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New dev blog: Hybrid weapon and Tech II ammo balancing

First post First post
Author
Jane Idoka
gratia aeternum bellum
#281 - 2011-10-31 19:29:17 UTC  |  Edited by: Jane Idoka
gfldex wrote:
Medium and small blasters became a complete gamble when webbers where nerfed and scrams got boosted. That change was ment to be a boost to AF. That never played out. You acknowledge that there is a problem with webbers in conjunction with blasters but fail to understand the underlying issue. The combined effect of having a rather useless webber and at the same time getting your MWD shut off was the killer. A brutix can lose 75% of it's damage because a rifter is switching it's MWD off.

For Dreads adding the mass boost to siege modules made blasters a complete nono. If you get bumped at jump in you can't drop in siege for minutes. You might even have to relocate via warp out and back in to get into any reasonable range. If there are hostiles around that is simply not an option.

Fiddling around with fitting requirements or tracking wont change anything. The big gamble that are medium and small blasters is still there and I wont take it. Your unwillingness to take a change to the game back that didn't play out as expected is not going to make anything better.

Before we got T2 ships the low kin/therm resi on pretty much any PvP fit ship made up for the lower damage mod on rails. Increasing the base damage wont change that. Any T2 ship got either increased kin or therm resi. With combat prolongment and the RR boost volley damage got even more important in PvP then it used to be. A 10% dps increase wont change that.

I can't see how the proposed changes will improve anything in PvP.

If you really want to change something you need to let rails play in their own league. I would propose to turn rails upside down. Let the shortest rails do the most damage and then give those short rails a hefty damage boost. If you keep trying to have a difference between rails and beams/arties without making them different you will just keep shifting inferiority around.

In my eyes the root of all evil started at the very beginning of EVE when 4 races got introduced that where ment to fill the same role without being redundant. Nobody would argue about the inferiority of Apocs compared to Hulks because those different factions ships are meant to fulfill a different role. If you don't give up on the concept of having the same role for different ships or weapon systems you will just keep shifting FotMs around.



This has been the most insightful post i have read so far and one that i had a feeling for but wasn't quite able to put my finger on until now. One thing that really bugs me about the game and i have been with it for quite a few years now is seeming crapshoot of ship roles for each race, they are all over the place. I think a ground up rethinking of races and ship roles should be really taken for long term health of EVE. As i see it these issue will crop up constantly untill each race is defined by its ships: caldari will excell at EW, minmatar at ductaping... err damage, amarr tanking and gallente at whatever they're supposded to be good at (as long time gallente pilot i'm still not sure what)


--- EDIT ---
Gallente could get a nice speed boost, just speed, decent above average for their class to make blasters more viable in practice. This way each race has a specialty, and it wouldn't hurt to have a penalty of fitting other faction's guns, and a bonus for using character faction's ship type. sand box idea is great but one thing i know people crave is bit more realistic factional division. just a bit.
Faelyn L'Darcassan
Imperial Shipment
Amarr Empire
#282 - 2011-10-31 19:31:36 UTC
I agree with the posts stressing the need for a specific role for hybrids. Now what was that supposed to be again?

Looking at hybrids in RL, they have primarily one damage type - kinetic and due to their nature are somewhat simpler by design than e.g. traditional projective weapons (i.e. fewer parts, not necessarily easier to build though). Since they can use smaller caliber ammo for the same damage than projectiles, they would likely have (much) better tracking at the cost of increased power needs. Rails have long effective range and thus accuracy and damage retention, while blasters have short range but cause huge damage. Thus a possible positioning could be the ‘reversal’ of autocannons & artys (rails - higher ROF, long range, low alpha vs. blasters - lower ROF, high alpha, short range):

Blasters – the ultimate close range weapon of doom:
- comparable if not better tracking than autocannons (should comfortably hit ships half class smaller)
- low optimal and falloff (fire field contained particle charges), but definitely higher optimal than now
- very high volley damage (high energy and mass = massive damage)
- comparably high DPS (compensates for short range, i.e. time spent on getting into range)
- lower ROF than autocannons and lasers due to need of energizing the charges
- relatively high cap use
Bottom line: if you get into blaster range, you should wish you’d never be born in the first place.

