These forums have been archived and are now read-only.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
Dunmur
Tempered Logic
#421 - 2011-11-01 02:22:37 UTC
Jeffrey Powel wrote:
Sizeof Void wrote:
Not true. The standard tactic for a blaster ship pilot is to warp to 0 on the target (and not at max disruptor/scram range), web/scram the target, drop drones and apply overheated blasters before the target can putter away at webbed speeds.
....


And your forget the "to pray" parts.
Pray you will land at 0 and not a 5km, pray to don't be jammed cause you will be unable to hit or run after a falcon, pray the target don't have neutz cause your gun don't work whithout a lot of cap, pray they don't have a logistic cause at 50km you simply can't do anything, pray it's not a trap cause if it is you can't escape cause you always fight at web/scramble range ect, ect....


couldn't have put it better myself Lol
Sorran Tor
Native Freshfood
Minmatar Republic
#422 - 2011-11-01 02:24:50 UTC
Wait wait wait

...since when was the Ishtar a blaster boat? What?
Stumanum
Mercatoris
#423 - 2011-11-01 02:34:18 UTC
Big smile Just wonderful! I especially like the tracking boost to blasters.

Stum
MotherMoon
Tribal Liberation Force
Minmatar Republic
#424 - 2011-11-01 02:37:40 UTC
MeBiatch wrote:
MotherMoon wrote:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1431186&page=1#1

My assembly hall post before the old forum got shut down had about 70% thumbs up.

The idea is to make blasters shotgun damage. Meaning the closer you are, the more raw dps they do. This would mean medium do 20-30% more damage when within 50% of optimal. The same dps when outside of optimal.

And then , instead of falloff decreasing the chance to hit, it would only reduce the damage blasters deal. Because shotgun blasters as we all know move in a cone. So the closer you are the more hits you take, the farther away you are the less hits you take. However the cool part of this plan is optimal range is based on the size of the target. If your trying to shoot a target with larger sig radius than your guns, than their effective optimal range is greater. Since the cone of damage gets larger as it travels, damage is directly linked to how far away the target is, and how big it is.



Think the way they balance shotguns for any fps title.



If your in a frigate trying to hit a battleship, then hell why not, you now have 12-15km range on your small blasters. Which allows you to tackle and still put on some dps.


the problem with that is that falloff is in the chance to hit formula... but that is only half of the applied damage formula...

pretty much chance to hit = 0-1 and it goes against x which is a random generated number between 0-1.... if x is greater then chance to hit you miss...


but that isn't how the missile formula works. My idea is to make blasters a thrid weapon system, finally adding more than 2 weapon types to eve.

http://dl.eve-files.com/media/1206/scimi.jpg

Creat Posudol
German Oldies
#425 - 2011-11-01 02:45:35 UTC
Xenuria wrote:
Consider the following...
You have a pilot with all skills at 5

A single tech 2 medium drone with ship bonuses does more damage in 1 hit
Than
A single tech 2 medium Hybrid Blaster with ship bonuses and tech 2 ammo


Should something like a drone be doing more damage then a single blaster?


Yea of course. You can only have 5 drones, but you can have up to 8 blasters. Also, you can use a magstab, there is no equivalent for medium drones (or any drones, except the sentry damage rig, but no module). Drones are supposed to be a primary weapon system (I really wonder when this is gonna be reflected by modules...), they need to do as much damage as other weapon systems but are hard-limited to 5 (sub capital at least) vs. 8 for guns.

Sorry, really bad comparison....
Phox Jorkarzul
Deep Void Merc Syndicate
#426 - 2011-11-01 02:46:39 UTC
I will admit first that i did not read all the threads but I did read 12 pages.

What i suggest is keep the current boost that you are planing. I can agree with them, keep the speed boost I can agree with that. But when you look at boosting the Gal. ships make them different than any other race in the game that you cover that giant explosion hole in their armor. Bosst the base to 25 in stead of ten. Now while this seems extreme, it will give the Gal pilots that extra hp to get into fights and to be good in PvP again.

Blasters for life

https://neverpheedthetroll.blogspot.com

Mariner6
The Scope
Gallente Federation
#427 - 2011-11-01 02:49:54 UTC
Ugleb wrote:
Quote:
Javelin, Gleam and Quake (all sizes): Removed tracking speed penalty, added 25% tracking speed bonus

Hail (all sizes): Removed falloff penalty


Speaking as a Minmatar, I hereby declare my love for CCP Tallest. Cool

Very nice to see CCP identifying an related issue and taking the time to address it there and then. Good stuff.



