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New dev blog: Hybrid weapon and Tech II ammo balancing

First post First post
Author
Spugg Galdon
Federal Navy Academy
Gallente Federation
#801 - 2011-11-03 16:06:36 UTC  |  Edited by: Spugg Galdon
Along with the above post I would change several hulls in the game to make them competitive in their class and to start removing the tier system...... Here is an idea of the types of changes I would make to ships including the buff/nerf to weapons I posted above:

Eagle:
+1 turret slot. More PG less CPU.
Combine the double optimal bonus into a single +20% Hybrid optimal per HAC lvl
Add +5% Hybrid RoF Bonus per Caldari cruiser lvl
This would make the Eagle a very attractive Blaster or Rail boat.

Ferox:
+1 turret slot. More PG less CPU
This would make the Ferox a very good Blaster or Rail boat but does not outperform the Eagle

Deimos:
+1 turret slot. More PG less CPU
Switch one of the +5% Hybrid dmg bonuses for a +5% RoF Bonus
Increase hybrid falloff bonus to 7.5% per level
This would give the Deimos exceptional closerange DPS and better performance with Rails

Brutix:
Remove armour rep bonus and replace with a 7.5% hybrid falloffper BC lvl bonus
More PG less CPU
Removing the Rep bonus for a falloff bonus clearly defines the Brutix's role and segregates it from the Myrmidon instead of just making it a lower tier BC.

Myrmidon:
Increase Dronebay to 200m3. Increase Drone bandwidth to 100Mbit
Remove 2x turret hardpoints but keep the hi slots as utility slots.
This is to increase the Myrmidons versitility as a solo/fleet platform.

Prophecy:
Replace energy turret cap usage for a 10% per lvl optimal bonus
This gives the Prophecy a far better role as Fire support rather than just a tank. Useful with Pulse or Beams without stepping on the Zealots toes.

Cyclone:
This ship is simply a little low on CPU. A little more CPU would push this already decent BC into an excellent solo platform.

Hyperion:
More PG. Needs 125 Mbit drone bandwidth and 150m3 Drone bay.
This will allow the Hyperion to actually compete with the other 3rd tier BS's


Also..... All blaster boats need to be super fast but have low agility. This way they can get into range easily but also be out manoeuvred by Minmatar hulls which shouldn't be faster but should have much higher agility. We need to accept that Minnie shouldn't have the speed and agility to easily fly circles around everyone. Just the agility is enough with some clever piloting.
ConXtionS
The Scope
Gallente Federation
#802 - 2011-11-03 16:31:02 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.

Here are some responses to your concerns.


"This isn't enough, we need bigger boosts to damage"
That is entirely possible but I believe this is a good starting point.



So, 3 years, thousands of complaints, another 37 pages of "I think you need to look at this harder" and you STILL THINK this is a good starting point?????

Betid
Ministry of War
Amarr Empire
#803 - 2011-11-03 16:36:39 UTC
Please paste this into the dev blog:
All warps to probed ships less than 5au away introduce a 95% chance of landing between 20km and 60km from the target.

People don't need fitting changes to crave rails.
Creat Posudol
German Oldies
#804 - 2011-11-03 17:00:05 UTC
Kazetsu Davaham wrote:
Hello

would it not be cool if blasters had a small splash dmg ? similar to shotguns.

this would give them advantage over smaller ships/drones


Ideas that propose to give blasters some form of area damage are not thought through. There have been proposals a couple of pages back where a sort of "focused smartbomb" was proposed. How do you discriminate between targets? What if a fleet member is close to the target (maybe also with blasters)? Or it only applies to targeted ships, which would be one solution, but then you open another can of worms: What about the mate I have targeted because I want to remote repair him, or tracking link him or whatever? This would also put target count limits on ships in a completely new perspective due to a single weapon system requiring multiple targets. Will 5 (ish) targets be enough for a cruiser sized blaster boats? what if he wants to shoot at drones, where a single enemy already brings 5 of those (plus the enemy himself)?

It also means you basically can't use blasters in high-sec (depending on how you decided you want to distribute the damage), or your target just parks a cloaked ship (non-WT) close by just to get you concorded. There's a reason nobody uses smartbombs in high... Or he decloaks right before your salvo if it doesn't work on cloaked ships (generally AoE weapons do work just fine though).

