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BLASTERS: A new point of view

Author
Dark Voynix
Garoun Investment Bank
Gallente Federation
#1 - 2011-11-08 10:52:33 UTC  |  Edited by: Dark Voynix
Hello all,
we all know that blasters have some real problems and also that CCP is working on it. But frankly the result is that still blasters are not usable, a because ( as many people told several times) the range and falloff is so small that they most of the time don't hit at all, and this make them unusable despite the theoretical DPS.

I tried several times to figure out how they should change and *maybe* i got an idea. but before to expose it let me recap the main problem with the situation ( i hope for a little patience).

What blaster were meant to do:
They was designed ad the most DPS weapon at extreme close range. What some people call *just in face*.

Several years ago they was not that bad for the following reasons:
* projectile was crap, so in comparison with autocannons they was good ( relatively speaking )
* Webbers had 90% bonus, so if a gallente ship was able to web a ship it could keep it close
* riggs was not released making the ship setups more predictable and *nano setups* was not that extreme

In the latest years things changed ( and most of the changes was good, honestly), but the result is that the close range point where blaster could be useful became almost impossible to reach. Why?

With exclusion of frig sized ships a standard gallente blaster boat is slower to a standard minnie autocannon boat. Weapon have lesser range so the only chanche to winn a battle is to go close as fast as possible and keep it close, and the problem is exactly that: "KEEP IT CLOSE". The truth is that even if the gallente blasterboat is fast enough to come close before to be shred apart, most of the time it result in a ship bumping the other one in a distance that make autocannons equal or even better than blasters. If you add the fact that minnie ships are generally faster the result is that after a classical bump+point+web, the minnie ship can still increase distance between them. So the problem reside here: a blaster ship cannot keep the natural counterpart in close range.


So the point i came was: how to make a blasteboat be able to keep opponent close ( aka make them faster than other) ?

You cannot just make gallente ships faster than minnie ship, because will completely reverse the race characteristics and probably will screw all ballade of the ship. All ships should be rebalanced totally. In other words, we cannot do this.

And now, coming close to my proposal: what if gallente ships become faster only in blaster range? It will make exactly , what was meant. Gallente ships must come close, and only then have an advantage.

How to do it?
Give blaster weapon a web like effect !!!!!!!!!!!!!!!!

think about a thorax or a brutix. They are slow compared to other ships, and if they cannot come close they will die, but they should als be able to schred appart anything else if they can come close ( 1-3 km). Actually they cannot because even if they succeed, the minnie equivalent have similar dps, and still can increase distance. Making blaster ship to be able to keep the 0.5-1km distance is the key to win a battle. Gallente blaster boat should be able to keep opponent close if they succeed to come close. All the issue is here. So why we do not imagine that antimater ammos have some effect on engines?

Imagine if antimater ammo reduce enemy ship speed by 25% ( percentage is they key to balance the idea). this way a thorax will be able keep a ship close once reached blaster range.


its a quite strange idea, but make blasters quite unique and effective. The result should be fine and will give people a real reason to use them. We can also give a reason to have different ammo . Give the one with less damage a better web effect. This way we will have a reason to use something else a part antimater ( t1 ammo speaking)
Dark Voynix
Garoun Investment Bank
Gallente Federation
#2 - 2011-11-08 11:18:16 UTC
hm.. my intention was to make a reply in the hybrid thread.Oops
Sorry for having opened another one.
Keen Fallsword
Skyway Patrol
#3 - 2011-11-08 11:32:28 UTC
isnt simplest idea is to switch stats between blaster and autocannon ? and to make blaster more falloff gun ? You are talking about something what is hard to be done. The best Idea of the moment is to cut mini to blaster range. They are fast and will be able to get in range. Gallente will stay where they are with speed with this new +10 and +5 speed bonus. For me this is the only good option and problem solver. In that way gal and mini will be better balanced
Dark Voynix
Garoun Investment Bank
Gallente Federation
#4 - 2011-11-08 11:48:03 UTC
Keen Fallsword wrote:
isnt simplest idea is to switch stats between blaster and autocannon ? and to make blaster more falloff gun ? You are talking about something what is hard to be done. The best Idea of the moment is to cut mini to blaster range. They are fast and will be able to get in range. Gallente will stay where they are with speed with this new +10 and +5 speed bonus. For me this is the only good option and problem solver. In that way gal and mini will be better balanced


Honestly i think that autocannons are fine. So the fix should be related to blasters only. If you change also autocannons ( nerfing them) then you have to look also at all the ship effected.

I dont think the implementation is too difficult, its just an embedded web that may apply if you got a good shot ( not if you are missing, else you can web somebody at any distance).

Dunno exacly how would be difficult to be implemented, but it changes only blasters, not other weapons/ships/races and make them usable exactly are they ware expected since from beginning.
Nagarythe Tinurandir
Einheit X-6
Ushra'Khan
#5 - 2011-11-08 12:59:51 UTC
Keen Fallsword wrote:
isnt simplest idea is to switch stats between blaster and autocannon ? and to make blaster more falloff gun ? You are talking about something what is hard to be done. The best Idea of the moment is to cut mini to blaster range. They are fast and will be able to get in range. Gallente will stay where they are with speed with this new +10 and +5 speed bonus. For me this is the only good option and problem solver. In that way gal and mini will be better balanced



seems simple but really is not. the fast mini ships are somewhat squishy close up and would not live long enough when webed&scrambled to do any real harm.
but i would volunteer to test it out and judge after giving it a try. though i suspect it will just move the problem from gallente to minmatar which is a form of balancing but more the "over time - in average" one. having always some kind of balance seems more desirable.
Bienator II
madmen of the skies
#6 - 2011-11-08 13:03:30 UTC
rather than giving weapons web capabilities you could introduce a gallente specific web bonus. E.g. web falloff which works only for gallente ships. All other ships can only web within "optimal", gallente can web in optimal + 2xfalloff using the same gunnery formula.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Hungry Eyes
Imperial Academy
Amarr Empire
#7 - 2011-11-08 18:01:06 UTC  |  Edited by: Hungry Eyes
as discussed lately, blasters either need to be like autocannons, gallente ships need massive mobility and resilience buffs, or blasters need to be taken out of the game.

to address OP, i think it's actually a pretty cool idea. im all for radical changes to hybrids. as long as each projectile debuffs the target for a tiny amount, and stacks up as more hits land, eventually allowing you to catch up. because this process would take a while, blaster boats would require more armor resists or something.

honestly, anything other than what we have now would do.