He's right! Way to go CCP. This buff to Minmatar is actually more of the real story here than the improvement to hybrids. The more I look at that, it makes them absolutely dominating. Well, they already were but now.....
MeBiatch
GRR GOONS
#428 - 2011-11-01 02:50:58 UTC  |  Edited by: MeBiatch
MotherMoon wrote:


but that isn't how the missile formula works. My idea is to make blasters a thrid weapon system, finally adding more than 2 weapon types to eve.



i dunno sounds like you want directional smart bombs... it could be cool... but remember shotguns have more then one ammo type... you have slugs too..

so how about making some of the ammo types directional smart bombs that have a 30 degree arc and the others are traditional ammo types...?

or how about making it a script? put it in and you have the bird shot... turn it off and you have slug...

edit:

you know what directional smart bombed based ammo is an outstanding idea...

check it out... blaster nieche could be warping in on a blob and making the logi pilots nuts doing 800 dps in a 30 degree arc out to 10km where at like 0-1km its doing 1k dps and as it goes out to 10km it goes down to 400dps...

think disco domi with a new "direction" in lifePirate

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Bomberlocks
Bombercorp
#429 - 2011-11-01 03:11:12 UTC
Thorax, Brutix and Deimos all have 50m3 drone bays and as such can field 5 x ec-600 ecm drones. If they can get in range in a small fight, they'll usually have the upper hand if fit like that. Simply comparing blaster range ignores some of the other features and weakness of blaster ships.

Also with the changed fitting requirements to hybrids, instead of switching to a full Neutron gank fit, one could of course stick to Ions and fit a better tank.

Additionally, the Thorax and Deimos, with their strange MWD bonus and now a slight speed and agility bonus seem to be crying for kiting rail fits, now that rails do more damage.

The Eagle might, with some imagination, make a fine kiter using rails and TDs in the mids.

I think the hybrid changes are not perfect, but they need a chance to play out in game before the get changed again.
Imawuss
The Scope
Gallente Federation
#430 - 2011-11-01 03:16:06 UTC
I'm disapointed with CCP yet again. With all the ideas that have been put forth by the community, ie: short range arty long range AC's or extremely short range deathrays that kill all out to 10km but not any further or changing falloff mechanics to work like a shot gun where you always hit but do less damage or changing ammo to work on more cap for more range instead of less damage for more range. Wether you like these ideas or not they are at least unique in their own ways and add to the diversity (or increase their niche effectivness) of the hybrid weapon system as well as make them more useful.

So what does CCP give us?
something that could be done by 1 developer in 1 day. They boost a few stats on the weapon system while not even addressing the main issue with them. As someone put it, its akin to rebuilding an aluminum a car out of carbon fiber and adding a spoiler to reduce weight and handling while forgetting you designed the thing with square wheels and saying that the new features make it viable in races. How much work does it take to go in and change those stats?

99% have spoken these changes dont go far enough, the community has given many great and varied ideas on fixing hybrids. Now CCP lets see if you are truly listening to the community as you say you are now doing.

Digital Gaidin
Manetheren Rising
#431 - 2011-11-01 03:21:52 UTC  |  Edited by: Digital Gaidin
Imawuss wrote:
So basically, you want Gallente to be to be useful only in small fleet vs 1 ship gank situations? Because you need to have 1500 dps in one ship for that to work right... all other situations you will be kited and killed @15km becuase you are slower and cant get into web range without help from another ship. In fleet situations your are useless. If this happens Gallente will only be useful in 5% of combat situations. I'm sorry not acceptable.

I propose to view it through the following lens: Think of all the roams you've gone on with 4-8 pilots looking for small gangs to kill, or for the midsize roams of 20v20 where you hit that magic moment where a "real" fight happens... you know, where one side isn't just ganking the other but a true match-up of skill has arrived? The fights where one side feints as if running, hostiles pursue through the gate to follow, you about face and engage and have a rolling battle 10-40km off the gate. Yea... those.

If blasters are given the option to be the end-all be-all of close range combat, we introduce a weapon system that could seriously shake up everything from solo to small gang warfare to larger fleet tactics. Give numbers of blaster ships the ability to actually break the tank of a Logistics supported Battlecruisers/Battleships. Give them the ability in small gang warfare to significantly pressure a few logistics ships and push them to their edge of capability by themselves. Sure, Gallente ships using my proposed changes wouldn't be any faster than they are today, but the idea is that when they catch you there should be significant pain brought forth the likes of which EVE has not seen in a long while. Ships should melt under blaster fire (even with Kin/Therm tanks), but that should only occur when Gallente ships catch their prey. Sure they can be kited, as that WOULD be the ideal way to tank a blaster ships' DPS. A good move by the blaster pilot or a bad move by the kiter should either provide the blaster pilot the opportunity for a kill or for a hasty exit. THIS would provide versatility in the combat sphere across frigate, cruiser, and battleship classes without hurting existing weapon systems. This *might* provide a shake-up of the Alpha or Highly tanked setups that exist today, and if anything can do it, it just might be this.

