These forums have been archived and are now read-only.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
Tiger's Spirit
Templars of the Shadows
#921 - 2011-11-05 16:51:21 UTC  |  Edited by: Tiger's Spirit
Dunmur wrote:

Gallente have **** tanks also ALL of there tanking bonuses are for active tanking so i have no clue what tiger is talking bout.


Thats why was the minnie shipsallways the primary in fight, because they had the best tank and hull?? :D
Active tanking? Who using active tanking today ? The pve-ers ? The solo pvpers ? Or small gangfare ? 90% of pilot using passive tanks, trimark rigs and plates.
Tanya Powers
Doomheim
#922 - 2011-11-05 16:59:06 UTC
Tiger's Spirit wrote:
Oh i see you found the most useable minnie ship and want to compare a bad design brutix which have 62k EHP before winter gallente buff.


You mean 62K EHP with no weapon fitted right? -you can't fit 1600RT and fit a full rack of weapons+mwd web scram, at best you can fit some lower tiers weapon with the shortest dmg and range...

Super ubber rep bonus very usefull on top, what a nice ship it is indeed.

Quote:
Next one ?
Yup

Quote:
Oh wait what will be happen when a better damage ship like a mega will be faster than a tempest and hit him from short range ?


Huh? -you should know by now a nano pest 800mm can shoot nuclear warheads between 0 and - - -- - -- --> 100km
Faster Megathron camping all day the gate or waiting at the undock to shoot stuff pinned by rapiers and hurricanes?
Better dmg ship??? -you are kidding right?

lol....

Quote:
Change gallentean ships to faster in game is a fail idea.


Go ahead share your bright ideas and explain how the shortest weapon system with no means to catch his targets is so awesome.

Quote:
When a deimos can catch with scrambler now a vaga can kill easily. What will be happen if gallentean ship will be faster than other one with their huge short range damage ?


You know what's the problem of fitting the shortest range weapon system? -no you don't.

I'll pick your example, both webbed at max web range and disrupted, let's say 14km, your diemost is taking full dmg at his face while the vaga is getting is paint scratched, ho my goodness, indeed your example is perfect how the weapon system is balanced.

Being faster than the vaga would only help it on APPLYING the web, not the supposed uber dmg.
Chances are in this case the fight is 50-50 depending on how fast the vaga started applying dmg and how fast the diemost pilot did to apply the web and is now at very slow motion geing in range to apply some dmg. Before he's in his optimal range chances are he's almost popped.

You're supposing both are going in straight line and the fact diemost would be slightly faster would do all the job, flash news it wouldn't.
Vaga would still be the most agile and have the best acceleration, before the diemost pilot could completely neutralise this advantage the vaga pilot is shooting at it with no tracking or dmg application issues for a long while.

Tiger's Spirit
Templars of the Shadows
#923 - 2011-11-05 17:20:24 UTC  |  Edited by: Tiger's Spirit
Tanya Powers wrote:
Tiger's Spirit wrote:
Oh i see you found the most useable minnie ship and want to compare a bad design brutix which have 62k EHP before winter gallente buff.


You mean 62K EHP with no weapon fitted right? -you can't fit 1600RT and fit a full rack of weapons+mwd web scram, at best you can fit some lower tiers weapon with the shortest dmg and range...

Super ubber rep bonus very usefull on top, what a nice ship it is indeed.



Right, maybe you need to learn fitting and using pg implant. this "without weapon racks" fitt have mwd,web,scram,cap booster too, crap electron blaster with 813 dps (overheat+drones) and 1600 plate.
Oh wait 813 dps not enough for you, but after patch u can using ion guns over electrons.
I think this damage not bad with smaller guns.

Second one, another fail.

Tempest have 820 dps with overheat and standard fitt, megathron have 1124 without overheat.
So, what will be win in short range fight ?
A mega melting easily a tempest in a short range fight.

3rd
Share brightness ? Try to read what i wrote. Scram range/lvl bonus for the gallente ships.
Thats better idea than a "I win" speed button just nerf something else because someone like crying.

"You know what's the problem of fitting the shortest range weapon system? -no you don't."

Do you know what i'm thinking ? You are a prophetess who know my knowledge.
But vaga fitted with webs is so rare like a nano deimos. But do you know, how can beat a webabond. :D
Keen Fallsword
Skyway Patrol
#924 - 2011-11-05 17:39:18 UTC
Tiger's Spirit wrote:
Tanya Powers wrote:
Tiger's Spirit wrote:
Oh i see you found the most useable minnie ship and want to compare a bad design brutix which have 62k EHP before winter gallente buff.


You mean 62K EHP with no weapon fitted right? -you can't fit 1600RT and fit a full rack of weapons+mwd web scram, at best you can fit some lower tiers weapon with the shortest dmg and range...

Super ubber rep bonus very usefull on top, what a nice ship it is indeed.



