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Are you satisfied with the final Hybrid re-balance?

Author
Havegun Willtravel
Mobile Alcohol Processing Units
#41 - 2011-11-17 16:51:34 UTC
I'll give it a +1.

Tallest already admitted that this isn't a solution to the issue but a starting point.

The ships themselves are where the hard work needs to be done. Not enough PG or CPU for most Gal hulls, and less cap than comparable Amar ships holds them back

Almost every Amar ship has more lows than Gallente. Combine that will resist and HP bonus's and it's no wonder they're the favored race of armor tankers by far. Shift the resist bonus to Gal so they don't need to fly plated and they'll still have speed and the problems solved.

Looking forward to seeing if my Tristan can finally put up a decent showing vs a riffter or punisher. I think it's gonna take more than this to have an enyo v wolf- jag- vengeance fight be anything other than predictable but it's a good start. I'll take what i can get.

The less frequently asked question is how does this effect the Caldari gun boats ? Moa, ferox, rokh, were never super popular due to cross training but they were never bad ships overall. The lower pg requirements for shield extenders vs plates with no loss of speed gave then decent tank with good dps. How much better they get from these improvements will be interesting to watch.
Opertone
State War Academy
Caldari State
#42 - 2011-11-17 17:11:33 UTC
They buffed Gallente, but they didn't give Caldari any chance

Caldari still have optimal instead of damage, which sucks... Boost our hybrid platfroms.

This post sums up why the 'best' work with DCM inc.

WARP DRIVE makes eve boring

really - add warping align time 300% on gun aggression and eve becomes great again

Large Collidable Object
morons.
#43 - 2011-11-17 17:15:49 UTC
+1

At least they didn't go completely out of whack like they did with projectiles. Now all we need is a buff to lasers and projectiles may be in balance again, provided the changes to hail get axed as they make projectiles better at being blasters than blasters themselves.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Nimrod Nemesis
Doomheim
#44 - 2011-11-17 17:46:28 UTC
Malcanis wrote:
That's by far the largest boost I've ever seen applied since I started playing in 2006.

Agreed
Malcanis wrote:
I think it's enough for now.

Disagree.
Malcanis wrote:
If CCP Tallest is genuinely committed to iterating on the issue, then what we're looking at is a pretty good starting point to go live with.

Unlikely to happen, but I hope you're right.
Drifterin Thedark
#45 - 2011-11-17 18:08:24 UTC
NO!

AND BECAUSE YOU ASKED OUR DEMANDS WILL NOW BE EVEN MORE RIDICULOUS!!!

MWAHAHA
Jack bubu
Caldari Provisions
Caldari State
#46 - 2011-11-17 18:28:22 UTC
Opertone wrote:
They buffed Gallente, but they didn't give Caldari any chance

Caldari still have optimal instead of damage, which sucks... Boost our hybrid platfroms.


Rails got a 10%dmg and a tracking boost together with the reload time reduce, cap reduce and fitting reduce.

m8 the r0kh 0wnz now, you will see soon enough on PL battlerecords
InVictus Kell
The Scope
Gallente Federation
#47 - 2011-11-17 18:42:15 UTC
I think rails got a good buff, and blasters got a good start. The reload time is the biggest improvement to me, to be able to sustain dps more efficiently is always a good thing.

i think they will very quickly reach a point of diminishing returns and hopefully will focus on the core of the problem, the Gallente hulls themselves that are too slow and not very agile for being blaster boats.
Poetic Stanziel
The Scope
Gallente Federation
#48 - 2011-11-17 18:49:42 UTC
non judgement wrote:
Poetic Stanziel wrote:
+1

Are these changes making it into Crucible? I read something the other day that stated the hybrid changes were not going to be part of the Crucible update. It could have just been someone trolling. I was not able to find any post that stated either way with surety.

They are making it into the expansion. They are the changes that are on sisi now, I believe.

Phew. Thanks. I was looking forward most to Crucible for the hybrid changes. Glad they are part of the Nov 29 update.
Ion Fury
AlcoDOTTE
Test Alliance Please Ignore
#49 - 2011-11-17 20:01:28 UTC  |  Edited by: Ion Fury
I appreciate the effort CCP is putting into this issue. The fitting and ammo reload buffs defiantly help to differentiate hybrids from their laser/projectile counterparts. However I still don't feel it addresses what I see as the core issue.

