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Are you satisfied with the final Hybrid re-balance?

Author
AlleyKat
The Unwanted.
#81 - 2011-11-18 13:13:31 UTC
Grath Telkin wrote:


Evemail me the time and day you want to do it and we'll see how you fare.



Sir,

I must give props for the balls - so rare it is in the current climate to see someone actually come to forums and convincingly show guts where others show stains in underwear.

May you and your ilk never leave New Eden.

/bows

OT; In your opinion, has the blasterthron been 'fixed'?

AK

This space for rent.

Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#82 - 2011-11-18 13:26:20 UTC
It's enough to see what kind of effect it will have without creating another FOTM.

Whilst part of me would love to see more range and even more damage, tracking I know this would not bring balance.

I'm glad CCP have learned from what occurred with the projectile "balance", where they wrote off hybrids almost completely as a weapons system.

I'm happy and looking forward to playing with the changes. If they're not enough then hopefully they will be looked into again.

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

baltec1
Bat Country
Pandemic Horde
#83 - 2011-11-18 13:34:34 UTC
AlleyKat wrote:


OT; In your opinion, has the blasterthron been 'fixed'?

AK


My mega is gonna be pimpdaddy with these changes. I might even celebrate by getting a navy mega.
Tanya Powers
Doomheim
#84 - 2011-11-18 13:40:40 UTC
Grath Telkin wrote:
stuff


I'm still waiting you to post your super Deimost fit on SISI, most of all I'm still waiting to see more Diemost be flown over Vigilants on SISI. -if there's not price difference like in SISI, everyone with half brains working will always pick the vigilant over the diemost at his current state.

Now if you're trying to say, witch you are, once the expansion released suddenly Diemost will become top dog, my Cynabal still laughs at it.
Jaroslav Unwanted
Brutor Tribe
Minmatar Republic
#85 - 2011-11-18 13:42:40 UTC
Tanya Powers wrote:
Grath Telkin wrote:
stuff


I'm still waiting you to post your super Deimost fit on SISI, most of all I'm still waiting to see more Diemost be flown over Vigilants on SISI. -if there's not price difference like in SISI, everyone with half brains working will always pick the vigilant over the diemost at his current state.

Now if you're trying to say, witch you are, once the expansion released suddenly Diemost will become top dog, my Cynabal still laughs at it.


and ?

Its like my 100 man drake fleet laugh at your cynabal.. totally irrelevant
baltec1
Bat Country
Pandemic Horde
#86 - 2011-11-18 13:53:59 UTC
Tanya Powers wrote:
my Cynabal still laughs at it.


Cynabals laugh at just about every cruiser hull, whats you're point?
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#87 - 2011-11-18 14:18:04 UTC  |  Edited by: Vincent Gaines
FlameGlow wrote:
Eagle is still short on PG, it should be boosted if there are any chances of it seeing any use - fit rails and T2 MWD on it and it's short by 10 grid, do same on Deimos - 130 grid free, arty Munnin - 50 grid free, heavy beam Zealot - 70 grid free
I think it needs about 40-60 base grid more at least, reduce CPU in exchange by 20-30, there is too much





I agree, I wonder if CCP is trying to gimp 250s on the Eagle? Question


I keep hearing how super and great rails are, yes you can pull range with Antimatter but damage still isn't much. Lock time is sluggish even against a BS. I'm not sure if it's because I have become accustomed to engaging larger targets in small ships lately or what but I am tempted to use a range script for a scan res.

I switched to a Brokh (t1 modal and thorium) and it went okay.

I need to eventually grab large blaster spec.

Not a diplo. 

The above post was edited for spelling.

Vincent Gaines
Deep Core Mining Inc.
Caldari State
#88 - 2011-11-18 14:19:45 UTC
Wacktopia wrote:
It's enough to see what kind of effect it will have without creating another FOTM.



The Cynabal is the current FOTM, and it's growing.

Not a diplo. 

