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New dev blog: Hybrid weapon and Tech II ammo balancing

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Author
Pattern Clarc
Citeregis
#761 - 2011-11-03 00:06:26 UTC
Re rigs:
Rigs:
- Armour Rig penalties changed from -% speed to -10% shield HP
- Shield Rig penalties changed from +% signature to -10% armour HP

Done.

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

Gynoceros
Royal Amarr Institute
Amarr Empire
#762 - 2011-11-03 00:14:05 UTC
CCP Tallest wrote:
Hello all. Sorry for not replying more. I've been a tad busy. We're trying to get these changes to SISI so we can start playing around with them. Once this is on SISI, please post more feedback in the test server feedback forums.

"Tech II ammo needs to be rethought"
I agree that we need to take a better look at this. What I did was just reacting to some issues that I found to be very obvious when comparing them to tech 1 ammo.

"Armor rigs should not reduce speed"
Possibly... I definitely considered it and haven't completely dismissed it.


Aside from Null being underpowered and the OP Hail change, I think the changes to T2 ammo are pretty good.

What other penalty would you give to Armor Rigs? Agility decrease? Blaster boats with terrible agility aren't quite as bad as those with terrible speed, but it's still bad. Armor plates already nerf agility and weight enough.
Digital Gaidin
Manetheren Rising
#763 - 2011-11-03 00:14:51 UTC  |  Edited by: Digital Gaidin
Gypsio III wrote:
Tanya Powers wrote:
Evelgrivion wrote:
Gypsio III wrote:
I've just EFTed up two ships fit for the blaster role of getting up close and applying a cubic litre of DPS.

Ship A has 720 DPS, 1471 m/s, 134 m/s/s average acceleration under MWD and 38k EHP.
Ship B has 727 DPS, 2484 m/s, 227 m/s/s average acceleration under MWD and 36k EHP.

These two ships have very similar DPS. But one is over 1 km/s faster and much more agile, at the cost of 2k EHP. Given that the blaster role involves getting up close quickly and applying DPS, what are these two ships and which fulfils the blaster role better?


Ship B is better at the job; this is a non-question. But, which ship is which?


Obvious is too obvious, ship B is Winmatar.


Yeah, Ship A is the Deimos, Ship B is a ******** Vagabond lolfit, with 425s and quad gyros, fit up for the blaster "role". You can quibble over certain aspects of the fits but the basics are there.

Of course, nobody uses a Vaga like this, but that's because going into scramble range is so dangerous, and the Vaga has the speed and range to not need to do this. But it kinda demonstrates that even if you massively nerfed the Vaga, restricting its falloff such that it couldn't apply DPS from outside scramble range (i.e., turned it into a blasterboat), it'd would still be arguably better than the Deimos. This illustrates the scale of the AC-blaster balance problem.

Curious though, but Vagabonds pretty much never push past 530 DPS (even factoring in the Warriors), but no specialty implants. Deimos on the other hand push 785 using a very basic setup triple mag stab with Hammerhead II's. Your numbers are off... or I should say your EFT-whoring sucks.

Also, even the most basic Deimos fit will push past 1650 m/s using an MWD without any speed modules, and some polycarbs, thrusters, or nanofibers will help that along quite nicely. Sure, the Vagabond leaves it in the dust, but the Deimos isn't nearly as gimped as you imply. If we're going to have THIS discussion, lets use real numbers, shall we? Did you accidentally compare a vanilla Brutix to a pimped out officer fit Vagabond with best in class implants on every slot or something?
HELIC0N ONE
Republic Military School
Minmatar Republic
#764 - 2011-11-03 00:14:55 UTC  |  Edited by: HELIC0N ONE
Pattern Clarc wrote:
Re rigs:
Rigs:
- Armour Rig penalties changed from -% speed to -10% shield HP
- Shield Rig penalties changed from +% signature to -10% armour HP

Done.


If you're going to switch the penalties to things which are utterly inconsequential you may as well just remove them altogether.

edit: having said that, rigs, their effects, calibration, and penalties are all over the place and need looking at one way or another anyway.
MeBiatch
GRR GOONS
#765 - 2011-11-03 00:22:36 UTC  |  Edited by: MeBiatch
make the 7.5% bonus to internal armor repair mods work also for external incomming Remote Repair mods...

Example a Large Tech II Remote Armor repair goes from doing 384 hp every 4.5 seconds = 85.33 hp per second to

528 hp every 4.5 seconds = 117.33 hp per/sec

this will help gallente/minmatar make up for have much lower effective hit points/Resistances... as it stands you will end up being 2% more efficiant for internal and external(receiving end) then ammar/caldari but ammar/caldari usually have more then 20% more ehp then gallente/minamatar...

