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New dev blog: Hybrid weapon and Tech II ammo balancing

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Author
Hyrath Rotineque
Dagger-1
The.Enclave
#441 - 2011-11-01 05:20:32 UTC
Digital Gaidin wrote:
If you just boost the speed of Gallente ships as a crutch for a broken weapon system, you aren't really fixing the problem, and gallente ships will either remain pointless or pass a tipping point where they invalidate one or more other races comparable ship types.

Pretty much sums up my thoughts.
Mors Sanctitatis
Death of Virtue
#442 - 2011-11-01 05:26:21 UTC
Digital Gaidin wrote:
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


Digital-

It's a good start. The only way we'll know for sure if this is the start of something good is to be here two years from now and look back on it.
Vrabac
Zawa's Fan Club
#443 - 2011-11-01 05:29:55 UTC
While blaster/gallente boost was something badly needed and generally speaking I like it's finally happening, I got to admit I was disapointed with the lack of understanding of the issue shown in the devblog. Not surprised mind you, ccp keeps showing they don't know anything about their game, but still disapointed.

Tracking? Really? Repeating the line which was repeated over and over, I suppose ccp thinks that just because many people say something it's true. Since they apparently have no actual knowledge of their own to base their changes off, they are going for this sort of "safe bets" that aren't safe at all. Tracking. ffs

"Hail sticks out as terribly underpowered"... this is just... idk what to say really. Hail was the single useful close range t2 ammo even before the silly dominion change. Terribly underpowered... Maybe the person who came up with this brilliant conclusion was the same who concluded projectiles needed their ridiculous dominion boost? Are you aware autocannons with hail loaded are by far better blasters than blasters are? How about you sack these people instead of the community team? Community team at least had no clue or influence over game's development and was harmless as such.

Boosting rail's dmg looks good to me. Is it too much or no I honestly don't know, haven't used them much. Blasters however, while reducing their grid requirement obviously enables fitting larger guns and doing more dmg, imo will still suck. Reason is that their damage simply won't be better than other close range turrets. This is mostly due to dmg types they do (they are close to useless against 2 out of 4 t2 resits while also being less than stellar against both shield and armor t1 tanks), lack of low slots on the ships that more often than not prevents usage of 3 dmg mods, shielf buffer glass cannons aside, and the difficulty of fitting largest guns. Only 1 of the 3 issues will be solved with this change. So while it is a step in the right direction it's not enough to make them competitive. Autocannon boat will still shred a blaster boat to pieces at close range, doing close to equal or equal dps of more favourable type while at the same time having good kiting potential giving it options. Blaster boat will still be close range only, as it should be, and once it does get into its range and get it's target "where it wants it" it will still be only equal at best, without any advantage to speak of.

So yeah, gallente boost is good, I'm just hoping it's done properly.

Rip Minner
ARMITAGE Logistics Salvage and Industries
#444 - 2011-11-01 05:36:16 UTC
O hell ya this is awsome man!!!

And I love the way your not only going to help fix Hybird Tech 2 ammo but all of them. Thx u! Thx u! Thx u!

I realy think this is a very good way to balance this as well. Nothing all to radical at once just a hand full of small twikes.

Awsome awsome job guysBig smile

Is it a rock point a lazer at it and profit. Is it a ship point a lazer at it and profit. I dont see any problems here.

Sizeof Void
Ninja Suicide Squadron
#445 - 2011-11-01 05:40:09 UTC
Jeffrey Powel wrote:

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....

lol... you must do a lot of praying, then. This nonsense happens to every ship in the game, not just blaster boats.

Warp to 0 does not literally mean exactly 0 km. But, if you prefer "warp to target, within blaster range", then fine. And, jumping to any range is imprecise, so if you are just as likely to miss landing within disrupter or scram range, if you try to cut it too close in order to also stay out of range of your opponent's weapons.

A falcon will jam any solo ship in the game, except for titans and super carriers. And falcons always run away from drones, which most blaster boats carry.

Neuts will also shutdown ABs, MWDs, armor/shield reppers, invul fields, scrams and disruptors, lasers, etc. - not just blasters. The Curse is a pain-in-the-arse for most ships (except perhaps for the passive shield tanked Drake or Myrmidon).

If one ship is being supported by a logi, and the other is not, then it probably would not matter if the solo ship is blaster fit or fit with autocannons.

