These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

New dev blog: Hybrid weapon and Tech II ammo balancing

First post First post
Author
Narjack
CragCO
#341 - 2011-10-31 22:02:41 UTC
Mariner6 wrote:
Great to see CCP address the issue and obviously they are tracking on the fact that the ships using them are all jacked up. Unless this is addressed all these changes are frankly a minor band-aid, but I'll add a few more 2 cents on the table:

1) Why is the Mrym and the Ishkur not gettting the speed/agility boost? You can't tell me they are too fast already and the poor Myrm needs some help.

2) Since all the other weapon systems seem to have a unique capability such as either not using cap, or no ammo needed, change of damage type, or missiles don't miss (for the most part); how about giving Hybrids something special as well. Like INSTANT AMMO changes like scripts. This would help in shifting ammo types to deal with ranging which is not realistic now with that 10 second delay.

3) Will all these tracking increases make frigs unable to tackle without being popped?


I find the idea of that no delay ammo change and interesting one, as it fits the hybrid T1 ammo concept of different ranges well. Interesting idea.

What about VOID ammo? Seems like that needs some serious attention as well, or maybe I missed it. But its hardly used due to the tracking penalty. Remove that and that would make blaster boats even more face meltingly appealing.
Svennig
Caldari Provisions
Caldari State
#342 - 2011-10-31 22:02:58 UTC
Haulin Aussie wrote:
Large hybrid ammo is also way too many m3 compared to others. could this be looked at too please?


not empty quoting.
M1AU
Zappenduster Inc.
#343 - 2011-10-31 22:06:12 UTC
Ranger 1 wrote:
MeBiatch wrote:
Nimrod Nemesis wrote:
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.


yeah i know eh the thing with pre boosted blasters is on eft they looked awesome... but we need more than just on paper awesome...we need in game awesome and the boost from CCP Tallest will just make them look better on paper but not in practice


Indeed, mainly because we need to evaluate the effects the inertia modification is going to have in game, which is something EFT really can't tell us.

If the accelleration increase is significant enough, the subtle benefits could very well put this thing over the top as far a win factor goes.

ArrowOne other factor that is very subtle, but could have a significant overall effect would be a reduction for Gallante boats Signature Radius. If it takes a bit longer to target them and get a scram/web on them that lets the better accelleration pay off larger dividends.

Justify it as a function of their organic hull designs, or perhaps an inherent part of all Gallante tech due to their knowledge of Sensor Dampning tech.

I actually think the lowering of the signatur radius could be a viable improvement. Longer locking time for others and harder to hit. In theory sounds much like what a blaster boat could need.
Dunmur
Tempered Logic
#344 - 2011-10-31 22:07:33 UTC
Hungry Eyes wrote:
Perdition64 wrote:
hurricane vs brutix


this is a good summary of why pvp'ers generally stick with AC platforms.

- incredible falloff
- better tracking
- no cap use
- minnie ships are the fastest
- while tank remains on par with all other ships

this is overpowered. you have to give people a reason NOT TO fly an AC boat at medium/close ranges. remember, one scram and the blaster boat is dead in the water....AC boat is still doing significant damage at 25km, medium blasters dont work past 10km.


WOW couldnt have put it better myself
Schwester Minotaur
Perkone
Caldari State
#345 - 2011-10-31 22:14:30 UTC  |  Edited by: Schwester Minotaur
Sorry, me again ....

i read the probe thing and sniping battleships.

But hey, there are ways to reduce this problematic. Like having an interceptor wich is flying top speed - in any direction to give the fleet an instant warpout, if enemy is warping in.

But back to my Caldarian Thinking.

What defines a Sniper Battleship like the Rokh. The Rokh is a specialised Platform, or better the platfom i would like to see. With that optimal Bonus it is THAT ship for sniping actions.

As i said, a improvement of the hardcap will be fine. What did you do against a fleet, you cant lock ? - Right- RUN !

I do not want that overhelimgubar ROKH.

