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Balancing Feedback: Hybrid Turrets

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Author
mate teahupoo
Garoun Investment Bank
Gallente Federation
#941 - 2011-11-17 17:04:12 UTC
that is true if I were in a ship using two TD's... but if I am not, then what?
m0cking bird
Doomheim
#942 - 2011-11-17 17:04:25 UTC
Julius Foederatus wrote:
Please don't, we don't want to hear some drake/minmatar pilot tell us how to fix blasters by making them a poor mans version of AC canes.



Did you just!? Oh HELLZ NO!

Clearly you french are pretty rude!
Charles Edisson
Aliastra
Gallente Federation
#943 - 2011-11-17 17:07:36 UTC
Not sure where the scare mongering came from about Blasters having too good tracking.

Just tried engaging a Dramiel in a Talos
Got level 5 BC so max tracking from the ship, fitted an extra tracking enhanser, also had Web, Scram and Painter fitted.
Still couldn't scratch the thing.
Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#944 - 2011-11-17 17:07:43 UTC
then its tracking is back to the pre buff stats approx and all you have to do is orbit them. problem solved
mate teahupoo
Garoun Investment Bank
Gallente Federation
#945 - 2011-11-17 17:14:22 UTC
Like i said, I have not been following this too much, nor been on the test server to try it out.
Thanks for the clarification.
Charles Edisson
Aliastra
Gallente Federation
#946 - 2011-11-17 17:18:09 UTC  |  Edited by: Charles Edisson
I kind of think AC as a concept is flawed, because of all the weapons in the game they have the shortest optiman so they have good tracking. This makes it so you can not get inside their guns. They also have stupid fall off giving them longer maximum range.
I think someone has had their cake and been eating it for soo long that Mini ships should be slowed down a fair bit due to their fat pilots.

Still not seeing anything that will make me use my galle toon for any combat.
Magosian
Center for Advanced Studies
Gallente Federation
#947 - 2011-11-17 17:39:31 UTC
Julius Foederatus wrote:
Please don't, we don't want to hear some drake/minmatar pilot tell us how to fix blasters by making them a poor mans version of AC canes.


Eh, please do if you ask me. I don't much care about them. They still get cap-free turrets and faster ships. The least a hybrid pilot should get is a fighting chance.
Archare
Aliastra
Gallente Federation
#948 - 2011-11-17 17:52:55 UTC
mate teahupoo wrote:
Like i said, I have not been following this too much, nor been on the test server to try it out.
Thanks for the clarification.


Before the changes tracking on blasters were over all either about the same or worse than AC's. After the changes they will track slightly better than their AC counterpart

Small weapons

AC 125mm II vs Light Electron II's (TQ) vs Light Electron II's (Sisi)
0.4170 vs 0.3650 vs 0.4380
goes from -13% tracking to 5% more relative tracking than AC's

AC 150mm II vs Light Ion II's (TQ) vs Light Ion II's (Sisi)
0.3620 vs 0.3360 vs 0.4032
Goes from -7% to 11% more relative tracking

AC 200mm II vs Light Neutron II's (TQ) vs Light Neutron II's (Sisi)
0.3150 vs 0.3165 vs 0.3798
Goes from 0.01% to 20.01% more

The relative difference in tracking of medium and larger sized weapons is the same. Keep in mind however this is only off the base stats of the respective weapon systems and does not factor in player skill training, or ship fittings and bonuses which further magnify any differences.
Rawls Canardly
The Scope
Gallente Federation
#949 - 2011-11-17 17:53:15 UTC
I still say they need a mwd bonus to enable Gallente ships to get into engagement range...
Magosian
Center for Advanced Studies
Gallente Federation
#950 - 2011-11-17 18:01:50 UTC
Rawls Canardly wrote:
I still say they need a mwd bonus to enable Gallente ships to get into engagement range...


I would rather not give up other ship bonuses for this one to be applied. Cap becomes an indomitable nightmare for active-tanking Gallente ships who also need cap for everything else, especially guns. This also doesn't do anything for railguns.

Hybrids need to be fixed. This is a hybrid balancing thread, not a MWD buff thread.
Nikuno
Atomic Heroes
#951 - 2011-11-17 18:21:45 UTC  |  Edited by: Nikuno
Rank Weapons Kills
1 425mm AutoCannon II 17151
2 Heavy Missile Launcher II 15148
3 200mm AutoCannon II 8269
4 220mm Vulcan AutoCannon II 7542
5 150mm Light AutoCannon II 7447
6 1400mm Howitzer Artillery II 7137
7 Mega Pulse Laser II 6446
8 Heavy Pulse Laser II 6307
9 720mm Howitzer Artillery II 6252
10 125mm Gatling AutoCannon II 4791
11 'Arbalest' Siege Missile Launcher 4363
12 800mm Repeating Artillery II 3156
13 Focused Medium Pulse Laser II 1831
14 Light Neutron Blaster II 1763
15 Mega Modulated Pulse Energy Beam I 1703
16 1400mm Prototype I Siege Cannon 1703
17 Heavy Neutron Blaster II 1661
18 650mm Artillery Cannon II 1522
19 1400mm 'Scout' Artillery I 1497
20 Dual 180mm AutoCannon II 1374

Not sure why this hasn't been posted earlier, we had the ship version so we might as well have the weapon version too.

