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Player Features and Ideas Discussion

 
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Introducing myself and asking for help with balance!

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Little Dragon Khamez
Guardians of the Underworld
#381 - 2013-04-07 21:04:34 UTC  |  Edited by: Little Dragon Khamez
Dante KamiyaX wrote:
Nerf docking games and stargate games.
Once scrambled a ship shouldn't be able to dock or jump through a stargate at all.

Pros: More kills, isk sink, makes solo and group pvp more fun.

Cons: ??? Only to those who play the game of a coward?
Don't like it then don't fly into lowsec or 0.0 or undock in a war?

A lot of people including myself are sick of docking games and stargate games.
There are many ways to avoid scrams and not get caught.
Or how about make a module that scrambles the ships ability to
dock or jump through a gate having the same range of a scram but
making it impossible for a ship to send out a dock request or trigger a
jump sequence much like a capital ship does when its trying to jump but
unable to because its scrambled?

Counters: Warp core stabs, neuts, and ECM.


Whhhhaaaaa, give me easy kills, make my targets helpless....

trying to escape is a perfectly legitimate military strategy

Dumbing down of Eve Online will result in it's destruction...

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#382 - 2013-04-08 13:43:47 UTC
Dante KamiyaX wrote:
Nerf docking games and stargate games.
Once scrambled a ship shouldn't be able to dock or jump through a stargate at all.


Are you mental? You could hardly come up with a bigger incentive for people to engage in dock/gate games.

If you really want to nerf docking games, remove the aggression timer for redocking. This would make these games almost entirely pointless, deterring all but the extremely stubborn or professionally stupid from getting involved.
Dersen Lowery
The Scope
#383 - 2013-04-08 18:46:10 UTC
So, looking at the reaction to the particular battleship rebalance threads: Sure, tweak the ships, but don't give up on the very high-level view you're talking about here.

Right now, it seems to me that fleets and fleet support ships assume an Amarr doctrine. The way remote reps work, and in particular the way remote armor reps work, buffer is mandatory. As long as that is true, ships like the Hyperion are SOL in any kind of fleet doctrine. So reserve the current fleet mechanics for the doctrines they work for and clean-sheet some new ones for the doctrines that you'd like to see but never do.

Start with Gallente. Game out how a Gallente fleet would work. What kind of support do local-repped blaster boats need? Which support would you move to tackle? EWAR? Logistics? Command ships/Battlecruisers? Would it be a more hierarchical arrangement or a more horizontal, spider-tanked arrangement (since that seems to be going with the new Dominix and its implicit slowspud fleet doctrine)?

Bearing in mind that I am not a PVP god, and I'm just throwing ideas out for example: warfare links to reduce MWD sig bloom? To boost native cap recharge? Maybe, Remote Armor Ablators that act as RARs in reverse: If Hyperion 1 is called primary, his buddies in Hyperions 2 through 5 link him with RAAs, and the damage intended for Hype 1 is split evenly between 2 through 5--they can all run their reppers and heal it up, and suddenly local reps scale with fleets without everything getting broken (buffer ships can play, too, but they'll need the additional backup of logi to heal any damage).

tl;dr: Maybe the problem is not so much that certain ships are bad, as it is that the fleet mechanics aren't flexible enough to include doctrines in which those ships would work.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#384 - 2013-04-09 00:11:21 UTC  |  Edited by: Hakan MacTrew
Hakan MacTrew wrote:
On to my opinions...

ARMAGEDDON
I suggest a big Dragoon, a drone bonus and a neut/nos range bonus. Keep its highs limited but give it split options like the Dragoon, say 6 highs with 4/4 turrets and launchers. A minimum of 4 mids here, maybe 5, so it can run cap boosters and tackle. That leaves either 8 or 7 lows for a solid tank and damage mods.

RAVEN
I see the Raven as more of an Attack Ship than a Combat ship. It's missile velocity bonus os only really useful on Torps. With only 6 launchers, it struggles to match DPS with other long range weapons. I would focus of on an attack role by making it more nimble, (not by much,) and keep it suited to combat at range.

MEGATHRON
I think the Megathron needs to swap it's fittings with the Hyperion. As an Attack Ship, I feel its more important for the Megathron to have midslots than lowslots. Keeping the the utility high and increasing the overall agility should put the Megathron where it needs to be.