I only ask that CCP doesn't try to stick blasters in the same box as Projectiles and Pulses. Missiles are a monster all their own, and easily left out of this discussion. With Pulses and Autocannons, there is reason enough to use one over the other, but if blasters get shoved into the "mid range" envelope with increased range and DPS, something is going to break. With the versatility and flexibility provided by Autocannons, they will still be used the same way they are today. The trouble with blasters vs. pulses however is that one simple question will be asked: which is better? The one that is not will never be used except by the stupid pilot who trained the wrong skill (see Hybrid pilots today). Even worse, if two weapon systems align across racial boundaries (their DPS curves and corresponding alpha for engagement ranges roughly match), we start to water down the combat diversity that exists in EVE today (see lack of real diversity among other MMORPG DPS classes).
Collin Dow
Glorious Revolution
#432 - 2011-11-01 03:41:35 UTC
The concept of CCP taking it slowly, and not turning hybrids into OMGWTFBBQPWN machines is nice in theory, but I just worry that we'll get a set of sort of, kind of buff that will make our weapons just a little bit less worthless, and then CCP will forget about hybrids for another few years, and maybe boost ACs and arty some more.

The Glorious Revolution is a great (awful) corp, and you should (not) join today, comrade!

Imawuss
The Scope
Gallente Federation
#433 - 2011-11-01 03:52:15 UTC  |  Edited by: Imawuss
Digital Gaidin wrote:

I only ask that CCP doesn't try to stick blasters in the same box as Projectiles and Pulses.


I fully get this, i just dont prefere your plan to others. Its not a bad idea i just think some of the other ideas suggested keep the uniqueness of Blasters while adding more survivabilty/versatility and use less warp to 0 and pray tactics. I do however prefere your plan over what CCP has put out, which i feel is half assed and probably took 1 dev 30 minutes to come up with and then maybe a few hours to implement.

On another note Hail gets a huge falloff buff by removing the -50% falloff modifier thus making AC's even better at range and applying their DPS, meanwhile void..... but hey at least our railguns will track better with javelin so we can fully apply that 300 DPS! i mean 330 DPS with the new buff. As it stands now i think AC's got a better buff than blasters.

All skills equal until i can look at my myrmidon and actually have to think hrmmmm should i put blasters or AC's on this bad boy then Blasters are not fixed.
Turnap
Science and Trade Institute
Caldari State
#434 - 2011-11-01 04:13:24 UTC
Господи!!! ССП вы что творите? Я понимаю что это ваша игра и вам решать что делать но включайте голову,такое чувтво что вы не играете в еву. Какой смысл бустить трекинг если мегатрон как ни мог никого догнать так и не сможет, реилганы????? Пока арта в ваших лагах будет давать такую альфу про рейлы невспомнит никто,почему не измените слейв? У вас из за этого комплекта в крсмосе не летают матарские и калдырские капитал! Вы этого не видете?
Зачем улучшать хеил патрон??? Он сам по себе хорош а теперьон даже фракцию переплюнет,почему не улучшить антиматерию??? Если вы НАСТОЛЬКО не любите галентов выводите ихиз игры то что вы с такой холатностью относитесь к еве вам чести не делает.
Mors Sanctitatis
Death of Virtue
#435 - 2011-11-01 04:22:27 UTC
CCP Tallest:

The tracking increase resolves some of the issues that the web nerf uncovered. Compared to the original 90% webs, a 60% web with a 20% increase in tracking is back to around the effectiveness of an 80% web with no tracking bonus, so that's about where it should be.

This still doesn't fix the lack of DPS. The 5-10% more peak DPS that blasters have over lasers and ACs doesn't make up for the incredibly short range. The answer isn't to increase the range but to drastically increase the damage. Blasters need to deal massive *massive* DPS at very short range.

I used blasters pretty much exclusively for a little under five years. When the web nerf showed up, I put away my Hyperion, never to be used again. Give blasters a role, a very narrow niche, where they excel far beyond anything else. Right now there's just "too much of the same". You're creating the gaming equivalent of oatmeal.

Also, I thought this was supposed to be a blaster thread. Of all the T2 ammo you choose to fix, you pick PROJECTILE ammo? What about Void? It's the most useless ammo in the game! Remove the tracking penalty, increase the DPS and increase the cap use.