So hybrids do make it into the top 20 based on this data - but it's a very poor showing and includes not a single large weapon system. Projectiles are dominant in every imaginable way making up 63% of all kills; lasers are evenly represented but for a much smaller 15% of kills; missiles are absent as the small versions (which prove ineffective despite rocket fixes previously added) but still manage to make up 18% of the kills from torpedoes - almost certainly from stealth bomber kills- and the heavy missiles from drakes; Railguns make no appearance with blasters totalling a whopping 3% from small and mediums to account for hybrids; Drones are entirely absent.

Yet again, another fine example of the lacking nature of hybrids and the limited nature of missiles whilst clearly illustrating the ridiculous dominance of projectiles in every possible arena of PvP.
Naomi Knight
Ministry of War
Amarr Empire
#952 - 2011-11-17 18:26:59 UTC
Dont be silly projectiles are not op it just looks that way.
Yeah from every possible angle:P
Luc Aideron
Doomheim
#953 - 2011-11-17 19:09:14 UTC
I think that this is an amazing and well considered thread! CCP is lucky to have so much good advice to draw from. I don't usually engage the forums but I just want to put my vote toward CCP take this discussion seriously. Rebalancing hybrids is a start and your recent move back towards internet spaceships is why I came back. I canceled my eve subscription several months ago because I felt like eve was half-finished and the development of so many other products made me feel like eve was going to ever get the treatment that it really deserved.

As soon as heard about hybrids getting worked on my ears perked up and I signed back up. That one thing alone! Now that I'm back and I've managed to consider the changes you've made, I don't think it's enough. I know some of the devs posted that they going to continue looking at what needs to be done and this is a good start. I wouldn't want you to go and do something you didn't consider well. Several people posting on this thread have thought up whole entire ways of re-think hybrids; I don't think I could re-explain or contribute anything better.

Every race has a role please help us by figuring out what that is supposed to be. For instance, when some one posted about having the ewar compliment the tanking and the tanking compliment the range and the optimal and the strategy for fitting a ship matches ship's bonus. They got some great ideas. Make us work for eve, don't just give a away gank, but make our work have a great reward which is being able to do well the thing that were supposed to do!

Every other race just seems so well defined and interesting. (Many of which have been brought up in this tread) Amarr, Caldari, and Minmatar all have such distinct roles and have so many well-thought out parts to playing them. I just want Galliente to be that interesting. I thought that we were drone boats and blasters, but the pay off for that is a bit more fractured than you realize. To really succeed in eve all you need autocannons and a nano shield fit. I want it to be more interesting than that.

Gallente has such beautiful ships, that's what made me fall in love with them. Some one at CCP obviously really cared about what they were doing with them, but some where along the line that was lost. I'll give you one example: I love the Myrmidon, but it's a fool's battlecruiser. You can trick it out like hurricane, sure. But it's nothing when compared to the Eve-kill numbers of the Drake and the Hurricane, even the Harby breaks into the top twenty sometimes, but not the Myrmidon. I realize not everyone can be on top of the list, but why can't it be balanced?

Eve is hard work. I mean really hard, but in a good way. Training all these skills, learning all these mechanics, making spreadsheets, teaching myself pvp, throwing away piles of isk on ship after ship is amazingly hard work. There so many talented pilots with nearly infinite creativity and intelligence and it just sucks when things don't come together with the mechanism your using whether it's ship fitting, faction warfare or whatever.

I mean I get it eve's a big game and you've got a lot to do. All I want is to be the pilot that you promised me I could be. I'll pay for it, I'll wait for it, but please just let me know that it will be there.
Cheekything
Aliastra
Gallente Federation
#954 - 2011-11-17 19:10:16 UTC
CCP your still missing out one of the most important problems range.

Currently the close range blasters are still terrible compared to their counterparts.

(using max skills)

Heavy Pulse + Close Range T2 Ammo = 7.5/5
Heavy Pulse + Long Range T2 Ammo = 23/5

Best Optimal Ok falloff

425MM Autocannons + Close Range T2 Ammo = 1.5/6
425MM Autocannons + Long Range T2 Ammo = 3/18

Best Falloff low optimal (however note many minmatar ships get a falloff bonus)

Heavy Neutron Blaster + Close Range T2 Ammo = 3.4/3.1
Heavy Neutron Blaster + Long Range T2 Ammo = 5.6/7.8

Low in both.