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

Ugh ti-di pooping makes me sad.

Pattern Clarc
Citeregis
#766 - 2011-11-03 00:26:30 UTC
HELIC0N ONE wrote:
Pattern Clarc wrote:
Re rigs:
Rigs:
- Armour Rig penalties changed from -% speed to -10% shield HP
- Shield Rig penalties changed from +% signature to -10% armour HP

Done.


If you're going to switch the penalties to things which are utterly inconsequential you may as well just remove them altogether.

edit: having said that, rigs, their effects, calibration, and penalties are all over the place and need looking at one way or another anyway.

Sig reduction is inconsequential most of the time, especially in the amounts prescribed by current rigs. Speed apparently isn't. -HP is a half way house between the two, although I wouldn't bat an eye lid if penalties where just removed similar to CCC rigs.

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

Tanya Powers
Doomheim
#767 - 2011-11-03 00:46:13 UTC
Mekhana wrote:
@Tanya Powers

Quite so.

Meanwhile, on this other ring we got ships with superior EHP, comparable DPS and can switch instantly between close range ammo and long range ammo. Their long range ammo lets them hit up to 50km away.



Well actually I'm gallente first, minmatar second train then calamari for lulz, So the almost insta reload time I don't have it with my pvp toon but is something I'm used to.

When with 2 of these I don't have to change whatever ammo to apply effective dps from 0 to over 20km I consider it has a huge advantage over the last one.
It just doesn't have the choice while he's still pinned but to reload ammo, loosing 10sec + activ etc is more about 12/13, your being hit by ammo perfectly selected to your weakest dmg (yes from people knowing how DS works or intell chans) and once you reload the longest range ammo you scratch paint and Shocked in the middle of your screen "miss", "what tha f...." I'm in straight line...
And for all this time you were taking every single ounce of dps in the face.

Too much is too much.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#768 - 2011-11-03 00:51:05 UTC
Digital Gaidin wrote:

Curious though, but Vagabonds pretty much never push past 530 DPS (even factoring in the Warriors), but no specialty implants. Deimos on the other hand push 785 using a very basic setup triple mag stab with Hammerhead II's. Your numbers are off... or I should say your EFT-whoring sucks.

Also, even the most basic Deimos fit will push past 1650 m/s using an MWD without any speed modules, and some polycarbs, thrusters, or nanofibers will help that along quite nicely. Sure, the Vagabond leaves it in the dust, but the Deimos isn't nearly as gimped as you imply. If we're going to have THIS discussion, lets use real numbers, shall we?


Vagas never normally push past 530 DPS because people don't fit quad gyros and use 425s with Hail. I said it was a stupid use of a Vaga, but if you were fitting up a Vaga for maximum close-range DPS, that's what you'd do. Adding an AML in the last highslot is harder to justify, but it's only 20 DPS. It's 707 DPS without it. I used Hobgoblins instead of Warriors because you don't need the faster Warriors against a scrambled target.

The Deimos fit I used had dual MFS, the triple MFS fit seemed a bit thin. I didn't use Hammerheads on it, Hobgoblins and EC-300s to give it some semblance of frigate defence. Speed 1471 m/s comes from 800 mm plate and a single trimark (ACR other rig) - you only get 1650 m/s if you have no armour at all. Switching the trimark for an Aux Thrusters is an option, it costs 4.5k EHP but takes the speed back up to 1661 DPS. You have less EHP than the Vaga then though.

You mention nanofibres, but you seem to be suggesting a triple-MFS nanofibre Deimos with tank limited to a DC. That's, erm, brave.
Deviana Sevidon
Jades Falcon Guards
#769 - 2011-11-03 00:56:22 UTC
When started EVE, several years ago, hybrids were a decent weapons choice, that was before a lot of buffs to others ships and races and nerfs to Gallente of course.

One thing that would help hybrids in general is to take back the resistance nerf that was applied in 2007, before that Lasers were weapons that struggled with heavy armor tanks and projectiles had a bit of trouble with shields, since most of their ammo was of the explosive type.

The resistance nerf turned things a bit upside down, especially with lasers. On T2 hulls EM is often one of the weakest resistance types, so lasers are basically a good choice against armor and shield, while hybrids struggle with the fact that thermal kinetic is often of the strongest resistance in many setups.