I know that i never will have that damage a megathron has. I know that i will never have the capstableness and tanking ability like a dominix. I know that the Rokh is not fast enough, to kite a neuting megathron.

But i love this ships, and i love my blasters and rails.

Please - give the Rokh more love in your thinkings.

P.S. The Velocity Bonus is useless on this ship. The Rokh is no Racing Ship.
EmmerTemp
State War Academy
Caldari State
#346 - 2011-10-31 22:16:23 UTC
Everything must have an upside and downside.
Good example there, but still... once that Blasterboat does get in range of ur ugly AC boat, you better start running.
You can't make every weapon/ship/race the same...
Imawuss
The Scope
Gallente Federation
#347 - 2011-10-31 22:16:41 UTC
Simply Not enough.

Hybrids still have all the disadvantages of every weapon system with no advantage to speak of. Lasers get unlimited ammo and insta load but use cap, Projectiles get damage type, plus range modifiers, and no cap, but have 10 second load time. Missles get damage type and no cap, but have 10 second laod time.
Hybrids get range selection that can not be fully be utilsed because of 10 seconds load time and nerfing dps. But for that they get cap usage, and 10 second load time. This load time should be reduced from 10 seconds to 5 seconds, If you need to justify this hybrid ammo is smaller than projectile ammo and missles so it would make sense that it could load faster, they need an inert advantage here.

Another problem was being able to apply your dps. +10 m/s and agility will not solve this. Someone earlier suggested having ammo trade cap for range instead of DPS for range. This makes sense, currently Blaster which can only be used in extremley short range are penalised for using them in extremly short range because it cost them more cap to do so. That does not make sense, the longer the range the more cap you use, this is how hybrids should work. This should also be combined with reducing hybrid ammo load time from 10 to 5 seconds so that they can easier switch out ammo to actually utilize this while fighting.

until then
Blasters will still be useless in fleets because they cant engage/DPS at normal fleet ranges,
Rails will still be useless because their DPS is sub-par at normal sniper fleet ranges.
SImply the negatives still outweigh the positives by a large factor.
Little Fistter
Ordo Rosa Crux Templaris
#348 - 2011-10-31 22:18:28 UTC
JC Anderson wrote:
.....Taranis.

I have a feeling we will be seeing a lot more of them.



Taranis? Its a throwaway tackler. Dosen't do as much damage as any other ceptor and ceptors suck compared to faction frigates and Assault Ships.

Enyo is a better blaster ship.

Taranis lacks defenses, die in seconds, only two drones and no power or cpu for good guns.

Taranis is a fail-mobile!

Should have a 100% damage bonus and some dam armor to give it half a chance of not getting alphaed!
ArmyOfMe
Stay Frosty.
A Band Apart.
#349 - 2011-10-31 22:24:49 UTC
Sizeof Void wrote:
Nimrod Nemesis wrote:

Spoken like someone who's got no experience flying a hybrid platform.

I suppose so. I've only been flying Gallente gunboats for 3.5 years, with 18 million SP in guns. I apologize for being presumptuous.

Well ive flown blasterboats for over 8 years, and have allmost twice your sp in gunnery, so that argument kinda failsBlink

And this buff is not even close to enough to fixing blasterboats tbh.

Our ships are slow as hell, and becomes even slower once u put on the standard buffer or active tank fits.
Our dps is also not good enough considering the rather ****** range we have compared to the other races.

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Max Von Sydow
24th Imperial Crusade
Amarr Empire
#350 - 2011-10-31 22:25:13 UTC
Little Fistter wrote:
JC Anderson wrote:
.....Taranis.

I have a feeling we will be seeing a lot more of them.



Taranis? Its a throwaway tackler. Dosen't do as much damage as any other ceptor and ceptors suck compared to faction frigates and Assault Ships.

Enyo is a better blaster ship.

Taranis lacks defenses, die in seconds, only two drones and no power or cpu for good guns.

Taranis is a fail-mobile!