Rails – the ultimate sniper’s choice:
- have decent tracking, e.g. half-way between lasers and projectiles
- have very high optimal, reasonable falloff (maybe reverse optimal/falloff from artys?)
- less volley damage than both projectiles and lasers
- comparable DPS at a given range
- decent ROF, better than lasers and much better than artillery
- medium cap use
Bottom line: reliable and consistent long-range power projection & damage retention

To differentiate ammo types, hybrids should have better damage retention over their effective range compared to both projectiles and lasers (missiles have perfect damage retention). They should stick with THERMAL/KINETIC damage and instead of making damage variable, the different charges might have different EWAR effects on targets for a short period of time (think different warheads). E.g., antimatter increasing armor/structure damage, plutonium dissipating capacitor, lead slowing ships down, thorium disrupting sensors, iridium increasing shield damage.

Does this fix hybrids? Maybe yes and maybe not, since one may argue that this was their purpose all along. I believe that any changes to hybrids will necessitate changes to ship stats to make them effective.

Personally I want to see blaster boats viciously fry anything they get on top off and snipers hurt and confuse enemies at long range. The same blaster boats however should be somewhat more resilient such as to have a chance to get there but being armor tanked, should be less agile. Designated blaster boats might get AB/MWD bonuses to get on top faster – think a surprise gank attack, but should again be more sluggish once there, i.e. not outmaneuver minnie ships. These might, if clever enough try to get away using their superior speed. Alternatively, some Gallente ships might get web range bonuses to pin those kiting Minnie ships down and leave them the choice of warping out, or biting the dust if they tally for too long.
gfldex
#283 - 2011-10-31 19:32:32 UTC
Jane Idoka wrote:
gfldex wrote:
#stuff about pew pew#



This has been the most insightful post i have read so far and one that i had a feeling for but wasn't quite able to put my finger on until now.


I demand likes! :->

If you take all the sand out of the box, only the cat poo will remain.

Darnok Iksnibiks
Aliastra
Gallente Federation
#284 - 2011-10-31 19:37:29 UTC  |  Edited by: Darnok Iksnibiks
Wellcome

I generally like the first iteration of the changes.

Only question i would like to ask is why Hyperion gets only 5 m/s speed boost While Megathron 10m/s? Hyperion always was the slowest to align Gallente battleship but the fastest one. Now Megathron is as fast as hype while having better agility and tracking bonus. In my opinion Hyperion lost one of its few advantages over mega. Small one but still...

With regards
Darnok Iksnibiks
Ratnose Banker
Pink Sockers
#285 - 2011-10-31 19:38:32 UTC
If blasters are so crappy then how about give every gallente ship a web bonus instead of just the new battlecruiser?
Ratnose Banker
Pink Sockers
#286 - 2011-10-31 19:40:07 UTC
Also X-L Blasters really do need the 20% tracking tbh!!
Tanya Powers
Doomheim
#287 - 2011-10-31 19:42:49 UTC
Ratnose Banker wrote:
If blasters are so crappy then how about give every gallente ship a web bonus instead of just the new battlecruiser?



Because even with 5% strgh bonus per level you'll see all cry birdies on Talos thread come up with their main and numberous alts say tons of crap stuff they don't even know about.

You know, the kind of idiot that still thinks in blaster/web range they should keep all the advantages, because someone need to be the last at everything, and in their mind is gallente, so they don't need buffs because somehow they may loose some ships against gallente ...
Willl Adama
Deep Core Mining Inc.
Caldari State
#288 - 2011-10-31 19:43:27 UTC
The listed changes look fine imo, I don't rly think blasters are so much worse off than the rest tbh. I think most people are underestimating the fitting buff which will give blasters more range/dps generally. There might be a few ships that could still use a slight PG boost though, like the proteus.

Hi

Kumq uat
Aliastra
Gallente Federation
#289 - 2011-10-31 19:46:55 UTC
Still needs more DPS. Too close to AC's in DPS without any of the advantages.
Metellus Titurius
Lone Sword Production
#290 - 2011-10-31 19:50:12 UTC  |  Edited by: Metellus Titurius
My thoughts summed up:

-Rails need a larger bump in damage, otherwise players still have no reason to use them over artillery
-Don't decrease the powergrid for rails as much because the point of sniping is to sacrifice a TON of tank for dps at range
-Change the T2 ammo for rails so that they offer unique bonuses instead of generic trading of range for dps/dps for range
-Assault cruisers like the Eagle and Demios still have no place in a fleet, whether it be null sec or low sec warfare.

Other than me griping about rails still being terrible, the blaster side of the hybrids looks GREAT!
Metellus Titurius
Lone Sword Production
#291 - 2011-10-31 19:51:12 UTC
Kumq uat wrote:
Still needs more DPS. Too close to AC's in DPS without any of the advantages.