HYPERION
I don't think it's a bad ship. The Maelstrom has basically the same bonuses and the same layout. Yet I haven't heard anyone complaining about the Maelstrom. So the problem is armour tanking and hybrids, not the ship. That said, I think the Hyperion would benefit from an 8/4/7 layout more than it does its current layout. The extra low would give it more tanking or damage potential, becase right now the Megathron can out gun it, even though it has one less turret. That's just not right.
Fix Rails, Fix Armour, Fix Hyperion.

I'm just gonna leave this here...

Totally called it!

I for one am really looking forward to trying out a few of these ships. I really want to try out both the Drone-ageddon and the Torp-phoon. That explosion velocity bonus is even better than a TP bonus!
Seishi Maru
doMAL S.A.
#385 - 2013-04-09 11:11:34 UTC  |  Edited by: Seishi Maru
CCP RISE! You really did need help with balancing the battleships. And it looks you still need .. A LOT!

No offense intended.. but you really need.
raawe
Imperial Shipment
Amarr Empire
#386 - 2013-04-09 11:28:36 UTC
Awesome addition to CCP team. Please make armor tankers more viable in pvp kil2 ;)
BiggestT
School of Applied Knowledge
Caldari State
#387 - 2013-04-09 14:28:51 UTC
Welcome, I'm sure you already have a headache from the impending changes!

One thing you need to consider though:you are changing things that weren't asked for.

No one asked for the raven to have less HP, despite any boosts it might get.

No one asked for the rokh to be nerfed. There have been no "omg rokh is OP" threads to justify this. In fact people have been advocating for a boost to the rokh for a while now (Cap boost? Damage bonus?)

Don't add features/change things that no one wants, I know you're invested in the game but your aspirations and ideas for Eve should not outweight the wants of the many.

Please don't make the typhoon so much better than the raven, the raven will have no role despite your efforts to make it a kiting niche (unless you boost cruise missiles heavily in some way that the typhoon can't utilise but the raven can, an obselete raven will be inevitable if your suggested changes go through).

The geddon's boost will have big consequences for the game as a whole. You need to consider what this ship will do to active tanking BS's and almost every small ship. I like it's new ewar role, but you need to be careful here!

Caldari BS's have been waiting for love for a VERY long time (years and years for the raven and scorp). These changes are not the boon we've all been waiting for, revision is needed!

Hope that helps, cheers.

P.S. Any chance field commands will get some love soon? (mandatory RCU II's on nighthawks are bad mmkay)





Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#388 - 2013-04-09 17:49:16 UTC
BiggestT wrote:


No one asked for the rokh to be nerfed. There have been no "omg rokh is OP" threads to justify this. In fact people have been advocating for a boost to the rokh for a while now (Cap boost? Damage bonus?)

P.S. Any chance field commands will get some love soon? (mandatory RCU II's on nighthawks are bad mmkay)


There's nothing weak about the Rokh, it's a dominant fleet BS and does not need boosting. Although it surprised me, I understand the rationale behind dropping the resist bonus though, it's very powerful on the fleet BS scale because of slot abundances and the prevalence of RR.

A plan for CS was published a few months back - linky.
Naomi Knight
Ministry of War
Amarr Empire
#389 - 2013-04-09 22:27:46 UTC  |  Edited by: Naomi Knight
Gypsio III wrote:
BiggestT wrote:


No one asked for the rokh to be nerfed. There have been no "omg rokh is OP" threads to justify this. In fact people have been advocating for a boost to the rokh for a while now (Cap boost? Damage bonus?)

P.S. Any chance field commands will get some love soon? (mandatory RCU II's on nighthawks are bad mmkay)


There's nothing weak about the Rokh, it's a dominant fleet BS and does not need boosting. Although it surprised me, I understand the rationale behind dropping the resist bonus though, it's very powerful on the fleet BS scale because of slot abundances and the prevalence of RR.

A plan for CS was published a few months back - linky.

yes it is a dominant fleet bs due to its tanking ability and there ends its advantages :)
it has plenty of weaknesses , just other ships complement it out in fleets

would it be bad to make it better at not the curret fleet warfare role? I cant see how that would be a problem
anyway ships are getting so onesided it makes pvp booring :( knowing who will win just from scan isnt a good direction for this game
Wenthrial Solamar
Brand Newbros
#390 - 2013-04-10 07:47:16 UTC
So Kil2, What happened to " we are mostly happy with T1 BS, just some minor tweaks" ?

Seriously This thread and the projection of expectations for almost a year now was very much a fine tuning and tweaking, and what is announced is a major overhaul, with huge balance and game play changes, lots of radical ideas both good and bad.
All based on what , one very good post by Hakan MacTrew ?