If it is a trap, then what's the point? It doesn't matter what guns you fit, or what distance you warp to, or how fast your ship may be, or how awesome you can tank. Why? Because it is a trap, stupid!
Sizeof Void
Ninja Suicide Squadron
#446 - 2011-11-01 05:57:13 UTC
Bomberlocks wrote:
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.

Exactly. The significant change in the fitting reqs for hybrids opens the door for completely new loadouts, and new surprises - which will become more evident once the changes go live and players get creative.
Misanth
RABBLE RABBLE RABBLE
#447 - 2011-11-01 06:06:51 UTC  |  Edited by: Misanth
Dierdra Vaal wrote:
Quote:
Before we start looking at armor tanking issues or individual ships, Hybrid weapons as a whole need to be boosted up to a level where using them becomes desirable.


What made you decide the weapons themselves were the issue, rather than the ships (hybrid ship maneuvrability, tracking bonuses, engagement ranges, etc)? I'd be very interested to see what research process you guys use to find the 'weak spots' in current balancing/game design problems.


That, and also two more things:
1) I really hope that CCP will monitor this carefully and actually iterate on it (hybrid as well as ship changes), especially at 3 and 6 months period after release. (not their usual "maybe in 3 years" approach).
2) As other people pointed out regarding the ammo, it is a dull approach as it makes the races more similar. That same goes for ships, if Gallente ships gets too agile and too fast, suddenly where's the racial differences?

It's interesting changes for sure, I have several pilots myself with t2 large hybrids - but unlike other people I actually use them and think they are strong today. These changes will make me even more happy. I'd actually preferred a look at the drone boats, they need more love than the blasters did. But rails, they really needed love. Noone snipes anymore and they're (at best) underwhelming in PvE. A rail buff would've made sense, kept blasters as they were, and a look at the drone boats (imho).

AFK-cloaking in a system near you.

J T Kirk
Sebiestor Tribe
Minmatar Republic
#448 - 2011-11-01 06:12:37 UTC
I like how someone before was comparing a hurricane to the brutix, and complaining that the hurricane was still substantially better.
Try comparing the Brutix to the CYCLONE... you know tier 1 battlecruiser with tier 1 battlecruiser. I dare say the Brutix will come out on top (but I'm just guessing here)

Or I guess you could all just continue to nut off about changes that we haven't even had a chance to try in action yet. Yeah that's probably the more sensible thing to do :)
Mors Sanctitatis
Death of Virtue
#449 - 2011-11-01 06:18:36 UTC
Sizeof Void wrote:
Bomberlocks wrote:
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.

Exactly. The significant change in the fitting reqs for hybrids opens the door for completely new loadouts, and new surprises - which will become more evident once the changes go live and players get creative.



Back in the day, Hammerhead, in his infinite wisdom, decided to add +2 CPU to T2 EANMs. What this did was specifically cripple a very decent T2 Neutron Megathron fit. The choice was to then use (very expensive at the time) True Sansha EANMs for their better CPU, or drop one T2 EANM for a T2 ANM and lose a huge amount of EHP and RR endurance.

Now that the CPU requirement has been reduced, I think we'll see more effective and less expensive fits for blaster ships. I'm really looking forward to seeing how far I can push things.
Otto Schultzky
Garoun Investment Bank
Gallente Federation
#450 - 2011-11-01 06:47:27 UTC  |  Edited by: Otto Schultzky
Posted stats are an improvement, but I am afraid no amount of buffing/ boosting will make Dual 150mm and Dual 250mm rail guns useful. So they might as well just get rid of them or drastically redesign their role.
Pattern Clarc
Citeregis
#451 - 2011-11-01 07:02:29 UTC
ATTAKowl wrote:
I want to see the Rokh with a better drone bay. It is a battleship and should perform like one.

Got to say having looked at the numbers this wouldn't be a bad idea.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

MotherMoon
Tribal Liberation Force
Minmatar Republic
#452 - 2011-11-01 07:06:38 UTC
MeBiatch wrote:
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


That;s brilliant. Also you got my idea spot on. Directional smartbombs.

I also like your ideas on how you could switch scripts. Maybe what blasters need is a completely new idea. Ok hear me out. What if blasters and hybrids get a debuff even, and are on purpose weaker than all other weapon systems.