The above post was edited for spelling.

Ryans Revenge
Federal Navy Academy
Gallente Federation
#89 - 2011-11-18 14:45:47 UTC
The thread title makes no sense. It isn't "final" it's the current balance. They said they will then tweak it some more if need be but want to see if this is enough of a change first.
LarpingBard
Science and Trade Institute
Caldari State
#90 - 2011-11-18 15:09:09 UTC
Of course this is not enough. I know CCP thinks of blasters and rails from a paper-rock-scissors mentality based on DPS....but I think it should think of paper rock scissors based on two things....

Weapons that use no ammo should be weaker....weapons that use no cap should be weaker....
Weapons that use BOTH ammo and cap should be the strongest...simple as that. :)

How would I change it without changing the DPS? Alpha.

Specifically Caldari Railgunships....I would change the SHIPS to be very high alpha. How? Think of the Railgun as a highpowered sniper rifle. Double the volley....double the rate of fire.... so instead of a 500dmg volley every 7 seconds, a 1000dmg volley ever 14. The nature of a sniper in real military applications is 1 shot 1 kill. So to balance this new higher alpha, perhaps only 1/2 the charges before reloading as well. Blasters should have the opposite....1/2 the volley but halfing the rate of fire. Since gallente ships have actual DAMAGE bonuses, I would balance them seperately.
Jill Antaris
Jill's Open Incursion Corp
#91 - 2011-11-18 15:57:09 UTC
So far? Not really, it doesn't specifically address lots of problems on caldari hulls(pg, cpu, odd slot allocation, lack of turrets on the ferrox, speed, low effect of the optimal bonus with blasters etc.) and it doesn't address the reason why bigger blaster hulls are so bad(poor close range performance by her issues to project DPS there) in a meaning full way. As long as CCP don't address web/scram range mechanics or give blaster ships the ability to ignore/overcome them you will not see them coming back.
Opertone
State War Academy
Caldari State
#92 - 2011-11-18 17:21:38 UTC
pls, disallow warp off for 60 seconds after initiation of player agression or attacking back a player.


This solves the problem for PvP. No way back, snipers get a chance to snipe from afar, MWD pilots get a chance to catch them or be caught.

Introduce warp engine instability after PvP initiation. More massive battles - less tears (omg, he warped)

In this case you either accept the fight or avoid it, not hit and run. Stupid, not tactical, if you think you are smart, you are just rolling in a lol boat.

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

Vincent Gaines
Deep Core Mining Inc.
Caldari State
#93 - 2011-11-18 17:25:59 UTC
Opertone wrote:
pls, disallow warp off for 60 seconds after initiation of player agression or attacking back a player.


This solves the problem for PvP. No way back, snipers get a chance to snipe from afar, MWD pilots get a chance to catch them or be caught.

Introduce warp engine instability after PvP initiation. More massive battles - less tears (omg, he warped)

In this case you either accept the fight or avoid it, not hit and run. Stupid, not tactical, if you think you are smart, you are just rolling in a lol boat.



A "tactical withdraw" (i.e. GTFO as it's labelled in my overview) is a frustrating, yes, but viable means of combat or combat resolution.

Not a diplo. 

The above post was edited for spelling.

Vincent Gaines
Deep Core Mining Inc.
Caldari State
#94 - 2011-11-18 17:27:12 UTC  |  Edited by: Vincent Gaines
LarpingBard wrote:
Of course this is not enough. I know CCP thinks of blasters and rails from a paper-rock-scissors mentality based on DPS....but I think it should think of paper rock scissors based on two things....

Weapons that use no ammo should be weaker....weapons that use no cap should be weaker....
Weapons that use BOTH ammo and cap should be the strongest...simple as that. :)

How would I change it without changing the DPS? Alpha.