Should have a 100% damage bonus and some dam armor to give it half a chance of not getting alphaed!



wat
ArmyOfMe
Stay Frosty.
A Band Apart.
#351 - 2011-10-31 22:29:57 UTC
Svennig wrote:
Haulin Aussie wrote:
Large hybrid ammo is also way too many m3 compared to others. could this be looked at too please?


not empty quoting.

also this

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Vyktor Abyss
Abyss Research
#352 - 2011-10-31 22:32:07 UTC
Good changes, long overdue.

One last "Gallente buff" would be to look at drone bandwidth again, and promote more drone specialised ships again.

75 mw on the Eos and Myrmidon could/should be returned to 125 mw, perhaps at the expense of turret hardpoints.

Cheers.
Joelleaveek
Center for Advanced Studies
Gallente Federation
#353 - 2011-10-31 22:32:25 UTC
i disagree that blasters need more range. Short range in their niche. What may help is if the current ammos that give increased range did a reasonable amount of damage. Then maybe I'd consider using them over antimatter.

The proposed 10 m/s speed increase isn't enough though, as has already been stated. Minmatar ships will still be able to maintain range.
Little Fistter
Ordo Rosa Crux Templaris
#354 - 2011-10-31 22:34:24 UTC
Ganthrithor wrote:
Pretty pleased with all the listed changes. Looking forward to flying all the web-bonused hybrid platforms this winter.

Love the across the board T2 closerange ammo reform. I'm hard just thinking about it.

One request for an additional change: the Thorax and its derivatives all need an additional mid-slot. This would allow them to do scram/web/booster/propmod in an armor configuration or scram/2x lse/prop in a shield configuration. Both are sort of necessary for their respective roles (a slow armor setup needs that web, an unbonused shield tank needs 2 LSEs to get an acceptable quantity of EHP). Personally I would also apply +1 mid to the Vigilant as well, since its current configuration makes it "useable" rather than "better than average"-- not what you'd expect from an extremely expensive faction cruiser. The Deimos and Thorax definitely need a fourth mid though... like *need* need.

I always find myself shedding a tear for the Deimos in particular-- with another mid it would be such a fantastic workhorse HAC for people who are hard for closerange obliteration, but as it is it's just too useless. It wants a scram/web/sensor booster or injector (depending on the type of armor tank you use) in an armor setup and a scram/dual LSE/prop configuration for a shieldtanked nano setup. Either of these would be very practical and fun to fly. Instead, with its current layout, the Deimos' only use is as a dirt-cheap, second-class citizen sniper HAC approximation that is outperformed significantly by every other HAC but at least manages to be cheap.



THIS is TRUE! 'Rax needs mid slots, some speed and a better drone range. Used to be a "Rax was a great drone boat. Now it just a bit too old and slow for much of anything. More drone bandwidth! A Gila has 125 drobe BW, why not a Rax?

And Deimos and its siblings, if you're not going to fix them take them out of the game, they are useless as-is!
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#355 - 2011-10-31 22:37:07 UTC
Your forum software is ****, CCP.

/me starts again... less coherent this time though.

It's good to see you looking at hybrids, but these changes still don't give people a reason to use them on the cruiser and BS scale. You've hardly addressed the problem of actually getting into blaster range against faster, long-ranged AC ships, although I am glad to see you acknowledge it. Nor have you given blasters a sufficient damage advantage close up, over Pulse and ACs, to make them worth using, to compensate the difficulty and danger inherent to going into web range. Currently, ACs can do blasters' job about as well as blasters, with no cap use, selectable damage types and immense falloff to boot, and your problem is that the blaster changes don't alter this fact.

There's still no reason to use rails. They have no role - or rather, their role can be performed almost as well by other, more flexible weapons. Long-range work doesn't really exist, thanks to the 249 km cap, instant probing and on-grid warping. And if it did exist, Tachyons on optimal-bonused hulls would still do the job just as well, but with far greater flexibility and more damage at closer ranges. At closer range, Caldari railboats, the supposed rail specialists, will be outdamaged by the Gallente hulls, and both offer no significant advantage over the much more flexible artillery and optimal-bonused Scorch.