Naomi Knight
Ministry of War
Amarr Empire
#391 - 2013-04-10 08:34:37 UTC
Wenthrial Solamar wrote:
So Kil2, What happened to " we are mostly happy with T1 BS, just some minor tweaks" ?

Seriously This thread and the projection of expectations for almost a year now was very much a fine tuning and tweaking, and what is announced is a major overhaul, with huge balance and game play changes, lots of radical ideas both good and bad.
All based on what , one very good post by Hakan MacTrew ?



he already got the job , why to work hard ,when you can do some placebo changes and call it a day :)
BiggestT
School of Applied Knowledge
Caldari State
#392 - 2013-04-10 09:32:16 UTC
Gypsio III wrote:


There's nothing weak about the Rokh, it's a dominant fleet BS and does not need boosting. Although it surprised me, I understand the rationale behind dropping the resist bonus though, it's very powerful on the fleet BS scale because of slot abundances and the prevalence of RR.

A plan for CS was published a few months back - linky.


Good to see the field commands finally getting some love.

Okay, you're being too narrow minded about the rokh's role.

Why should the only BS rail platform for caldari be relegated to large fleets only? The tiericide was supposed to bring more versatility not added limitiations.

Think about it, it has a TINY drone bay, it's super slow and has no damage bonus. What justification is there for a nerf? RR certainly doesn't count, because the rokh does not have a high slot free to contribute, so it's actually a liability to spider rr fleets, and if it's fit for it's super long range niche it will make it tough to stay with the other rr bs's. If it's fit close range it's balanced, not overpowered (it has heavy competition up close so it was never OP there).

These changes are just further cementing it to that big fleet role only. A maelstrom is already preferable over a rokh in small scale pvp, but now that gap will be widened.

I'm not saying boost the rokh to some godly level, I'm saying leave the damn thing alone as is, because it was never a problem and it bloody well didn't need to be nerfed, not even a little bit!

It's already being indirectly nerfed from TE changes and that hugely precarious 'geddon buff, there is no rokh nerfing justification!

Marcus Walkuris
Aww yeahhh
#393 - 2013-04-10 18:40:19 UTC
I don't know if this idea is out there already.
But concerning missiles I feel like in both PvP and PvE the delayed damage application could be offset by slower or higher "damage per volley" while not suggesting messing with "dps".
This can be further tweaked in combination with increasing missile flight speed, while still having non teleporting missiles through for example changing some bonuses from missile flight speed to longer flight time.
Why?? Because if you have a mixed weapons fleet you may only get that first volley to land while focussing fire, but because your first shot counted more you have better odds at your second volley working fine on the next target instead of crawling towards a fiery explosion
In a PvE situation the same concept applies in the sense that most missile boats lack "dps" vs gun boats although "dps" wont change missile users will be closer to gun boats in the "one shot one kill" category gaining viability in group situations.
Still won't be "close" since missiles don't get the "free kill" mechanic of smaller ships using MWD to barrel straight at a gunship like suicidal slobber monkeys..

Greetz, Marcus.
Wolfe Malar
Lone Wolves of Malar
#394 - 2013-04-11 19:32:33 UTC
TL:DR at end of next post apologize in advance for long post and high probability of spelling mistakes and bad expression of ideas.

Long Term View

Before taking a look at the specifics and ship lines, it is good to lay out a possible overview and end goal. This will allow a perspective to be maintained and limit the possibility of having to drastically alter the ships at a later date.

CCP has worked to remove the ship tiers in favor of ship lines. According to the balance team, each ship line will seek to highlight a specific role. The only ship lines that seem viable for the battleship class are the combat, attack, and disruption lines. A support battleship is most likely not practical due to the role already flanked on one side by cruisers and the other side by carriers.

The combat and attack lines usually have two ships in each line that highlight the main weapons of each race. The disruption line usually offers a flexible but limited weapon choice while mainly focusing each racial e-war. Below is the resulting lineup for the Tech1 battleships:

Ship Line - Weapon System
Combat - Turret
Combat - Alt (Drone or Missile)
Attack - Turret
Attack - Alt (Drone or Missile)
Disruption

A total of five battleships are likely to exist for each race. One alternative is that an attack or combat ship for each race incorporates a racial e-war in order to reduce the total to 4 battleships per race.