It would also likely cause additional server stress. You'd have to check if you hit a target for every possible target. This includes selecting the target (via cone ot proximity to actual target), then performing normal "hit checks" for every one of those. They only relatively recently reduced the server load by grouping guns as those are not as cheap to perform as you might think!
Just to put the magnitude of this problem into perspective: Imagine 20 blasterboats shooting at a group of "whaterver"-target-ships, grouped close enough that you have a chance to hit them all. After this change it would need to calculate which ship is a target for 20 shots and 19 potential targets (one is the primary target, no need to check there), then have hit/damage checks for the resulting ships (I propose half as an example). So we'd have:
20 shots with 19 potential targets + 10 hit checks each = 3800 checks (!!!!)
Currently a salvo of the blaster fleet would cause 20 hit-checks. That's it...
Now have a guess what will happen with 200 ships on each side...

If you somehow derive if the surrounding ships are hit from the hit check on the primary target you'll get exploits. Say a fleet is attacked by a skirmish-like gang of smaller ships they can't properly hit. They start shooting one of their own ships (heavily tanked, potentially with logistics or something) to hit the surrounding smaller ships.

All in all: incredibly STUPID and IMPRACTICAL idea!
Shmekla
I Have a Plan
#805 - 2011-11-03 17:03:25 UTC
Blaster boats do not need sped. engagement starting at 15 and what.. flying toward target, target kiting you, so you need more speed to catch them.. and even more speed to catch faster than he could kill you..
And then we have second minmatar.

Blaster boats need acceleration and agility that it could dash short range faster than opponent (projectile user.).
Leave speed for minmatar, give blaster boats agility.

Without revamping whole blaster concept we wouldn't move from this dead point.
ships are to sluggish to be used with shortest range gun system. if we give range, it would be invasion to other system fields, mainly projectiles.
Kiev Duran
Holey Amarrian Inquisition
Grand Inquisitors Federation
#806 - 2011-11-03 17:16:32 UTC
Betid wrote:
Please paste this into the dev blog:
All warps to probed ships less than 5au away introduce a 95% chance of landing between 20km and 60km from the target.

People don't need fitting changes to crave rails.


Rails, as they are now, are really only useful for the +150 km ranges. Landing even 100 km away from the targets would most likely put the rail fleet at a severe disadvantage. Landing at anything closer than 60 km would in most cases spell the death of the rail fleet, as those ranges start to see speed out-tracking rails.

Opting instead for 20 km to 60 km deviation from desired warp in point would be a better potential fix, but would almost always spell death for a FC that warps his fleet; as the fleet could end up scattered over an area of 120 km. This could still work as a fix, however, by not applying the deviation to ships in fleet warped to. Thus forcing someone to act as a dedicated prober in hopes of quickly getting to a good staging point for the rest of the fleet.

This is approach would be making rails better by trying to shoehorn the extreme range role back into the game, and while CCP could take this route, I'd prefer a more elegant solution in tweaking the ships and modules themselves.

What about the introduction of a third T2 ammo for both hybrid systems? Something that gave strong damage (somewhere near antimatter and plutonium) at 0% range bonus. This, combined with a modest increase to railgun damage (at the cost of some range) and blaster tracking and optimal (at the cost of some falloff) could go a long way towards fixing hybrids.
DHB WildCat
Out of Focus
Odin's Call
#807 - 2011-11-03 17:32:17 UTC
LMAO at all the sniping changes!

They act like sniping is even viable in this game. We dont care about Rails / or long range ammo. Just blasters......

Maybe if you fix it so snipers cant be scanned in under 8 seconds then we will care about powergrid / cpu of rails, and long range ammo of any kind other than barrage.

You cant really be that out of touch with your own game?
NutyNUTS
Federation Mission Acedemy
#808 - 2011-11-03 17:37:29 UTC
Yes, Yes, Yes. with these changes I will now finally have a point having large railguns on my domi instead of just afking and letting my drones do all the work like others i know who fly them.
Creat Posudol
German Oldies
#809 - 2011-11-03 17:37:40 UTC
Digital Gaidin wrote:
lexa21 wrote:
Hum... When i saw topic on forum i was glad, but then i read it. There were only one thing You tell right. Powergrid requirements for neutron medium blasters are too much for any tank fitting. All other stuff is not necessary but railgun damage. 10% is not enough. All of eve community were waiting for that day. And what do we see? 600 dps of rail mega changed to 630? Thats not enough. And by the way the first page of this topic on Russian forum is shining of facepalms, tears and answers about artillery buff.

10% of 600 is what? Not 630... lol! Also, if that is added to base damage, once bonus multipliers are added it gets even larger.


While you caught his 10% error, you're completely wrong about the increase in damage if it's applied to the base. Adding 10% is a multiplication, everything that adds ors reduces damage in game is also a multiplication (ship bonuses, gun damage modifier, tracking, signature vs resolution, ...). Multiplications are commutative. The order doesn't matter. 10% more base damage is 10% more damage in the end. Period.