Right, maybe you need to learn fitting and using pg implant. this "without weapon racks" fitt have mwd,web,scram,cap booster too, crap electron blaster with 813 dps (overheat+drones) and 1600 plate.
Oh wait 813 dps not enough for you, but after patch u can using ion guns over electrons.
I think this damage not bad with smaller guns.

Second one, another fail.

Tempest have 820 dps with overheat and standard fitt, megathron have 1124 without overheat.
So, what will be win in short range fight ?
A mega melting easily a tempest in a short range fight.

3rd
Share brightness ? Try to read what i wrote. Scram range/lvl bonus for the gallente ships.
Thats better idea than a "I win" speed button just nerf something else because someone like crying.

"You know what's the problem of fitting the shortest range weapon system? -no you don't."

Do you know what i'm thinking ? You are a prophetess who know my knowledge.
But vaga fitted with webs is so rare like a nano deimos. But do you know, how can beat a webabond. :D


For sure this guy dont want galente change.. ... Talking with him is like hitting head in wall ...
Shmekla
I Have a Plan
#925 - 2011-11-05 17:53:44 UTC
Creat Posudol wrote:

Yes! Now you're getting it! That would be the idea. If you haven't gotten that from my last posts so far please go back and read them again (on the last 3 pages or so). It would be the proposition that Minmatar are still pretty fast, but most of all AGILE. Gallente will take the new crown for speed, but will actually get their already not-great agility nerfed. This would allow blasters to work since you can get into range. It would also, as I've stated many times, cause pilot skill to be the deciding factor in battles.

It is of course fine if you disagree, but please explain what part of my suggestion wouldn't work as intended (I'm sure I overlooked something somewhere). I've explained why yours wouldn't work for the example you mentioned above and what other problems I see with it (Gallente can only engage if already near blaster range).


If you are talking about this " in first seconds if your opponent traveled 5 km, you already covered 10" so.. what this mean?
At first seconds nobody has full speed, so how much you cover only depends on you ability to gain speed. and this is AGILITY.
only after that when both ships gain full speeds, then speed matters, but not completely.
imagine if you with sluggish but fast ship chasing agile but little slower. you goal is to kept him at you short optimal.
At firs seconds of fight he will even increase distance because he will gain speed faster, after some time your speed will be higher and you will be approaching him. but this is after some time and all this time you will be doing ridiculous dmg and receiving much more.
Notice this is only if target goes straight away from you. What if he will turn? You will lose speed again because can not turn that fast and again distance between you and him will increase. He will kite you till death.

Now opposite scenario: you are in slower but more agile ship. in firs seconds you will reduce distance because target can not gains speed as fast as you. if distance is to big and you failed to catch him before his speed becomes higher than you. You can turn fast and try to brake from disruptor range. Because you will finish maneuver faster and gains speed faster you can increase range. and try to escape.
Agility let you react faster to movement vectors change and keep target in short optimal or escape.
Of course blaster must get tracking boost that they can track targets flying so agile. Also maybe dps and range.
Tiger's Spirit
Templars of the Shadows
#926 - 2011-11-05 18:21:34 UTC  |  Edited by: Tiger's Spirit
Keen Fallsword wrote:
For sure this guy dont want galente change.. ... Talking with him is like hitting head in wall ...


Realy i dont want gallente change. What i wrote ?

"Need change, i want flight with most gallentean ship not just with arazu,thanatos but brutix,eos,deimos etc too ,but fastest gallentean ships in game is a fail."

I want, but i dont want stupid idea like yours.
Tanya Powers
Doomheim
#927 - 2011-11-05 18:36:49 UTC
Keen Fallsword wrote:
Tiger's Spirit wrote:


For sure this guy dont want galente change.. ... Talking with him is like hitting head in wall ...


Very much this yes.
Lee Vanden
The Scope
Gallente Federation
#928 - 2011-11-05 18:36:52 UTC
I was just on SISI trying to fit out a Diemost with the new hybrid changes. I have advanced weapon upgrades 4 and by putting 2 Ancilliary Current Routers in the rig slots I was able to fit:

4 Neutron and 1 Ion blaster in the highs
MWD, scram and web in the mids
DC, EANM, Explosive Hardener, 1600mm RT plate and 2 Mag Stabs in the lows

Considering this ship is supposed to be the ulitmate short range HAC. it costs more than the Megathron, and it's about to be completely outgunned by the new Talos, and it's still too slow to get into range, it needs some serious love.