One of the assumptions made when reviewing the changes and design will be that “systems work at the appropriate level and not necessarily as currently implemented.” (i.e. large missiles) This is because the ships need to be balanced around balanced modules. Finally, this review will focus on design consistency and being able to look at all the ships side by side and intuitively understand why things are the way they are. Actual mechanics may make some of these ideas unachievable in reality, forcing exceptions to be made.


Disruption Line:

One of the biggest problems facing balancing the battleship class is that there are only few ships and so many holes in the ship lineup. The biggest outlier is the disruption line. Currently only one ship exist in it, the Scorpion. To complicate matters the Armageddon is also getting a minor ewar bonus. These two ships are kind of the oddballs of the battleship class as the current rebalance stands. Depending on whether or not CCP chooses to expand the disruption line into other races, these two ships could complicate things later.

If a disrupt line is introduced than the ewar bonused Armageddon might make adding an Amarr disrupt ship complicated or redundant. In this case, the Armageddon may have to be altered again later. Using the same ewar on so many ships in the battleship class may lead to one overshadowing the other. Remember there are also the Blood Raider ships to complicate this even more. Either change the bonus away from ewar, make it a disruption ship, or tread very carefully as a Amarr ewar boat now has to sit between the Armageddon and a Bhaalgorn.

If a disrupt line is not introduced, than the Scorpion feels out of place. In this case, please consider altering it to reflect the Armageddon by making it a missile ecm ship in the opposite line as the Raven or attack turret ecm boat in the opposite line as the Rokh. Or just remove the ewar bonuses from both the Scorpion and Armageddon and make them fit into a combat or attack line.

Hardpoints:

The next area of importance is the hardpoint and utility high distribution. If possible, having all the ships in the same ship line and similar weapons focus have same number of main weapon hardpoints and utility slots would be ideal. Having all the combat turret ships (Abaddon/Rokh/Hyperion/Maelstrom) have 8 turret slots and 0 utility slots or all the attack alt (missile) ships (Raven/Typhoon) with 6 launchers and 1 utility slot makes the ship lines easily recognizable and consistent. Why should a Minmatar combat turret ship have to fit more weapons than the Gallente combat turret ship? Why should the Amarr attack turret ship have no utility slots while the Minmatar attack turret ship has two? However, if they are going to be different, make sure that they all have differences to avoid having one special snowflake in a set of ships. Uniqueness between racial ships within a line is better provided through mid/low slot layout and ship stats. One example of where this can’t be done is energy warfare ships as those modules use high slots.

Another point to be addressed is allowing all to have ships alternate hardpoints. These alternate hardpoints can initially seem worthless and rarely use. However, they avoid absolutely pigeonholing ships and provide that little extra room for creativity and surprise without overshadowing the ship’s “intended role.”

Existing Example: Rokh and Tempest with 4 missile hardpoints, and the recent change of adding some turret hardpoints back to the Typhoon.

It is confusing as to why some ships in a ship line are given extra options and others are not.

Existing Example: Rokh vs Maelstrom/Abaddon or Tempest vs, Apocalypse/Raven

Would like to see all Gallente ships have a missile hardpoint or two for defenders as the race is not known for its use of missiles. Caldari, Minmatar, and Amarr all use missiles and guns. Would like to see their ships have at least 4 alternate hardpoints.

Point1: 1-2 missile points for defenders to Gallente ships along with a minimum 100 drone bandwidth
Point2: At least 4 alternative hardpoints to Amarr, Caldari, Minmatar ships

Wolfe Malar
Lone Wolves of Malar
#395 - 2013-04-11 19:36:45 UTC  |  Edited by: Wolfe Malar
Drone Layouts:

At the battleship level drones are no longer something extra as they serve a minimum role of providing assistance against small targets. This means the ships must have a minimum drone layout (bandwidth/bay) to be effective. Currently only Gallente/Amarr drone boats and Minmatar missile ships emphasize the use of drones. For the purpose of discussion ships that are not drone boats or Minmatar missile ships will be referred to as “non-drone.” Currently the non-drone ship drone layouts have a random feel to them.

Existing Example1: Malestrom and Abaddon have different drone layouts given they are both combat turret ships and non-drone?
Existing Example 2: All Caldari ships have different drone layouts given they are all non-drone ships?

It would be nice to look at all the ships and clearly understand the drone layouts across all ships.

