that wings are coming in a month or so, which is going to change the situation. A wing of several smaller ships can bring a 'conda into trouble.

Taking this into account, I must say: no problem
 
First I want to say: great analysis, thanks for the work you put into this.

But...



...is that so? Is it really a problem that an Anaconda, which is by far the most expensive ship in the game, is virtually unbeatable, if its pilot knows his stuff?

First, as you said its incredible power is balance by its speed... nobody has to fight against a 'conda. A 'conda cannot enforce combat on anyone, except another 'conda or a Type 9, but I never heard of someone pirating a T9 with an Anaconda.

Second, keep in mind that wings are coming in a month or so, which is going to change the situation. A wing of several smaller ships can bring a 'conda into trouble.

Taking this into account, I must say: no problem

Its not just the Anaconda that can pull this off. The conda is just currently the best at it and embodies how the tactic should be balanced perfectly

If done to a player in any ship, the pilot can force a stat check, being if the target has less durability then the pilot, then the other player is either faced with certain death(Since there is no firepower available to punch through this tactic currently) Or bug out and leave the guy alone.

It becomes problematic when fighter craft do it to each other, and are still able to chase each other down. It ends up forcing a linear progression for shield strength alone. A Viper would always win against a Cobra, A Clipper always against an Asp, ect.
 
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It becomes problematic when fighter craft do it to each other, and are still able to chase each other down. It ends up forcing a linear progression for shield strength alone. A Viper would always win against a Cobra, A Clipper always against an Asp, ect.

Maybe, but only if both pilots are evenly skilled and both ships evenly equipped, which is rarely the case ini PvP encounters. Not sure, if a Viper can mass-lock a cobra anyway, though.

And for the Clipper vs. ASP case... a skilled ASP pilot can still overcome the clipper by employing chaff, since the Clipper is forced to use gimballed weapons. So this situation is balanced out pretty well, too, with the option to flee for the somewhat faster Clipper.

I know a lot of people are complaining about the pvp balancing, but personally I think they did this surprisingly well, especially for a game, which is not primarily focussed on PvP in the first place.
 
Maybe, but only if both pilots are evenly skilled and both ships evenly equipped, which is rarely the case ini PvP encounters. Not sure, if a Viper can mass-lock a cobra anyway, though.

And for the Clipper vs. ASP case... a skilled ASP pilot can still overcome the clipper by employing chaff, since the Clipper is forced to use gimballed weapons. So this situation is balanced out pretty well, too, with the option to flee for the somewhat faster Clipper.

I know a lot of people are complaining about the pvp balancing, but personally I think they did this surprisingly well, especially for a game, which is not primarily focussed on PvP in the first place.

Thats the thing, its currently balanced in the favor of the reverser. In a battle of equal loadouts and skill, if one player turrets the other, then nothing can be done to stop it. They cannot pass them, flank, run away, jump. It becomes a stat check for who has the stronger shields, and hull. Turrets in space. A PVE Asp with Pulse could destroy a PVP Viper with Rails

The clipper was a bad example, I admit.

Mass lock is not what I was focusing at, but rather how easy it is to avoid dog fighting anyone, in a dog fighting trade sim.
It may be possible to overcome this via dedicated loadouts, but its neither fun to do, and still leaves the option of the reversed player using something similar to negate any advantage that could be gained from using such a load out.

However, I do see your point. Perhaps its not nearly as bad an issue as I originally thought it was, and it more has to do with skill and load out then breaking the flight model entirely. Perhaps I myself am to biased to properly analyse the situation anymore.

I'm glad I moved the thread over. I would not have had this kind of perspective presented in the beta forums.
 
Are you sure that an asp can mass lock a type 9 and anaconda? I had a few experiences a while ago that suggest otherwise. Was this something new they added?
 
I'm actually not clear on why this situation is bad:
A Conda, the most expensive and most powerful combat ship in the game will kill anything that stays too close for too long, but is also easily avoidable by everything below it.

A python, the second most expensive and powerful ship in the game will kill anything short of an anaconda, but is also easily avoidable by everything below said python.