More of my point that there is no reason to use hybrids over AC's, Arty, or Lasers. You'll just be wasting your time in another patch that doesn't change anything.
TaterRoller
Doomheim
#292 - 2011-10-31 19:54:16 UTC
Good start to changes, but not enough. Range is still awful, and the speed boost just isnt enough, I sure hope this list is just tentative.
Kassasis Dakkstromri
State War Academy
Caldari State
#293 - 2011-10-31 19:56:07 UTC
xo3e wrote:
"ok. lets boost both close and long range Projectiles, and also Lasers and say that this is Hybrid wepons boost actually" (c) CCP

i dont want to be politically incorrect, but... WTF IS THIS? WHAT IS THE POINT IN BOOSTING TRACKING WHEN BLASTER BOATS STILL CANT GET CLOSE ENOUGH?

this "boost" looks like bad excuse, and blaster boats will still only be able to stand against n00bs in hands of a skilled pilots. and i dont think that this is looks like good balance.

inb4 "whine more n00b... wait.. WHAT?"



I have this same question...

Could you please explain your hesitancy to change ship hybrid bonuses?

(I'm also a bit suprised, I know Caldari are more ranged hybrids, but I didn't realize Caldari had so few blaster boats? I didn't see Caldari AF mentioned at all .. and rails on a harpy are well ... hmmmmmm: Subject to individual opinion)



Please explain the hesitancy to change ship related states to better facilitate Hybrid rebalance?

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Sizeof Void
Ninja Suicide Squadron
#294 - 2011-10-31 20:05:07 UTC
Got through about 1/2 of the posts here, and I think many of you need to get on EFT and try some new loadouts, using the new stats, before you rant and rave about the proposed rebalancing.

The real problem with Gallente ships has been the combined high PG reqs of both hybrid guns and armor plates, which made balancing gank vs tank difficult. In addition, after the previous across-the-board speed rebalancing, Gallente ships were running a bit too slow, due to the speed/agility penalty from armor plates and armor rigs.

The proposed reduction in PG reqs for hybrid guns means that many of the Gallente blaster ships will be able to fit a full rack of higher grade guns, while maintaining the same amount of tank - ie. instead of electron blasters, you can now fit ion blasters. This is equivalent to giving a massive damage buff to both blasters and railguns. For example, upgrading from T2 medium electron blasters to T2 medium ion blasters, is a 60% boost in damage. Railguns get an additional 10% damage buff, on top of the ability fo upgrade to higher grade guns - from the old T2 350mm rails to the new T2 425mm rails, we're talking about a 50% boost in damage. So, what are you complaining about?

However, the PG reduction is even better than a simple damage buff. Why? Because you can also opt to keep the same gank, and use the extra PG to upgrade your tank instead.

For example, the PG req for an 400mm plate is 30, whereas the PG req for an 800mm plate is 200. In many cases, due to the high PG of the hybrid guns, Gallente ships have been a bit short on PG for the 800mm plate and thus forced to use the 400mm plate. Now, with the lower PG of the guns, you will be able to upgrade many ships to the 800mm plate, which has 100% more armor HP than the 400mm plate. So, armor tanking gets a bit of love out of this hybrid rebalance, too.

But, we don't stop here. Currently, if you want a beefer armor tank, you might opt to use two (2) 400mm plates, or one (1) 800mm plate + RC/PDS module or ACR rig (to boost the PG). The reduction of the gun PG reqs means that you will be able to fit the single 800mm plate, without a PG upgrade, to get the identical tank. This effectively frees up either a low slot or a rig slot - which can be used for an additional damage mod/rig, a tanking mod/rig, or even a speed mod/rig. Yeah, baby!

Next, the buff to Gallente ship max velocity/agility helps to take the edge off of the armor plate penalty. For example, the Incursus (new speed 344 m/s) is now only a hair slower than the Rifter (353 m/s), and likely more agile. With faster tracking blasters, the upgraded Incursus just might be the new FOTM for solo PvP frigs... hmm.

And, finally, the substantial reduction in cap use of the hybrid guns reduces the need for cap rechargers, cap boosters, nosferatus, and CCC rigs. Again, we''re talking about freeing up mod/rig slots which can be used to improve gank, tank, or speed.

carmelos53
Federal Navy Academy
Gallente Federation
#295 - 2011-10-31 20:07:58 UTC  |  Edited by: carmelos53
Raw damage still doesn't justify switching to gallente blaster boats for close engagements when you can still fly mini with ac and have nearly the same damage but hit at much greater range.... If blaster opt/fall off isn't increased than blasters should be doing a hell of alot more damage than they currently do.

Tracking still needs a bigger buff... I'm sorry but a shield tanked mini has compatible tracking with 2-3 tracking enchancers and gallente doesn't (in general) have enough mid slots to compensate.....