Option1: Non-drone ships in a ship line have race appropriate layout.
Combat: G100/100, A75/75, M75/75, C50/75
Attack: G100/100, A50/75, M50/75, C50/75
Option2: All non-drone ships in a specific race have the same drone layout.
G100/100, A75/75, M75/75, C50/75

Tech 1 Non-Drone: Avoid giving any non-drone ship 125/xxx layout. Although drone ships tend to have larger drone bays, allowing non-drone ships to fly 5x heavy/sentries kind of causes the ships to lose some distinction against drone boats and intrudes on the other weapon systems. The initial proposal had all non-drone Gallente ships with a 100 bandwidth. This made sense as Gallente favor drones and lack any really missile use. For Amarr and Minmatar, a maximum bandwidth of 75 would be nice as the races like drones though less than Gallente. Caldari can go with either 75 or 50 maximum bandwidth as they really don’t fully utilize drones other the minimum required by battleships.

Tech 1 Drone: The 125/xxx layout on drone boats is great. One might consider making the Gallente and Amarr drone boat bays different for flavor. For the Minmatar missile ship, having a more Gallente style bandwidth of 100-125 is reasonable and I can see arguments for equal or 100/175-125/200 layout to carry the single flight of mediums and lights. Personally I would like the slightly increased drone bay layouts.

Faction and Tech 2: I would still limit the drone bandwidth to a max of 100 for non-drone boats to clearly separate them. Give Minmatar missile ships 125 bandwidth and/or a larger bay for added versatility.

Point1: 125 bandwidth should be limited to drone boats and Minmatar missile boats, even at other tech levels.
Point2: 100 bandwidth should be limited to Gallente ships and Minmatar missile boats at lease at Tech 1.
Point3: 75 bandwidth should be the max for Amarr non-drone ships and Minmatar non-drone ships
Point4: 50 or 75 bandwidth should be the max for Caldari ships

TL:DR

• Note: this review will focus on design consistency and being able to look at all the ships side by side and intuitively understand why things are the way they are. Actual mechanics may make some of these ideas unachievable in reality, forcing exceptions to be made.

• Be careful with Scorpion and Armageddon. In both cases whether a disruption line is introduced or not, these ships could create problems or lopsided design.

• If possible, having all the ships in the same ship line and similar weapons focus have same number of main weapon hardpoints and utility slots would be ideal. Having all the combat turret ships (Abaddon/Rokh/Hyperion/Maelstrom) have 8 turret slots and 0 utility slots or all the attack alt (missile) ships (Raven/Typhoon) with 6 launchers and 1 utility slot makes the ship lines easily recognizable and consistent.

• Alternate hardpoints would be a good addition to all the ships. They help avoid absolutely pigeonholing ships and provide that little extra room for creativity and surprise without overshadowing the ship’s “intended role.”

Existing Example: Rokh and Tempest with 4 missile hardpoints, and the recent change of adding some turret
hardpoints back to the Typhoon.

Point1: 1-2 missle points for defenders to Gallente ships along with a minimum 100 drone bandwidth
Point2: At least 4 alternative hardpoints to Amarr, Caldari, Minmatar ships

It is confusing as to why some ships in a ship line are given extra options and others are not.

Existing Example: Rokh vs Maelstrom/Abaddon or Tempest vs, Apocalypse/Raven

• It would be nice to look at all the ships and clearly understand the drone layouts across all ships. For the purpose of discussion ships that are not drone boats or Minmatar missile ships will be referred to as “non-drone.”

Option1: Non-drone ships in a ship line have race appropriate layout.
Combat: G100/100, A75/75, M75/75, C50/75
Attack: G100/100, A50/75, M50/75, C50/75
Option2: All non-drone ships in a specific race have the same drone layout.
G100/100, A75/75, M75/75, C50/75

Point1: 125 bandwidth should be limited to drone boats and Minmatar missile boats, even at other tech levels.
Point2: 100 bandwidth should be limited to Gallente ships and Minmatar missile boats at lease at Tech 1.
Point3: 75 bandwidth should be the max for Amarr non-drone ships and Minmatar non-drone ships
Point4: 50 or 75 bandwidth should be the max for Caldari ships
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#396 - 2013-04-11 19:43:26 UTC
Hey Kil2, why is the myrm essentially being ignored in these changes?

Not a diplo. 

The above post was edited for spelling.

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#397 - 2013-04-12 00:34:56 UTC
Vincent Gaines wrote:
Hey Kil2, why is the myrm essentially being ignored in these changes?

Because it's not a BS?
gascanu
Bearing Srl.
#398 - 2013-04-13 11:16:53 UTC  |  Edited by: gascanu
CCP Rise wrote:
Hi there features and ideas!