Blasters have also far too many drawbacks compared to pulses and AC.

The problem with armor rigs and speed penalty is only part of a much bigger problem and that is the imbalance between active and passive tanks and between armor and shields. I think buffer tanks need a nerf, on both the side of armor and shield and active tanks could need a boost, but since I doubt that CCP will touch this anytime soon, it would probably be better to remove the active armor bonus from gallente ships and replace it with something useful.

....as if 10,058 Goon voices cried out and were suddenly silenced.

Grimpak
Aliastra
Gallente Federation
#770 - 2011-11-03 01:20:43 UTC  |  Edited by: Grimpak
Pattern Clarc wrote:
Re rigs:
Rigs:
- Armour Rig penalties changed from -% speed to -10% shield HP
- Shield Rig penalties changed from +% signature to -10% armour HP

Done.



this is good, but in all honesty, the only rigs that actually have a reason to decrease speed/increase sig, are the trimarks and core shield extenders. you are, after all, adding plates/increasing shields of a shipP

the resist and armour/shield repping rigs however, I don't see a reason why they shouldn't decrease HP on their counterpart.

Digital Gaidin wrote:
Curious though, but Vagabonds pretty much never push past 530 DPS (even factoring in the Warriors), but no specialty implants. Deimos on the other hand push 785 using a very basic setup triple mag stab with Hammerhead II's. Your numbers are off... or I should say your EFT-whoring sucks.

Also, even the most basic Deimos fit will push past 1650 m/s using an MWD without any speed modules, and some polycarbs, thrusters, or nanofibers will help that along quite nicely. Sure, the Vagabond leaves it in the dust, but the Deimos isn't nearly as gimped as you imply. If we're going to have THIS discussion, lets use real numbers, shall we? Did you accidentally compare a vanilla Brutix to a pimped out officer fit Vagabond with best in class implants on every slot or something?



curiously, besides being quite hard to shield tank a deimos (thus required to fit plates/trimarks/whatever), you're restricted to spit ranges, so while you're trying to catch said vagabond, you'll be dealing ****-poor damage, while he's steadily pounding on you.


also, curiously, a deimos in a neutron triple-magstab with null (sans drones) fit does ~5-10% more damage than a similarly setup zealot.


said zealot however has over 300% range advantage.



of course you could count the drones to boost your dps, but let's be honest here: the 100 and much dps provided by a full set of quite slow T2 hammers doesn't provide much of extra survivability over a full set of med ecm drones.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Digital Gaidin
Manetheren Rising
#771 - 2011-11-03 02:00:50 UTC  |  Edited by: Digital Gaidin
Deviana Sevidon wrote:
When started EVE, several years ago, hybrids were a decent weapons choice, that was before a lot of buffs to others ships and races and nerfs to Gallente of course.

One thing that would help hybrids in general is to take back the resistance nerf that was applied in 2007, before that Lasers were weapons that struggled with heavy armor tanks and projectiles had a bit of trouble with shields, since most of their ammo was of the explosive type.

The resistance nerf turned things a bit upside down, especially with lasers. On T2 hulls EM is often one of the weakest resistance types, so lasers are basically a good choice against armor and shield, while hybrids struggle with the fact that thermal kinetic is often of the strongest resistance in many setups.

Blasters have also far too many drawbacks compared to pulses and AC.

The problem with armor rigs and speed penalty is only part of a much bigger problem and that is the imbalance between active and passive tanks and between armor and shields. I think buffer tanks need a nerf, on both the side of armor and shield and active tanks could need a boost, but since I doubt that CCP will touch this anytime soon, it would probably be better to remove the active armor bonus from gallente ships and replace it with something useful.

I've done a bit of EFTing over the past few years. I can honestly say at this point that for doctrinal fits that have Omni-tank priority, the hole shifts based on race and ship type. EM is a great choice often enough because people want to minimize the amount of hardeners they use on their setups, and especially when it comes to armor the base 50% combined with EANM's often make EM the lowest because its an afterthought to tank against it more than the base. There are some setups however which have EM in the top two resistances. It varies is basically what I'm trying to say.

Gypsio III wrote:
Vagas never normally push past 530 DPS because people don't fit quad gyros and use 425s with Hail. I said it was a stupid use of a Vaga, but if you were fitting up a Vaga for maximum close-range DPS, that's what you'd do. Adding an AML in the last highslot is harder to justify, but it's only 20 DPS. It's 707 DPS without it. I used Hobgoblins instead of Warriors because you don't need the faster Warriors against a scrambled target.