HOWEVER, all hybrids can change between blaster and railgun Mode. Thus they would be the lowest end damage wise, and other ways, but they would be about to dock in the ship, and come out as the other type.

Being able to choose range and dps to that degree would make it wroth being so weak?

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

Berendas
Ascendant Operations
#453 - 2011-11-01 07:07:53 UTC
These buffs are minor at best. Gallente ships are still going to be way too slow and vulnerable to take advantage of hybrids (which will still suck anyway). CCP better make some bigger changes than this meager bone they are throwing us.
Kai Lae
Karmunism Limited
#454 - 2011-11-01 07:22:02 UTC
Gypsio III wrote:
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


This, and lol at Gypsio for not writing out his poasts in word before posting them because of CCP's horrible forum software. More than a few of us have been going over blaster/hybrid issues in https://forums.eveonline.com/default.aspx?g=posts&t=14433&find=unread - have the devs been even paying attention to this, or have they once again done a :CCP:? It's not just tracking for blasters, and damage for rails. There are multiple interlocking issues requiring adjustment:

1. Blaster damage - you've got to have the facemelting™ aspect to compensate for the disadvantages of the weapon system. Currently you don't got it.

2. Mobility of the blaster platform. If you can't catch it, you'll never kill it. On the other hand, it can't be sustained mobility because this is the realm of minmatar. Gallente need dash speed - a short, high speed sprint to target, followed by facemelting™. They can't have sustained high speed or everything and anything will get caught and there's no counter to it. In addition the simple fact is that currently speed is such an issue that only ships generally of cruiser size and smaller with blasters are viable because the bigger you get, the slower you get, and the worse off this becomes. 850m/s MWD speed on a battleship doesn't cut it.

3. Rails with super fast probing, 250km lock limit, and 150km warp range aren't useful as they once were. Even if they didn't have these issues, they still could use ammo changes so that as range increases, the damage compared to other weapons becomes proportionally better.

4. Something that all gallente players know, but CCP has so far refused to acknowledge, is the horrible imbalance that armor rigs add to the game with regards to amarr/gallente playbalance. Currently armor rigs nerf speed, which for any gallente ship is a killer. You can't take an already slow ship overall (especially in larger hull classes) and then make it even slower. This makes a bad situation even worse. Conversely, an amarr ship literally doesn't care, because while it's quite slow, huge EHP and the ability to hit the target well out to mid ranges with pulse lasers mean that it doesn't need speed, it can hit you without needing to get close. The speed penalty to the rigs needs to be dropped - change it to shield HP reduction. Shield rigs also need similar treatment but that's another topic.

5. Active tanking? Plates/rigs slow down ships, which is a no-no for gallente. Can't catch it, can't kill it. This means that active tanking becomes default in many cases for gallente ships, because it doesn't reduce speed - plus of course the ship bonuses that "advantage" these fits. This also needs to be addressed to make gallente more viable.

6. EW? Do CCP honestly think that after nerfing the crap out of damps - which was needed because of burn eden ravens and similar fits - that the fact that the actual EW gallente ships are ineffective at their supposed task, that this is a good idea? No one fits damps routinely other than bombers, which ought to tell you something about the utility of the module.

7. Drones? How about fixing the moronic stacking mechanics of non jamming drones so that they actually are useful? What about the fact that there are really only 2 flavors of useful damage drones - thermal, and explosive?

8. Ships - alluded to many times but you need to actually look at the ships as well. Myrmidon needs to become a BC sized domi. The drone variant of the proteus needs to actually be a drone variant, not a half/half setup like it is now. Deimos needs addressing, etc, etc.


In short, while the proposed changes are, well, a start, they're " a bit short". There's a hell of a lot more that needs addressing than what you've just covered.

Draahk Chimera
Supervillains
#455 - 2011-11-01 07:23:54 UTC
This is probably nice for lo-sec pirates, the people that hunt them and for faction warfare I guess? For 0.0 it doesent matter what you do to hybrids because of the difference between dps and alpha. Since the current setup-of-the-day is to use buffer and 20+ logistics in your fleets you can never rely on weapon systems with dps as opposed to alpha. In order to break say a drake supported by 20 scimitars you might need 50 or so canes, 30 tempests or 200 megas. Provided the latter could even catch the drake, witch they can't.