Etc, etc.

I don't see why this is bad tbh. It's kinda the way a 1v1 engagement between larger and smaller ships should go, no? Once wings hit there might be more interesting engagements, say 2 pythons and a conda versus 2 condas. But in the general case I would assume that the larger ship should be able to "hold the field" against the smaller ship.
 
Are you sure that an asp can mass lock a type 9 and anaconda? I had a few experiences a while ago that suggest otherwise. Was this something new they added?

Its what testing has provided.

The Asp can mass lock up to the T9, the Anaconda no, no where did I say the Asp can lock that as well.

This isn't the case currently, as a viper has a tough time fitting a single scb, while a cobra can fit multiple scb with relative ease. Interesting analysis otherwise.

When outfitted correctly and applying the tactic.

Claiming that one example is flawed does not change the fact that it can be moved over until its applicable. The point still remains, why Dog fight when you can do this instead and win far more often as a result, with no real counter if you are unable to run away.

The intent was dog fighting in space. Currently anyone who knows better wont dog fight if they have the upper-hand, negating the original design.

I even mention this in the OP no one seems to be able to read.
 
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Well thought out article have some +rep OP

some of my own thoughts, not entirely about the original method of turreting but really in terms of big ship balance

I do personally think some of the large ships are fundamentally too weak now, primarily because it takes such a long time to replace a buyback - if they were relatively cheap in comparison to their hull I wouldn't take issue with their current statistics however I think its pretty stupid that you can die 10x in an asp for every 1x in a python, and probably 100x in a viper lol.

On the topic of mass lock the values currently assigned are flawed, Its inconsistent that an asp will lock a T9 but a python doesn't lock a conda, currently the conda has a unique status of being completely immune to conflict from anything other than another conda - now it might justify that for the cost, however its not very exciting, and I certainly enjoyed the challenge of pirating the occasional conda who doesn't just jump out.

I suspect mass lock is due for a complete overhaul to be honest, its too big a deal to be dealt out to the ships in such an arbitrary fashion.

If i was rating large ships currently in terms of performance/cost it'd go like this

Clipper >>>>>>>> Conda >>> Python >>>>>>>> T9 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> T7

If the python pre 1.1 was OP, the clipper certainly is now, the conda is fine except its mass lock immunity, the pythons probably ok as well for the same reason. The T9 requires a large signature as I don't actually think T9s should be piratable in an asp or it ruins the value of the ship IMO and finally the T7 is the worst ship in the game currently, its expensive, slow, weak, no defences, mass locked by everything and completely eclipsed by the clipper in every single regard.

Edit 2: I actually think to offset how terrible they are the T7 should have ~ 350 cargo, and the T9 should have ~ 6-700. this would also offset their disadvantage as at least it means they make the most money even if they are fundamentally weak, currently i can't really see any reason you'd buy a T9 over a conda unless you didn't feel like grinding the extra money.

Edit 3: Pre 1.1 the conda didn't have any trump cards against a python, the shield was even and if you ever got hit by a PA in a pre nerf python you were a woeful pilot, infact if you ever ended up infront of a conda you'd probably done something wrong you could boost circle faster than conda could turn.
 
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Hence the "Reversing" section. Because it was so even, and the Conda has no reason to dog fight anything, the Python would come to the Conda, and be stuck in its gun sights, or attempting to get behind the conda and failing.

Thus the fight degraded into who had more cells, the better PD, and if the Conda could reliably land shots with the PA.

Regarding edit 2, I would not mind seeing the cargo amounts increase on the T7 and 9. Right now the moment you are able to move past these ships, you do, and the some 40 less cargo from T9 to Conda is not enough to put any real dent in profits.
 
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"simply reduce the agility of all ships while going reverse" Excellent suggestion. +1

Might be viable if we didnt have an FA-off setting - unless you also limit turning rate in FAoff when vectoring backwards someone could just blip FAoff to do get enemy in front, if you did limit it in FAoff it would feel very unintuitive for people using FAoff as the main flying mode.
 
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