The Deimos fit I used had dual MFS, the triple MFS fit seemed a bit thin. I didn't use Hammerheads on it, Hobgoblins and EC-300s to give it some semblance of frigate defence. Speed 1471 m/s comes from 800 mm plate and a single trimark (ACR other rig) - you only get 1650 m/s if you have no armour at all. Switching the trimark for an Aux Thrusters is an option, it costs 4.5k EHP but takes the speed back up to 1661 DPS. You have less EHP than the Vaga then though.

You mention nanofibres, but you seem to be suggesting a triple-MFS nanofibre Deimos with tank limited to a DC. That's, erm, brave.

And here I was thinking you pulled numbers out of your arse. Nice response, even though I'm a bit more daring with my Deimos fits because if I'm flying Deimos, I'm flying glass cannon for a reason Cool

As it is now, I have very little reason to use anything but drone setups for Gallente ships, with the one exception being interceptors as I love flying the little bug eyed speed demons or Nemesis for some extra Scorch loving.
Kalot Sakaar
CragCO
#772 - 2011-11-03 02:35:48 UTC  |  Edited by: Kalot Sakaar
Without a doubt the Gallente/blaster issue has been around for some time and a lot of very experienced players have provided some great input. Not sure if messing with rigs is the right answer as that has greater impact than on just Gallente boats.

I know that Caldari has issues with hybrids that need addressing but frankly that problem seems easier since no matter what it's a long range weapon system and with the tweaking of number directly to the gun can solve the problem. Gallente is vastly more complicated for all the reasons everyone has mentioned, for years. And years of buffs and improvements to other races/weapons have left the blaster boats, and frankly the drone boats also far behind. Nothing new here.

So I would simply say that CCP needs to just take a step back and try to deal with this holistically and clearly articulate what they want to accomplish with Gallente.

Example:
So CCP if the mission is to create a viable, fun to fly, challenging family of ships that excels in close in combat that also relies on a variety of drones to play havoc upon their enemies then list out the things that are needed to make that happen. And it needs to do it better hands down than any other race because that is going to be their niche. Also use the existing ships and get rid of that horrible armor repair bonus and replace it with what is needed to make them appealing to fly. They will utilize hybrid blasters which should be the marrying of the BEST of lasers and projectiles to do it, but have very short range. Hybrid should not mean the worst of both systems, what engineer does that? Use CAP, and Ammo, and slow reload, and terrible range, damage type all the same and about the same damage in close as other weapons (AC's)? That sucks. How about a bit of CAP, yes ammo, instant ammo changes, high tracking, and absolutely no doubt the highest DPS in close of anything bar none. Still short range.

So what's absolutely needed for a close in fighter: 1) a way to get there, and good tactics with viable mechanics, not just being faster is legit since i know Minmatar is the holy cow of the game and can't possibly be nerfed/out raced. 2) the ability to gain lock in time to tackle target 3) sufficient tank to fight close in and sustain the expected high damage 4) The systems to sustain that range. 5) Doesn't have to exist all on one ship, this is a team sport, for example give the Brutix a 20% range bonus per level to scram and scram only. The Myrm 20% bonus per level to web range. Something like that where a team of Gallente pilots working together can achieve the mission statement. Or scram drones that shut down MWD. Look at the mission statement and come up with a complete plan instead of just a tweak here and a tweak there that will just lead to a thousand other problems down the line. If the design fails to do this, then change the design. If that means making Gallente shield tank, then so be it, if it means changing slot layout, so be it. What's important is that they fill the close in fighting style--- if that is the goal of CCP.

The suggestions to the Brutix and Myrm are just examples, doesn't have to be that. But the problem has to be approached holistically, not just a small change in my opinion. But what I sense, and the Talos changes (loss of the web) sort of confirms it, is that CCP is very unsure of what they want to do with Gallente Ships/Hybrids etc. Which is probably why this has been left unsolved for years.
Rawls Canardly
The Scope
Gallente Federation
#773 - 2011-11-03 02:48:17 UTC  |  Edited by: Rawls Canardly
How about changing armor rig penalties from speed to mass? Makes more sense to me, anyway... Heavier ships handle worse in orbit, accelerate more slowly, while keeping the top end speed. Sound like a good compromise?
Our you could do what I do, and fit a gun rig in there...
Gynoceros
Royal Amarr Institute
Amarr Empire
#774 - 2011-11-03 04:10:38 UTC
Rawls Canardly wrote:
How about changing armor rig penalties from speed to mass? Makes more sense to me, anyway... Heavier ships handle worse in orbit, accelerate more slowly, while keeping the top end speed. Sound like a good compromise?
Our you could do what I do, and fit a gun rig in there...