Small hybrids are basically fine, don't touch them.

To get people using hybrids again, you've got to make them worth using. You can argue that hybrids are actually well balanced, because they have well-defined roles; it's the power-creep of the other weapons, encroaching into blasters' niche (AC hull speed, AC damage, tracking and ammos, Pulse tracking) and rails' niche (Tachyons, optimal-bonused hulls, impossibility of maintaining range) that are causing the problems.

In my mind, you can't fix hybrids without significant nerfs to projectiles and lasers. If I'm right, this "fix" will fail. At least if that does happen, you'll then have the evidence you need to rebalance the other weapons... although hopefully you won't wait another two years. P
Bhaal Chinnian
#356 - 2011-10-31 22:37:52 UTC
Excellent!!!!!

But.... as a side note, SINCE Gallente ships are Drone specialists, could you at least increase the drone bandwidth for the Myrmidon(and drone proteus fit) to 125?
kthxbai

'A Good Plan executed today is better than a perfect plan executed next week'-- George Patton

Digital Gaidin
Manetheren Rising
#357 - 2011-10-31 22:39:15 UTC
xAbsocold wrote:
Most Gallente ships get +10 to speed, including some already zippy ships, but the Myrmidon doesn't even get a +5?!

Poor Myrmidon, repeatedly hit with the nerf bat, ignored by the buff fairy.

I've got $10 that says after this change goes live that the Hybrid buff not going far enough plus the Myrmidon not getting a speed boost means that this poor Gallente ship will still be equipped with Minmatar guns. And will still suck :(

Calling it now, a Myrmidon will still be better using its current fit with Projectiles, than with Hybrid even after the changes...

Vyktor Abyss wrote:
Good changes, long overdue.

One last "Gallente buff" would be to look at drone bandwidth again, and promote more drone specialised ships again.

75 mw on the Eos and Myrmidon could/should be returned to 125 mw, perhaps at the expense of turret hardpoints.

Cheers.

Add the Hyperion to this list, as 100 bandwidth basically makes this a pre-gimped battleship, and the Proteus as its pointless to have a Drone T3 with only 4x Heavy's... Cry
Dunmur
Tempered Logic
#358 - 2011-10-31 22:44:01 UTC
Considering this "buff" took the better part of 2 years to get. The buffs are so weak and in the case of blasters completly sidestep the issue, to top it all off they buff projectiles also. I'm so disappointed in ccp i am tempted to cancel my accounts and wait the 2+ years for ccp to finally realize how to fix this :(
Tanya Powers
Doomheim
#359 - 2011-10-31 22:45:27 UTC  |  Edited by: Tanya Powers
Joelleaveek wrote:
i disagree that blasters need more range. Short range in their niche. What may help is if the current ammos that give increased range did a reasonable amount of damage. Then maybe I'd consider using them over antimatter.



When the reload time is fixed to 10 sec

Then your tactic is just change ammo to scratch paint from longer distances?

You can't fix blasters if you're not able to pick the only available choices, and those are hard:

- Give them enough range to be usefull in close/med range combat

- Give them nuclear warheads dps and keep the crap distance

- Increase significantly speed with AB or MWD bonus (one of them not both oc)

- Give them bonus to web and scram range or strgth for web only

Now you have to pick 2 of the above like it or not.

If you don't everything you're doing is some makeup, by the same time you buff projectiles even more. Now the hybrids buff looks like what?

I'll still be flying Minmatar over my first race tbh hybrids buff or not at the current state. Sure I'll fly some here and there just for lulz but when I get back to serious business, I'll pick Minmatar and Angel (my Cyna will love the projectiles buff, he was not overpowered enough)
Galmas
United System's Commonwealth
#360 - 2011-10-31 22:48:25 UTC
Many thanks and best regards from a dedicated gallente pilot. Keep going, you are making it better and better again.
ShockedOopsTwistedBear