Example time! "mythical ammo" has 6.5 base damage. Adding 10% makes it 7.15. If you have a gun with a multiplier of 7 and a ship bonus of 25% you get 6.5 * 7 * 1.25 = 56.875. Adding 10% results in 62.5625. If we start with the already added 10% we get 7.15 * 7 * 1.25 = 62.5625. Who would have though? Roll

Reference: http://en.wikipedia.org/wiki/Commutative_property

Spugg Galdon wrote:
Also..... All blaster boats need to be super fast but have low agility. This way they can get into range easily but also be out manoeuvred by Minmatar hulls which shouldn't be faster but should have much higher agility. We need to accept that Minnie shouldn't have the speed and agility to easily fly circles around everyone. Just the agility is enough with some clever piloting.


Yes! Exactly! THIS! like I've been saying! No need be agile or nimble (that's Minmatar), give us Gallente huge engines that gives us alot or straight line speed but the turning radius and time of a planet :)
Hyrath Rotineque
Dagger-1
The.Enclave
#810 - 2011-11-03 17:49:46 UTC
Overall I think that a few additional fixes could be thrown in and not make everything super crazy right away.

I really like the idea of blaster boats getting a MWD speed boost at the expense of additional cap drain - Could be the extra sprint mechanic that everyone seems to agree that is needed. (Remove active repper bonus on the boats)

People are saying that if the ships are going faster they'll need more tracking so give blasters just that. Even more tracking to make sure that it's not going to hinder blaster boats even more to make them fly up to something and miss most of it's shots because of it. (Not giving an actual number because personally I have no idea what is exactly needed)

Also on the issue of rails being useless at super long ranges possibly change the warp distance requirement. It was mentioned in a thread not too long ago that I read, something in the area of 200km distance required to warp so Hybrid Rails may have some further use in game again for PvP.
Imawuss
The Scope
Gallente Federation
#811 - 2011-11-03 18:34:37 UTC
I'm curious why these changes are so tame? CCP themselves (at least in a dev blog) said a little unbalance is a good thing. Having FoTM is good, it forces people to adapt, train new skills, learn new strategies, and explore more of the game. CCP's words not mine (paraphrased).

So a company that thinks FoTM is good why is this hybrid "rebalance" so mediocre?

My thoughts? the devs love their winmatar boats they fly and have not had their fill yet, hence the buff to hail increasing AC's best ammo DPS range by 50%.

So why CCP are you choosing to go against your own ideology when it come to hybrids?
Alara IonStorm
#812 - 2011-11-03 18:47:07 UTC
CCP Tallest wrote:

"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.

"Eagle is terrible, Deimos is terrible, Rokh is terrible, Proteus is terrible... etc."
Keep posting specific examples. We can't fix everything at once, but hearing the problems from you helps us prioritize what needs to be looked at.

Hi Tallest I would like to bring a couple of things up.

I have noticed that the fleet weapons tend to have several traits in common. Range between 35-70KM, accuracy and High DPS/Alpha.

To that regard the major choices are Heavy Missiles, 1400mm Artillery and Scorch Weapons.

Rails meet the range requirement but even with the buff this is how they will compare to the above.

* Mega Pulse Scorch, less Dmg, less accurate.
* Heavy Missiles, Large Rails slightly more Dmg but way less accurate. Medium Rails do not even come close to comparing range or Dmg wise.
* Artillery, Lower DPS and way less Alpha.

Beams suffer as well. Having less DPS then Scorch and less Alpha then Artillery.

If you want better balance then you need fleets using LR Weapons again. You have to make 1400mm less OP and bring Scorch back to a Short Range Weapon.

If you do not Beams and Rails will just be a PvP foot note. Along with it the Rokh, Ferox, Moa and Eagle will never be the fleet ships they are supposed to be and will always be squarely in that suck column. You should also look into a Damage Bonus as is standard for every fleet ship.

Another thing you should look into if you are going to put in the time to really fix Rail Gun Ships would be to give Gallente a dedicated Rail Ship. increasing Hybrid Tracking you could throw the Megathron, Deimos, and a Proteus Sub system a 10% Optimal Range Bonus. Or remake the Hyperion out to be one. Really any change that gives Gallente a viable fleet choice would be nice.
Alara IonStorm
#813 - 2011-11-03 18:50:58 UTC
Spugg Galdon wrote:


Prophecy:
Replace energy turret cap usage for a 10% per lvl optimal bonus
This gives the Prophecy a far better role as Fire support rather than just a tank. Useful with Pulse or Beams without stepping on the Zealots toes.

Honestly no, it would still be a pretty sad ship but it could tickle at a longer range.