Increasing mass reduces both agility and top MWD/Afterburner speed. Unless it's a very small mass increase, it is almost certainly a worse penalty for Gallente blaster ships.
RackotPrime
The Space Cossacks.
#775 - 2011-11-03 05:29:10 UTC  |  Edited by: RackotPrime
MeBiatch wrote:
make the 7.5% bonus to internal armor repair mods work also for external incomming Remote Repair mods...

Example a Large Tech II Remote Armor repair goes from doing 384 hp every 4.5 seconds = 85.33 hp per second to

528 hp every 4.5 seconds = 117.33 hp per/sec

this will help gallente/minmatar make up for have much lower effective hit points/Resistances... as it stands you will end up being 2% more efficiant for internal and external(receiving end) then ammar/caldari but ammar/caldari usually have more then 20% more ehp then gallente/minamatar...

I support, it will make this bonus useful in fleetAttention
Mekhana
The Scope
Gallente Federation
#776 - 2011-11-03 05:33:47 UTC  |  Edited by: Mekhana
Increasing ship survivability is right on the right path to make Gallente ships viable in fleets after changes to hybrids are found satisfactory.

Vide longe er eros di Luminaire VII, uni canse pra krage e determiniex! Sange por Sange! Descanse bravex eros, mie freires. Mortir por vostre Liberete, farmilie, ide e amis. lons Proviste sen mort! Luminaire liber mas! 

Tiger's Spirit
Templars of the Shadows
#777 - 2011-11-03 07:23:46 UTC
Pattern Clarc wrote:
Re rigs:
Rigs:
- Armour Rig penalties changed from -% speed to -10% shield HP
- Shield Rig penalties changed from +% signature to -10% armour HP

Done.



This is a fail solution.
If rig penalty changed those effects will be change for the other ships too. Faster ship than blaster ship will be faster.
Amarr ships which have optimal advantages from scorch will be faster too. etc
This is a bad idea.
Hungry Eyes
Imperial Academy
Amarr Empire
#778 - 2011-11-03 07:45:17 UTC
the thing about the deimos....navy vexor with 4 gardes and a rack of ions has about the same EHP but does about 800dps. half of this dps is from the gardes, which can hit 10-36km. it's hands down the best gank cruiser/bc gallente have. navy vex and the brutix are about equal is dps and EHP, but the navy vex has more range with sentries.

deimos needs so much more. i really hope hybrids turn into something decent. the poor proteus needs to be viable with rails.
Walextheone
The Scope
Gallente Federation
#779 - 2011-11-03 08:10:45 UTC
There needs to be a compelling reason to use blasters.

All other weapon systems have something that they excel at (no cap use, fast switching ammo, damage type, long range, no ammo usage etc)

By giving blasters a ~15% increase in damage it would at least be good at something and make up for being in scram range all the time.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#780 - 2011-11-03 08:55:48 UTC
Walextheone wrote:
There needs to be a compelling reason to use blasters.

All other weapon systems have something that they excel at (no cap use, fast switching ammo, damage type, long range, no ammo usage etc)

By giving blasters a ~15% increase in damage it would at least be good at something and make up for being in scram range all the time.


Blasters are already quite good in blaster range. The problem is that so are ACs and Pulse, and those weapon systems are far more flexible in addition. They have the range and tracking, to engage outside of the dangerzone of web/scramble range, and to engage smaller ships.

Just adding more damage to blasters does not solve the fundamental problem, which is that ACs and Pulse are far too effective in blasters' realm, unless it's a truly absurd, gamebreaking damage increase, pushing 50%. If you can still get away with using Pulse or ACs at close range, if they can still apply "acceptable" DPS there, there is no reason to use inflexible, one-dimensional blasters. This is even before considering the absurdity of fitting the shortest-range weapons to slowarse hulls.

CCP's power creep and the insane projectile boost has forced them into a corner. Blasters are not worth using while the other weapon systems, with all their advantages of range and flexibility, are also able to do blasters' job. Projectiles are supposed to be a weak weapon system, because their hulls have the powerful advantages of speed and agility. CCP has, over the years, repeatedly failed to properly appreciate the importance of mobility - the nano era (when blasters were also useless), the Angel ships, jump mechanics etc - the unnecessary projectile boost was just another example of this, it looked distinctly like a case of balancing weapons -but we don't fly weapons, we fly ships.