Specifically Caldari Railgunships....I would change the SHIPS to be very high alpha. How? Think of the Railgun as a highpowered sniper rifle. Double the volley....double the rate of fire.... so instead of a 500dmg volley every 7 seconds, a 1000dmg volley ever 14. The nature of a sniper in real military applications is 1 shot 1 kill. So to balance this new higher alpha, perhaps only 1/2 the charges before reloading as well. Blasters should have the opposite....1/2 the volley but halfing the rate of fire. Since gallente ships have actual DAMAGE bonuses, I would balance them seperately.



Rails= low RoF Alpha
Blasters = high RoF sustained hurt
I like.

Not a diplo. 

The above post was edited for spelling.

Jack bubu
Caldari Provisions
Caldari State
#95 - 2011-11-18 17:32:46 UTC
Vincent Gaines wrote:
LarpingBard wrote:
Of course this is not enough. I know CCP thinks of blasters and rails from a paper-rock-scissors mentality based on DPS....but I think it should think of paper rock scissors based on two things....

Weapons that use no ammo should be weaker....weapons that use no cap should be weaker....
Weapons that use BOTH ammo and cap should be the strongest...simple as that. :)

How would I change it without changing the DPS? Alpha.

Specifically Caldari Railgunships....I would change the SHIPS to be very high alpha. How? Think of the Railgun as a highpowered sniper rifle. Double the volley....double the rate of fire.... so instead of a 500dmg volley every 7 seconds, a 1000dmg volley ever 14. The nature of a sniper in real military applications is 1 shot 1 kill. So to balance this new higher alpha, perhaps only 1/2 the charges before reloading as well. Blasters should have the opposite....1/2 the volley but halfing the rate of fire. Since gallente ships have actual DAMAGE bonuses, I would balance them seperately.



Rails= low RoF Alpha
Blasters = high RoF sustained hurt
I like.

aha so you want to make rails into artillery with less fitting req and more tracking?

yeah, oh wait no.
Grath Telkin
Amok.
Goonswarm Federation
#96 - 2011-11-18 20:22:38 UTC
Grimpak wrote:
Grath Telkin wrote:

4) its short range guns can actually now compete dps wise with AC's, since most often times AC's are trying to shoot from deep fall off. Couple that with the fact that smart fitters will realize that most gallent ships have a built in damage bonus and a smart fitter will actually go towards buffing range (TE's) instead of DPS to better apply their already higher DPS.


Basically if you can alter the way you think about fitting from what is considered 'traditional' fitting, you'll find the Blaster ships competing nicely with their counterparts.

Caldari will fit Mag Stabs, Gallente will fit Tracking Enhancers (and still come out doing sweet DPS), Rails, well rails just pretty much own right now, the ability to use AntiMatter out to extreme ranges means that no, you don't use all the range potential of the rail, but the range you do use, will put out SIGNIFICANTLY higher DPS numbers than the beam or artillery counterparts, with the side effect of Rails out tracking Arty by a mile.



so from your view that means that:

A) basically blaster ships with damage mods are bad fits now? since I'll need to cram TE's on them and in the case of the deimos that means 2-3 lowslots of the 6 it has, so that it becomes a bad version of the vagabond? I mean it still has mobility issues, so that means that the lowslots are either for damage mods (and still be slower and have less damage projection than the vagabond) or nano (which will need 2 slots for to even compete with a vaga without any kind of nano even after changes), or going with tank and simply failing to reach the vaga every time.

ok it is a bit of a pigeonholing, a vaga vs deimos competition, but with a 2TE deimos + null and HAC 4, the falloff + optimal for a deimos is on the 24km range, and on the vaga is at about 40km range, and that's comparing a deimos with neutrons and a vagabond with 220's. atm without any speed changes, the vaga is a whole 800m/sec faster than the deimos, and that's not even using any speed mod besides a mwd in it. The zealot, as a counterpoint, will be doing, disregarding tracking, full damage with HPL and scorch aaaaaaaaallll the way till 40km and you still have about 8km falloff, while maintaining similar base speed with mwd. this using just 2 TE's.
damage wise, with just guns, we're looking at a range between 222dps of the barrage vaga all the way to 280dps of the null neutron deimos, with the zealot sitting confortably on the 260dps range. The 5% damage boost on the blasters might pull it to the 300dps damage barrier when using neutrons+null, and the more relaxed fittings might make it actually able to slam neutrons on it without running out grid, but the very same core issues that plagued blaster ships are still there: not enough damage for a point blank weapon (which you're trying to transform into a poor man's version of the autocannon btw), coupled with hulls that don't have enough mobility to bring the minimal damage advantage to bear.