The Harbinger is pretty bad off too. It has a crap bonus as well. Give it an Optimal Range Bonus instead of Laser Cap and Give the Prophecy a Damage Bonus and make it a serious brawler.

With the Zealots Sig and Speed none of this will touch it's toes.
AlleyKat
The Unwanted.
#814 - 2011-11-03 18:52:19 UTC
CCP Guard wrote:
CCP Tallest brings yet more news of balancing. This time he tells us what he's doing to hybrid weapons and tech II ammo this winter!

Make sure you tell Tallest what your thoughts are about the changes. He's waiting for your feedback.


Feeding back as requested:

This does not address the key issue; kiting.

Cannot get into range
Cannot dictate range
Cannot lay down effective DPS


Why you have decided to ignore this key issue is beyond comprehension.

All this says to anyone wishing to fight a blaster ship is: "carry on using the same tactic you've been using since we introduced the speed-nerf."

Blasters were designed in a world where webs slowed ships down to max 90% and mwd would only turn themselves off if the pilot pushed the button.

Webs are still at 60% and the enemy can turn off someone's mwd if they fit a scram.

Blaster will therefore be at perpetual arms length to any ship, outside their optimal, repping armour until death.

Fix the ships using bonuses and attributes applicable to reversing the speed-nerf.

CCP Tallest...please please please please look into the root cause of the speed nerf, hopefully you will find out why the speed nerf was introduced in the first place.

Go through the dev blogs, looks at the feedback, look at the changes that were made PRIOR to the speed-nerf concerning agility, mass and all related hull upgrade modules.

Where we are today is a direct result of this, not the speed nerf; that was purely an attempt to correct a mistake, and it was very poorly thought-out.


What made the dev blog on the speed nerf worse was it was written in the style of someone who lost too many ships to a blasterboat, and changes the rules to affect their style of play - I'm not insinuating this is the case, purely that the dev blog was written in that style.

AK

This space for rent.

Niamota Olin
Lamorei Prosapia Vexillum
#815 - 2011-11-03 19:36:37 UTC
Ok I've been a stubborn Gallente pilot for a while now, and hearing about some buffs for Hybrids I was very excited... but now I've seen them.

Think I'll stick to my miny pilot with 1/3 the skill points who can out fly this character in every category they can fly for PvP.

IE FAIL

Thanks for the PvE rail buff though, it really makes up for the years of disappointment so far.

Guess I should try and come up with easy fixes... because anything more complicated, I will not wait years for.

Make the difficulties of getting into range with blasters WORTH it with a significant blaster damage bonus. With all the problems of getting an armoured tank ship in close, make it worthy of the challenge rather than just a bit more damage.
Make an ammo for blaster with low (comparative damage) but huge fall off bonus.
Faster reload time to all hybrids, be that nice tweak of flavour.

And scrap the idiotic Hail buff, the last thing AC's need is any form of buff.
Yazzinra
Scorpion Ventures
#816 - 2011-11-03 20:32:29 UTC
as an interceptor pilot, im none too happy about this. if the taranis and ares arent getting a speed boost, why the agility hit? ceptors need agility.

that said, if you remove that god aweful turret from the roof of my taranis, ill call it even. i havent even flown the thing since you put a hat on it :( not all of us fly fully zoomed out.

that said, hybrid improvements look decent, looking forward to testing them out on sisi. winters gonna be alot of fun.
Hungry Eyes
Imperial Academy
Amarr Empire
#817 - 2011-11-03 20:32:29 UTC
Alara IonStorm wrote:
CCP Tallest wrote:

"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.

"Eagle is terrible, Deimos is terrible, Rokh is terrible, Proteus is terrible... etc."
Keep posting specific examples. We can't fix everything at once, but hearing the problems from you helps us prioritize what needs to be looked at.

Hi Tallest I would like to bring a couple of things up.

I have noticed that the fleet weapons tend to have several traits in common. Range between 35-70KM, accuracy and High DPS/Alpha.

To that regard the major choices are Heavy Missiles, 1400mm Artillery and Scorch Weapons.

Rails meet the range requirement but even with the buff this is how they will compare to the above.

* Mega Pulse Scorch, less Dmg, less accurate.
* Heavy Missiles, Large Rails slightly more Dmg but way less accurate. Medium Rails do not even come close to comparing range or Dmg wise.
* Artillery, Lower DPS and way less Alpha.

Beams suffer as well. Having less DPS then Scorch and less Alpha then Artillery.

If you want better balance then you need fleets using LR Weapons again. You have to make 1400mm less OP and bring Scorch back to a Short Range Weapon.