Railguns are unable to make use of their extreme (150km+) ranges. With the buffs to probing speed and the minimum warp distance of 150km, a competent enemy can cover the distance very easily. I think that the buff to reload times, tracking speed and damage will allow railboats to deal better with this problem, but I think it's just a bandaid to the larger issue.

Blasters (medium and larger) are still incompatible with slow armor tanked ships. In order to bring their full DPS to bear, a blaster boat must close well within web and scramble range where other "short range" (pulse/autocannon) weapons can do 70-90% of the damage from from 200-600% the range and still have the possibility of escape. Combined with the incompatibility between slow and unwieldy armor tanked ships (Gallente) and such short ranged weapons and I see a problem that can't be fixed with stat buffs alone.
Hungry Eyes
Imperial Academy
Amarr Empire
#50 - 2011-11-17 20:20:52 UTC  |  Edited by: Hungry Eyes
anyone who knows anything about Gallente ships, this game, or pvp in general will say that these changes barely even scratch the surface. sure, better than nothing. but anyone saying that these changes are "great" or "enough" doesnt know wtf theyre talking about.

there is still no reason to get into a hybrid boat over a Drake, AC, or pulse boat. it pisses me off that we have to wait for months of metrics to "prove" this. and Tallest simply withdrew from this discussion, which definitely doesnt help. i hope he agrees that the rest will come from individual ship buffs.
Hungry Eyes
Imperial Academy
Amarr Empire
#51 - 2011-11-17 20:22:59 UTC  |  Edited by: Hungry Eyes
Ion Fury wrote:


Railguns are unable to make use of their extreme (150km+) ranges. With the buffs to probing speed and the minimum warp distance of 150km, a competent enemy can cover the distance very easily. I think that the buff to reload times, tracking speed and damage will allow railboats to deal better with this problem, but I think it's just a bandaid to the larger issue.


who the hell cares about extreme ranges? hybrids cant even do damage comparable to pulses, arties or AC's from 30-40km. why dont we work on this little problem first?
Grath Telkin
Amok.
Goonswarm Federation
#52 - 2011-11-17 21:04:22 UTC
Hungry Eyes wrote:
Ion Fury wrote:


Railguns are unable to make use of their extreme (150km+) ranges. With the buffs to probing speed and the minimum warp distance of 150km, a competent enemy can cover the distance very easily. I think that the buff to reload times, tracking speed and damage will allow railboats to deal better with this problem, but I think it's just a bandaid to the larger issue.


who the hell cares about extreme ranges? hybrids cant even do damage comparable to pulses, arties or AC's from 30-40km. why dont we work on this little problem first?



Hey look, you haven't tested anything on the test server, yet you post anyway!


They actually do compete, because at the ranges you're looking at the pulse and ac's have to use a longer ranged ammo, while the hybrids still have anti matter loaded.

This basically works out to **** levels of DPS, with really fast reload times (meaning less down time between DPS cycles) at the ranges that pulse and AC's are operating in.

I've spent a minimum of 6 hours a day running tests on hybrid platforms since its hit sisi (haven't gone on yet today) and I've wracked up about 200 kills personally in Blaster and Rail platforms.

The changes are awesome, the Naga is amazing, the Talos is amazing, even the diemos performs well now.

To all the people crying about needing to get into scram range to do optimal DPS, scram range is basically 10km, most blaster platforms can easily do a lot of damage at 10km.

Right now, if you're 10km from a blaster ship on SiSi (cruiser hull or larger) you are in a world of hurt. The over tracking issue is gone, the ships move faster (let me tell you about 1500m/s trimarked 1600 plated ships) and they hit harder.

And if you're worried about ships like the brutix being useless beside the Naga or Talos, ask anybody who's tested one of those what happens when a frigate gets near one.

It dies, alone, to a single frigate, so the BC platforms are still really useful in gangs, as the new BC's are completely defenseless against frigates.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Hungry Eyes
Imperial Academy
Amarr Empire
#53 - 2011-11-17 21:22:26 UTC  |  Edited by: Hungry Eyes
youre completely wrong about the Deimos, and i dont have to justify myself to you, and "prove" that i was testing as well.

the Deimos does a pithy ~300dps with antimatter in a full rack of 200's at about 15-20km, with next to no tank, and a crapload of tracking and damage mods. u have any idea how easily a shield-tanked Cynabal tears up a rail Deimos? u wanna compare it to the pulse Zealot? dont even try noob.

what have you been testing, im just curious? did you actually test any of these ships against their Minnie and Amarr counterparts? against the Drake? the Deimos is ok only in your fantasies. the Talos is the shittiest tier 3 BC, and while the Naga might be "ok", large rails dont even compare to mega pulses (with scorch), arties, and even large AC's at 70km (LAWL). stop spreading misinformation.
Zircon Dasher
#54 - 2011-11-17 21:37:05 UTC
:popcorn:

They mad!