They need to be brought in line with their counterparts and given a -25% below their average not 25% of their average.

I feel the average ranges should be more like:


Heavy Neutron Blaster + Close Range T2 Ammo = 3.5/3.5
Heavy Neutron Blaster + Long Range T2 Ammo = 10/10

50:50 optimal and falloff and a slightly lower range than it's counterparts so that caldari gunboats have a reason to be use.

The damage issue has finally been address but we need more range.
Gabriel Karade
Coreli Corporation
Pandemic Legion
#955 - 2011-11-17 19:21:00 UTC
mate teahupoo wrote:
that is true if I were in a ship using two TD's... but if I am not, then what?

I'll give you a hint: 'tracking' disrupters have dual purpose...

Crack on.

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Hentes Zsemle
Garoun Investment Bank
Gallente Federation
#956 - 2011-11-17 19:30:04 UTC
Gabriel Karade wrote:
mate teahupoo wrote:
that is true if I were in a ship using two TD's... but if I am not, then what?

I'll give you a hint: 'tracking' disrupters have dual purpose...

Crack on.


also tracking = speed
signature = area

My condolences about the phisics education in your neighbourhood.
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#957 - 2011-11-17 19:46:07 UTC
Charles Edisson wrote:
Not sure where the scare mongering came from about Blasters having too good tracking.

Just tried engaging a Dramiel in a Talos
Got level 5 BC so max tracking from the ship, fitted an extra tracking enhanser, also had Web, Scram and Painter fitted.
Still couldn't scratch the thing.


lol Lol

Not a diplo. 

The above post was edited for spelling.

Gabriel Karade
Coreli Corporation
Pandemic Legion
#958 - 2011-11-17 20:08:44 UTC  |  Edited by: Gabriel Karade
Hentes Zsemle wrote:
Gabriel Karade wrote:
mate teahupoo wrote:
that is true if I were in a ship using two TD's... but if I am not, then what?

I'll give you a hint: 'tracking' disrupters have dual purpose...

Crack on.


also tracking = speed
signature = area

My condolences about the phisics education in your neighbourhood.
Come again?

Also, flaming attempts look much cooler when they've been proof read... Big smile


Edit: No seriously, I have no idea why you posted that - I was pointing out the range disruption feature of tracking disrupters to the other chap...

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Magosian
Center for Advanced Studies
Gallente Federation
#959 - 2011-11-17 20:12:29 UTC
Would I earn the ill will of fellow forum users if I posted several long posts in this thread regarding the topic? Sad
Sigras
Conglomo
#960 - 2011-11-17 20:28:56 UTC
Nikuno wrote:
Rank Weapons Kills
1 425mm AutoCannon II 17151
2 Heavy Missile Launcher II 15148
3 200mm AutoCannon II 8269
4 220mm Vulcan AutoCannon II 7542
5 150mm Light AutoCannon II 7447
6 1400mm Howitzer Artillery II 7137
7 Mega Pulse Laser II 6446
8 Heavy Pulse Laser II 6307
9 720mm Howitzer Artillery II 6252
10 125mm Gatling AutoCannon II 4791
11 'Arbalest' Siege Missile Launcher 4363
12 800mm Repeating Artillery II 3156
13 Focused Medium Pulse Laser II 1831
14 Light Neutron Blaster II 1763
15 Mega Modulated Pulse Energy Beam I 1703
16 1400mm Prototype I Siege Cannon 1703
17 Heavy Neutron Blaster II 1661
18 650mm Artillery Cannon II 1522
19 1400mm 'Scout' Artillery I 1497
20 Dual 180mm AutoCannon II 1374

Not sure why this hasn't been posted earlier, we had the ship version so we might as well have the weapon version too.

So hybrids do make it into the top 20 based on this data - but it's a very poor showing and includes not a single large weapon system. Projectiles are dominant in every imaginable way making up 63% of all kills; lasers are evenly represented but for a much smaller 15% of kills; missiles are absent as the small versions (which prove ineffective despite rocket fixes previously added) but still manage to make up 18% of the kills from torpedoes - almost certainly from stealth bomber kills- and the heavy missiles from drakes; Railguns make no appearance with blasters totalling a whopping 3% from small and mediums to account for hybrids; Drones are entirely absent.

Yet again, another fine example of the lacking nature of hybrids and the limited nature of missiles whilst clearly illustrating the ridiculous dominance of projectiles in every possible arena of PvP.


I like this info because it accounts for cross weapon fitting (artillery abaddons etc) but how does this calculate "kills" is it the killing blow? because if so, I would tend to think this stat is a bit skewed . . . additionally, I would think the top 10 would be all you need to show, because there are fewer common weapon systems than there are common ships . . .