I'm CCP's newest game designer. As some of you may know, I've been a pretty dedicated Eve player for quite awhile now, and I'm very excited to start working to improve the game as much as I can.

At the moment I'm spending a lot of time thinking about ATTACK Battlecruisers and Tech 1 Battleships specifically.

Excited to be here, look forward to hearing from all of you!
CCP Rise



Hello there CCP Rise!
let me tell you two things:

first: welcome to CCP!

second: i'm not happy at all with how this rebalancing is going!
allow me to explain: you want to ballance 2 hulls(rokh and abbadon) and by doing that you nerf about 40 ships. i'm sorry to say but even someone less bright like me see that we have a problem in the way you think about rebalancing
Also if those proposed changes pass the way they are right now, we will be left with basically one type of bs fleets in 0.0: alpha fleets;
the other bs rolles will be replaced with eighter:
-attack bcs(better dps/better mobility/lower scan res/lower price),
- navy bcs(around same ehp/better mobility/lower sig radius/a bit lower dps/around same price)

I really think you should take a step back and read all the player input, and then rethink those things a bit
KiithSoban
Mackies Raiders
Wild Geese.
#399 - 2013-04-15 20:30:48 UTC  |  Edited by: KiithSoban
Nice to see you part of CCP. Loved watching your vids.

I want to see logi appear on killmails! (by just repping)  See CSM "reasonable things"

Marcus Walkuris
Aww yeahhh
#400 - 2013-04-17 20:09:17 UTC  |  Edited by: Marcus Walkuris
My suggestion.
To be honest, I have been thinking of this for a while and it would add a lot of flavor to EvE, I've seen others talk of it so I decided to give my own idea.
Some radical concepts for weapons overall.

How about we make all weapon systems have delayed damage application although different for all??

What flavor would this add? Well each form of damage application could work differently.
Like below.

Lasers move at the speed of light so they would be instant damage application BUT at the end of the turret cycles.
The delayed damage actually literally makes for a "track" and then "Fire" turret cycle.
Firing cycles would probably be helped by making them a bit longer if needed for visual reasons and for the sake of delaying damage application.
How cool would it be if pulse lasers were actually pulses, or beam lasers actually beams.
A rapid pulse of zapps or the slow bzzzt and schorchy sound of beam lasers like more aggressive mining lasers with a distinguishable scorch sound at the end of its cycle.
Damage could also simply be calculated as it currently is, but be dealt over time with the corresponding animation.
In any case the goal is to actually diminish Alpha damage potential the higher the range gets, through the fact that long range weapons have slower weapon cycles and fire at or near the end of them.
And at the same time create more comparative alpha for close ranged weapons because their weapon cycles are shorter.

Every gun type could work differently.
For example; projectiles having the most bullet travel time of the guns could fire earlier in a cycle to compensate.
All at the digression of CCP.
Me personally I would love to see artillery fire as an actual barrage of thunderous fire BOOM BOOM BOOM, or for something coming close for auto-cannons and the sound of machinery adding a new clip with each volley and of casings being disposed mechanically during firing.
This might create for some odd sight if bullet velocity is low but the concept is not for any gunnery system to be that slow with application and can be fixed with a flak like effect on very big misses. (note that visually speaking a miss looks the same as a hit as is).

Hybrid weapons would come second after lasers in trajectory speed, behaving similarly to lasers except firing earlier due to also having bullet flight time albeit less then projectile weapons.
So there you have the sequence of "track" "fire" and a projectile flight time of perhaps a second or less, with or without the possible "Flak" explosion for realism.

In any case this is what would change for as far as can be overseen.

Alpha damage.
Alpha damage is reduced and as it is Alpha only detracts from the game, I tend to agree with one of my EvE friends that alpha should not be the hallmark of long ranged weapons in any case.
For lasers damage could be dealt incrementally starting with low damage and the final pulse doing the most damage.
However all weapon systems now share a trait of increased risk of overkill and a higher requirement for fleet coordination which should add to gameplay.
Close ranged weapons will have higher alpha through firing earlier in turret cycles and could use slower firing rates imho (more alpha).

Fleet battles.
Fleet battles will have increased reaction built in although damage taken should stay the same, coordination will become more necessary and rewarding.
Missile ships will no longer be the odd one out by massive margins.
Retaining instant volley damage while applying damage slower and making it super obvious what you'll be shooting.

Small gangs and solo pvp/PvE.
Shouldn't change much.