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Hungry Eyes
Imperial Academy
Amarr Empire
#55 - 2011-11-17 21:39:10 UTC
so f'in mad bro
baltec1
Bat Country
Pandemic Horde
#56 - 2011-11-17 21:48:00 UTC
Hungry Eyes wrote:
youre completely wrong about the Deimos, and i dont have to justify myself to you, and "prove" that i was testing as well.

the Deimos does a pithy ~300dps with antimatter in a full rack of 200's at about 15-20km, with next to no tank, and a crapload of tracking and damage mods. u have any idea how easily a shield-tanked Cynabal tears up a rail Deimos? u wanna compare it to the pulse Zealot? dont even try noob.



So fit blasters...
Grath Telkin
Amok.
Goonswarm Federation
#57 - 2011-11-17 21:53:41 UTC
Hungry Eyes wrote:
youre completely wrong about the Deimos, and i dont have to justify myself to you, and "prove" that i was testing as well.

the Deimos does a pithy ~300dps with antimatter in a full rack of 200's at about 15-20km, with next to no tank, and a crapload of tracking and damage mods. u have any idea how easily a shield-tanked Cynabal tears up a rail Deimos? u wanna compare it to the pulse Zealot? dont even try noob.

what have you been testing, im just curious? did you actually test any of these ships against their Minnie and Amarr counterparts? against the Drake? the Deimos is ok only in your fantasies. the Talos is the shittiest tier 3 BC, and while the Naga might be "ok", large rails dont even compare to mega pulses (with scorch), arties, and even large AC's at 70km (LAWL). stop spreading misinformation.


Learn to fit?

Why would i spread misinformation, what purpose would it possibly serve me?

I can fly anything, so with this patch all my hybrid skills and galente ship training are finally worth something.


I tell you what, you tell me when, and we'll start running through set ups on the test server.


I'm offering you a chance to put your money where your mouth is.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Naga Elohim
Aeras Krekan Syndicate
#58 - 2011-11-17 22:00:52 UTC
Can I haz blaster Rokh now?
Mariner6
The Scope
Gallente Federation
#59 - 2011-11-17 22:09:39 UTC
-1

Improvement yes, but not enough. Though perhaps not specifically to the hybrids themselves. Many Gallente ships still have a bonus that is completely worthless for a close in brawler....that horrible armor repair bonus. Include the Thorax's mwd cap bonus to that. In my opinion buffer is better for armor in PVP particularly if you must fight in close. Yes, I know it has its applications, mostly in solo or very small gangs, but buffer is just more flexible and neuting doesn't lead to instant death with a buffer fit. Buffer is also the way to go if being supported by logi, and god knows you need it since you don't see the effect till the end of the cycle.

So Gallente hulls need some work, first and foremost--- get rid of that bonus and do something meaningful to it. Something to help Gallente ships control range in a fight. Such as a bonus to SCRAM range or WEB range. Or whatever works. They don't need to be crazy fast, I got it. Tactics must be used to overcome the speed/kiting problem (ie warp ins, punting etc) The agility increase is appreciated so that when you get that warp in you can hopefully accelerate enough to keep in range until target lock is achieved and scram/web applied. Agility increase will hep also when switching direction in fleet fights as primaries change and you have to move into range. All the talk of changes to rigs, sprinting etc etc just in the end would make other platforms that much better as they would use those mods. Just make the second bonus useful for controlling range.

But yes its a start. The proof will be in how many Gallente ships are flown after the initial surge that comes from checking them out. But as it stands the stats prove that with few exceptions Gallente ships are hardly flown. There is just no reason to when other ships so much much better, in many ways because the bonuses they get actually complement their purpose.
Grath Telkin
Amok.
Goonswarm Federation
#60 - 2011-11-17 22:23:13 UTC
I guess he didn't want to prove his points.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.