As has been said before- The posted changes could have been knocked out in an afternoon by a single dev. So far this expansion feels very last minute and thrown together.
Prester Tom
Death By Design
#436 - 2011-11-01 04:26:54 UTC
Hello 400 dps Enyo
Bubanni
Primal Instinct Inc.
The Initiative.
#437 - 2011-11-01 04:36:46 UTC
One change that might be needed also to the ammo itself, would be the m3 each unit of ammo uses.

as an example, projectile ammo uses half as much m3 as hybrid ammo
http://wiki.eveonline.com/en/wiki/Hail_L vs http://wiki.eveonline.com/en/wiki/Void_L

While artilery fires much slower than railguns... (and in ofc autocannons are faster than blasters) but I personly think it would be ballanced to make the hybrid ammo just as "small" as projectile ammo... 0.025 m3 (instead of 0.05 m3)

I heard others suggest this before, main reason being to add some ballance to the gallante ships in regards to how many cap booster they can carry

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Gynoceros
Royal Amarr Institute
Amarr Empire
#438 - 2011-11-01 04:36:52 UTC
These changes are a nice start, but, as others have already said, I don't think you can truly fix blasters as long as armor tanking has such a huge impact on speed and agility.

BTW, while you are looking at T2 ammo, Null needs a buff. Null only gives a 25% boost to effective (optimal + falloff) range while the 50% bonuses to optimal and falloff for Scorch and Barrage, respectively, represent ~40% boost to total optimal + falloff. For example:

Heavy Pulse Laser II (Base): 15km + 5km
Heavy Pulse Laser II (Scorch): 22.5km + 5km
Total boost to optimal + falloff: 37.5%

425mm AutoCannon II (Base): 3km + 12km
425mm AutoCannon II (Barrage): 3km + 18km
Total boost to optimal + falloff: 40%

Null either needs a boost to its range bonuses, or some other bonus to bring it in line with Scorch and Barrage.
MeBiatch
GRR GOONS
#439 - 2011-11-01 04:39:52 UTC
Mors Sanctitatis wrote:
CCP Tallest:

The tracking increase resolves some of the issues that the web nerf uncovered. Compared to the original 90% webs, a 60% web with a 20% increase in tracking is back to around the effectiveness of an 80% web with no tracking bonus, so that's about where it should be.


you forget that when a mwd is turned on your sig radius ballons... it was not just the 90% web it was the fact there was an active mwd... now if you are under 10km there is a garentee there are scrams so so sig radius bloom:(

thats why you need more 37.5% or more for blaster to work without scrams on...

Mors Sanctitatis wrote:

This still doesn't fix the lack of DPS. The 5-10% more peak DPS that blasters have over lasers and ACs doesn't make up for the incredibly short range. The answer isn't to increase the range but to drastically increase the damage. Blasters need to deal massive *massive* DPS at very short range.

I used blasters pretty much exclusively for a little under five years. When the web nerf showed up, I put away my Hyperion, never to be used again. Give blasters a role, a very narrow niche, where they excel far beyond anything else. Right now there's just "too much of the same". You're creating the gaming equivalent of oatmeal.


right now imagine that hyperion with the megathrons tracking and 8% more dps with 50% more alpha and 15% more falloff...

or put in the script that turn it from slug to bird shot... and now you have a shotgun effect directional smartbomb that hit for max damage inside optimal range but looses damage fast in falloff...

Mors Sanctitatis wrote:

As has been said before- The posted changes could have been knocked out in an afternoon by a single dev. So far this expansion feels very last minute and thrown together.


I know eh?
ever since the nefarious fearless leak it seems that CCP have been tamed and are now the cowardly lion from the wizard of oz Oops

We want a ccp that is not afraid to try new things...
be bold and let us the players test out and help change the game in a positive way...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Digital Gaidin
Manetheren Rising
#440 - 2011-11-01 04:56:29 UTC
Mors Sanctitatis wrote:
As has been said before- The posted changes could have been knocked out in an afternoon by a single dev. So far this expansion feels very last minute and thrown together.

To be fair, a metric @%*#-ton of changes have happened at CCP in the last few weeks, including EVE getting a major refocusing as far as company attention went. In may be being thrown together a little fast, but for the most part I think we can all agree that this much attention towards this upcoming expansion is a welcome change from the past few.

To those at CCP... you have made a kick ass game. We speak up because we care, as cheesy as that sounds, and all these :words: that we put down on this forum are just us trying to say "what you showed us is cool, but we think you can do better!"

If you are still listening on this thread, a little nod that says "Hey, these changes are final! It's better than it was and we'll re-evaluate after we see this in action" or "Hey, we're talking about this some and evaluating a few more ideas" wouldn't hurt... Blink