The proteus still needs to be addressed. Power grid is still way to low to make it as useful as the other t3s in pvp especially when the legion (after these changes) will be able to hit at 14km op and only be doing 57 less dps the a proteus.

If ccp is worried about making gallente overpowered I can undersand.... But keep in mind unless you warp at 0. And keep the target at 0 there is no diversity with blaster boats so they NEED TO BE AMAZING AT 0km and frankly this just isn't enough...

^edit to the poster above me^
you are talking about a very niche market when it comes to fitting electrons instead of ions etc.... I think you need to compare a few ships in eft my friend. The rest of your post is very well thought out and I applaud you for it.

And you stated armor tanking blaster boats now get to drop their cap fittings for extra tank??? I don't know a sigle pilot who uses ccc rigs for pvp....
Yes it will help in missions... But I don't think anybody plays missions unless they have to so question mark to you sir.

Reducing the was needed just to help the fittings on most blaster platforms... It's not a big OMG ehp buff unless you drop some resists for another plate which is counter productive in the first place...

No one uses cap rechargers or power relays in pvp. In some rare cases people might...
Nimrod Nemesis
Doomheim
#296 - 2011-10-31 20:11:15 UTC
Sizeof Void wrote:
Got through about 1/2 of the posts here, and I think many of you need to get on EFT and try some new loadouts, using the new stats, before you rant and rave about the proposed rebalancing.


Spoken like someone who's got no experience flying a hybrid platform.
Dare Devel
State War Academy
Caldari State
#297 - 2011-10-31 20:17:44 UTC
Dear CCP Tallest...
The community has echoed their sentiments towards your proposed changes in various ways. Following are mine...

*) Reduce CPU usage: fixed number change is pure wrong. It should have %age reduction - 15%
*) Reduce Powergrid Usage: -12% . This is not enough. I think -30% will give the ability to fit a good tank with speed mods and Cap booster.
*) Reduced Capacitor usage: All hybrid turrets: -30% capacitor use - Thanks very much this was much needed.
*) Tracking Speed Increase: All blaster turrets: +20% to Tracking speed - A 40% buff is really necessary.
*) Max Velocity +10 - waste of buff. Really not worth anything
*) Inertia Modifier -5% - waste of buff. Really not worth anything
*) Tech II Ammo: You said "Javelin is quite obviously underpowered". Then you buff it by removing the cap penalty.
Is that why it was underpowered? I am not mentioning the tracking speed penalty removal because
it is applied to all ammo types.

The whole community has been providing tons of suggestion for years now. It is very sad to see you come out with
this solution.
You have completely missed out on...
1) Correcting the base optimal and falloff of blasters.
2) Correcting base damage modifiers on hybrid guns (Rails and Blasters).
3) Correcting the stacking penalty of T2 short range ammo.

If you intend to go forward with your proposed changes please re-imburse me the Skill Points that I have for hybrid guns so that
I can pick another (projectile or laser). I will be happy with that.

Many Thanks and Best Regards
Dare


Phoenix Torp
Almost Absolute
#298 - 2011-10-31 20:20:39 UTC
xo3e wrote:
"
i dont want to be politically incorrect, but... WTF IS THIS? WHAT IS THE POINT IN BOOSTING TRACKING WHEN BLASTER BOATS STILL CANT GET CLOSE ENOUGH?


This is the ******* point, boys.
I'm still thinking in a shield active tanking Megathron, favored now than they will lower the capacitor use...

http://eveboard.com/pilot/Phoenix_Torp

ATTAKowl
Standard Issue Strategic Action
#299 - 2011-10-31 20:23:06 UTC
I want to see the Rokh with a better drone bay. It is a battleship and should perform like one.
McBrideCZ
Industrial Mining and Mayhem
Sigma Grindset
#300 - 2011-10-31 20:23:11 UTC
Railguns really deserves more than 10% damage buff. Other changes sounds pretty sweet!

When we are talking about weapon balance, Tachyon Lasers need some balance too.
Compared to Megabeam laser, they offer only tiny damage boost but with huge PG stress.

8x Megabeam II vs. 8x Tachyon II on abaddon with 3xHeat sink II, All level 5 skill and Multifreq. L crystals:

Tachyons will get you 56 more DPS, 3+5 better optimal + falloff and much higher alpha at the cost of 3600 more PG usage and 30 more CPU usage with lower tracking

Compared to insange PG/CPU/Cap usage, the advantage of Tachs vs. Megabeams is very small.

Tachs should use some damage boost or decrease of CPU/PG.