If you do not Beams and Rails will just be a PvP foot note. Along with it the Rokh, Ferox, Moa and Eagle will never be the fleet ships they are supposed to be and will always be squarely in that suck column. You should also look into a Damage Bonus as is standard for every fleet ship.

Another thing you should look into if you are going to put in the time to really fix Rail Gun Ships would be to give Gallente a dedicated Rail Ship. increasing Hybrid Tracking you could throw the Megathron, Deimos, and a Proteus Sub system a 10% Optimal Range Bonus. Or remake the Hyperion out to be one. Really any change that gives Gallente a viable fleet choice would be nice.


+1

excellent points. it's necessary that we have a mobile, deadly, cruiser-size rail platform. Deimos, Proteus, whatever.

in addition, there's no reason to be so "timid" about buffing hybrids....theyve fallen so far behind...everything. all 3 weapon systems have a role (we can nitpick about beams, but pulses are just so good), and it's about time for hybrids to have their place in small gangs and fleets.
Kassasis Dakkstromri
State War Academy
Caldari State
#818 - 2011-11-03 21:03:15 UTC
Maybe I'm biased towards my own question? But I thought it was fairly relevant to ask for clarification on the rational for being hesitant in adjusting hybrid platform ships?


Quote:
CCP Tallest: "I agree that those issues need to be taken into account, but I don't think they are the best place to start when we rebalance hybrid turrets."



Why? Could you elaborate on this please?

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Jane Idoka
gratia aeternum bellum
#819 - 2011-11-03 21:10:04 UTC
Spugg Galdon wrote:
Along with the above post I would change several hulls in the game to make them competitive in their class and to start removing the tier system...... Here is an idea of the types of changes I would make to ships including the buff/nerf to weapons I posted above:

Eagle:
+1 turret slot. More PG less CPU.
Combine the double optimal bonus into a single +20% Hybrid optimal per HAC lvl
Add +5% Hybrid RoF Bonus per Caldari cruiser lvl
This would make the Eagle a very attractive Blaster or Rail boat.

Ferox:
+1 turret slot. More PG less CPU
This would make the Ferox a very good Blaster or Rail boat but does not outperform the Eagle

Deimos:
+1 turret slot. More PG less CPU
Switch one of the +5% Hybrid dmg bonuses for a +5% RoF Bonus
Increase hybrid falloff bonus to 7.5% per level
This would give the Deimos exceptional closerange DPS and better performance with Rails

Brutix:
Remove armour rep bonus and replace with a 7.5% hybrid falloffper BC lvl bonus
More PG less CPU
Removing the Rep bonus for a falloff bonus clearly defines the Brutix's role and segregates it from the Myrmidon instead of just making it a lower tier BC.

Myrmidon:
Increase Dronebay to 200m3. Increase Drone bandwidth to 100Mbit
Remove 2x turret hardpoints but keep the hi slots as utility slots.
This is to increase the Myrmidons versitility as a solo/fleet platform.

Prophecy:
Replace energy turret cap usage for a 10% per lvl optimal bonus
This gives the Prophecy a far better role as Fire support rather than just a tank. Useful with Pulse or Beams without stepping on the Zealots toes.

Cyclone:
This ship is simply a little low on CPU. A little more CPU would push this already decent BC into an excellent solo platform.

Hyperion:
More PG. Needs 125 Mbit drone bandwidth and 150m3 Drone bay.
This will allow the Hyperion to actually compete with the other 3rd tier BS's


Also..... All blaster boats need to be super fast but have low agility. This way they can get into range easily but also be out manoeuvred by Minmatar hulls which shouldn't be faster but should have much higher agility. We need to accept that Minnie shouldn't have the speed and agility to easily fly circles around everyone. Just the agility is enough with some clever piloting.



u want fries with that?
Sizeof Void
Ninja Suicide Squadron
#820 - 2011-11-03 21:21:49 UTC
Speaking of rigs....

In the past, I almost never bother using hybrid weapon rigs, since the PG penalty on top of the high PG req of hybrids is severe - esp. on a gunboat with 5-8 PG hungry blasters or rails.

But, with the reduction in PG for hybrids, it looks like the gun rigs can be used more often now.

A quick EFT test of a T1 Hybrid Collision Accelerator on a old Brutix loadout, with seven T2 heavy neutrons, looks like it will add around 7% to the DPS. The T2 version looks to add around 11%.

Another quick EFT test on an old PVE mission rail loadout showed that the 30% cap reduction of hybrids allowed swapping a CCC rig for a HCA rig, one for one, boosting DPS while still remaining cap stable. Also, the T1 HCA rig is much cheaper than the T1 CCC rig - so, more bang for the buck.