404 - Image not found

Tiger's Spirit
Templars of the Shadows
#456 - 2011-11-01 08:02:38 UTC  |  Edited by: Tiger's Spirit
Digital Gaidin wrote:
Dunmur wrote:
No matter how much you buff tracking/damage on blasters it will not fix them. If your enemy is flying faster than you and out of your range you could have 100,000 dps and if you cannot hit him 100,000 x 0 is still 0

Umm... warp out?

Jump/Dock?

Have your friend fly over and web him?

Overload your web/scram if your warp-in is bad so you don't get into this situation in the first place?

Use your drones to put DPS on him, and your active armor tank to take his hits...

--- oh, this is Nullsec ---

Tell your prober that he screwed up, and while your fleet warps off grid, tell him to get his act together and provide a better warp-in

--- oh, you're being ganked, have a long range point on you, and can't catch him, and aren't near a gate or station because you got your ass pointed while in a belt ratting in low/null sec ---

QQ



I proposed a way for you to kill him when he IS in range.

It's your piloting skills that needs to figure out how to make that happen.


Oh man. :D

"Have your friend fly over and web him?"

And what happen if he have friend too and his friend using a web on you too ? :DDD
Bring friend to webing your enemies a fail idea, that's not fixing blaster weakness to long distance. (Long distance with passable damage for Large blaster is max. 13-15km LOL) Use brain what will happen, when a faster ship keep distance at 20km.

Blasters not need more damage, just need better damage to farther distance. Or need their boats other bonuses like: + 5% scram range/lvl or 5%web range/lvl, or need better ability to move shorther distance to enemies, or blaster needs better optimal or falloff ranges.

Other solutions: change hybrids overheat effects to +25% falloff or something, which help shot the farther targets with decent damage. (but this is a worst solution, because hybrid will lost + damage from overheat)

You talking earlier about, easy warping to 0 km. Realy ?? When aligning with ab or mwd an enemy will changing his position. You never will warping to 0km.
When you warping from far distance, and enemy fleet aligning something, you get a handicap instantly, because you will there too far to using your blasters with full damage.
Incoming winter patch wont be enough to fix blasters and gallentean ships. Medium ships will still unuseable against other equal class size ships. They will useable just in very short range (because too short firerange), but easily die when they meet with good enemy pilot who just keep distance with faster ship. (and more ships still will be faster after this patch too)

This changes not enough. Blaster ships will still useable for docking warriors, but not enough for pilots who want to fight not just at the stations and at gate camp.
Just see it, who many pilot using, Eos,Astarte,Brutix,Hyperion,Celestis,Keres,Deimos,Rokh,Eagle,Ferox. How many blaster and rail ship flying in 0.0 fleets. 0.0001 percent ?
Just ask it from yourself why not using them.

Oh and something else, rail 10% damage multiplier changes wont fix rail. CPU changes is too small. Dont forget, CPU from Weapon upgrades bonuses will be smaller too.
Raimo
Genos Occidere
HYDRA RELOADED
#457 - 2011-11-01 08:05:10 UTC
Gynoceros wrote:
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.


This is a good point, bringing Null in line with the other long range T2 ammos somehow. And if Hail really gets a boost that it doesn't need, include Void too.

And I still think Blasters need a general 10-20% more DPS, and/or the previously mentioned much better overload DPS.

And FWIW I think rigs and rig drawbacks really need looking into very soon though I understand that it's not going to happen in this patch. But armor rig penalties are a big problem for orthodox fitted Gallente, and damage rigs could use a calibration reduction as well.
Raimo
Genos Occidere
HYDRA RELOADED
#458 - 2011-11-01 08:07:12 UTC
Tiger's Spirit wrote:


This changes not enough. Blaster ships will still useable for docking warriors, but not enough for real fighters who want to fight not just at the stations


Oh and please Tallest, try to weed through the massive amounts of trolling ITT.
Sizeof Void
Ninja Suicide Squadron
#459 - 2011-11-01 08:42:07 UTC
Tiger's Spirit wrote:

...but not enough for real fighters...

Real fighters? This *is* a computer game, you know. lol
Sizeof Void
Ninja Suicide Squadron
#460 - 2011-11-01 08:50:12 UTC
Tiger's Spirit wrote:

How many blaster and rail ship flying in 0.0 fleets. 0.0001 percent ?
Just ask it from yourself why not using them.

Umm... because supercarriers don't fit blasters?