B)


I'm not going to go through all this point by point because i just woke up, but you keep talking about the agility issues.


Have you even logged in to see how agile they are, because it doesn't sound like you have.


Also if you're so sure of yourself why haven't you taken up my offer to run tests on the test server, I mean the ships are 100 isk each, theres no actual barier to stop you, the killmails aren't really killmails, and all you lose is 100 isk.

I'm literally challenging all the naysayers to back it up on the test server any time they want, but none of you are even considering the option?

You can spread sheet all the numbers you want, but in the end if you don't back it up with actual game play then whats the point?

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

FeralShadow
Tribal Liberation Force
Minmatar Republic
#97 - 2011-11-18 20:48:51 UTC
+1, from my testing hybrid turrets are MUCH better and can stand toe-to-toe with other ships of the same class. For example a blaster talos vs. a pulse laser Oracle, my talos won (fully dps setup) but JUST barely. The oracle died, and my talos was in half structure. Prior to the changes I did the same test and the Oracle won with hardly any shield damage.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Grimpak
Aliastra
Gallente Federation
#98 - 2011-11-19 02:25:00 UTC
Grath Telkin wrote:
I'm not going to go through all this point by point because i just woke up, but you keep talking about the agility issues.


Have you even logged in to see how agile they are, because it doesn't sound like you have.


Also if you're so sure of yourself why haven't you taken up my offer to run tests on the test server, I mean the ships are 100 isk each, theres no actual barier to stop you, the killmails aren't really killmails, and all you lose is 100 isk.

I'm literally challenging all the naysayers to back it up on the test server any time they want, but none of you are even considering the option?

You can spread sheet all the numbers you want, but in the end if you don't back it up with actual game play then whats the point?




I said mobility, not just agility. mobility, afaik, comprehends both speed and agility.

if a vagabond is faster than a deimos, moves better than a deimos, and hits farther than a deimos for a negligable damage diference, isn't the vagabond better?

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Sebastian N Cain
Aliastra
Gallente Federation
#99 - 2011-11-19 09:32:57 UTC
baltec1 wrote:
I struggle to think ...


confirming that....Cool

I got lost in thought... it was unfamiliar territory.

Sebastian N Cain
Aliastra
Gallente Federation
#100 - 2011-11-19 10:05:30 UTC
Hybrids aren´t fixed. Can´t be done this way, because they aren´t designed for the roles they try to fit in.

Close combat: cap-free because of nos/neut, multiple damage types to make the hits count, the fastest and most agile ships to close in.

Sniping: low rof, high alpha, multiple damage types to make every hit count, fast and agile ships...

Minmatar and their weapons are designed for this.

So hybrids and gallente need another role they are suited for. they could do medium range without being overpowered. reliable but not outstanding dps and tracking with a flexible engagement range, their ships neither the fastest nor the slowest, they would make good generalists, with the many shortcomings of hybrids they wouldn´t be op.

just exchange ranges from AC/blaster and Arties/rails (with dps and tracking adjusted to the range changes) and:

Gallente and hybrids would be fixed without them being over- or underpowered
Minmatar and projectiles wouldn´t be op any more, because being outstanding is fine if it´s not everywhere but in a few areas
Caldari turretships would be fixed because they would be useful... not outstanding, but useful.

this is how you fix balancing issues like this, not some bandaid changes...

I got lost in thought... it was unfamiliar territory.