The utility high should be converted to a turret point
It needs a CPU boost and a massive PG boost
It needs an extra midslot
It needs a speed boost allowing it to reach 2000m/s with the MWD on

As standard it should be able to fit:

6 Neutron blasters in the highs
MWD, scram, web, and cap injector in the mids
DC, EANM, Explosive Hardener, 1600mm RT plate and 2 Mag Stabs in the lows

This would leave the 2 rig slots free to add extra tank, gank or speed depending on the pilots preference. People will say this is overpowered, but the Diemos is supposed to be overpowering if it manages to get into range to use it's weapons, just read the description:

"Sharing more tactical elements with smaller vessels than with its size-class counterparts, the Deimos represents the final word in up-close-and-personal cruiser combat. Venture too close to this one, and swift death is your only guarantee. "
Tanya Powers
Doomheim
#929 - 2011-11-05 18:44:07 UTC
Lee Vanden wrote:
"Sharing more tactical elements with smaller vessels than with its size-class counterparts, the Deimos represents the final word in up-close-and-personal cruiser combat. Venture too close to this one, and swift death is your only guarantee. "


Diemost - it worth his description Lol
Kumq uat
Aliastra
Gallente Federation
#930 - 2011-11-05 18:44:21 UTC
Lee Vanden wrote:
I was just on SISI trying to fit out a Diemost with the new hybrid changes. I have advanced weapon upgrades 4 and by putting 2 Ancilliary Current Routers in the rig slots I was able to fit:

4 Neutron and 1 Ion blaster in the highs
MWD, scram and web in the mids
DC, EANM, Explosive Hardener, 1600mm RT plate and 2 Mag Stabs in the lows

Considering this ship is supposed to be the ulitmate short range HAC. it costs more than the Megathron, and it's about to be completely outgunned by the new Talos, and it's still too slow to get into range, it needs some serious love.

The utility high should be converted to a turret point
It needs a CPU boost and a massive PG boost
It needs an extra midslot
It needs a speed boost allowing it to reach 2000m/s with the MWD on

As standard it should be able to fit:

6 Neutron blasters in the highs
MWD, scram, web, and cap injector in the mids
DC, EANM, Explosive Hardener, 1600mm RT plate and 2 Mag Stabs in the lows

This would leave the 2 rig slots free to add extra tank, gank or speed depending on the pilots preference. People will say this is overpowered, but the Diemos is supposed to be overpowering if it manages to get into range to use it's weapons, just read the description:

"Sharing more tactical elements with smaller vessels than with its size-class counterparts, the Deimos represents the final word in up-close-and-personal cruiser combat. Venture too close to this one, and swift death is your only guarantee. "


I agree with what you are saying but you really should train AWU 5. Best level 5 skill I ever trained.
Keen Fallsword
Skyway Patrol
#931 - 2011-11-05 18:45:50 UTC
Lee Vanden wrote:
I was just on SISI trying to fit out a Diemost with the new hybrid changes. I have advanced weapon upgrades 4 and by putting 2 Ancilliary Current Routers in the rig slots I was able to fit:

4 Neutron and 1 Ion blaster in the highs
MWD, scram and web in the mids
DC, EANM, Explosive Hardener, 1600mm RT plate and 2 Mag Stabs in the lows

Considering this ship is supposed to be the ulitmate short range HAC. it costs more than the Megathron, and it's about to be completely outgunned by the new Talos, and it's still too slow to get into range, it needs some serious love.

The utility high should be converted to a turret point
It needs a CPU boost and a massive PG boost
It needs an extra midslot
It needs a speed boost allowing it to reach 2000m/s with the MWD on

As standard it should be able to fit:

6 Neutron blasters in the highs
MWD, scram, web, and cap injector in the mids
DC, EANM, Explosive Hardener, 1600mm RT plate and 2 Mag Stabs in the lows

This would leave the 2 rig slots free to add extra tank, gank or speed depending on the pilots preference. People will say this is overpowered, but the Diemos is supposed to be overpowering if it manages to get into range to use it's weapons, just read the description:

"Sharing more tactical elements with smaller vessels than with its size-class counterparts, the Deimos represents the final word in up-close-and-personal cruiser combat. Venture too close to this one, and swift death is your only guarantee. "


Ouch :(

Im afraid that we will see good gal re balancing like "pigs see stars" ...
And you know what is the worst ? The worst is that CCP will send email to all eve players past and recent with "WE JUST RE INVENTED GALLENTE - BACK TO GAME" ....

crap ...
Hot Tubes
Sardaukar Merc Guild
General Tso's Alliance
#932 - 2011-11-05 19:06:47 UTC
This will be written with bullet points as there's several things to cover. And this is assuming you don't go down the path of making Minnie the optimal race (zero falloff) and gallente the falloff race, which is a good theory, as if minnie are fast enough to control range then make them ******* use it to constantly keep optimal or they lose all dps. And if gallente are slow as **** surely they need to be able to hit at a variety of ranges (with reduction in dps) more than ******* minnie. Anyway....

First:
Bring other turrets down a bit to be not stupid OP.

# Scorch ammo needs range cut by 33-50%. Abaddons with no optimal range boneruses shouldn't be able to have 45km optimal with scorch and 10km falloff.

# All crystals should take 10 seconds to switch/reload. **** roleplay reasons, this is game balance reasoning.

# The bonus to falloff given by tracking enhancers should be substantially reduced from the current (T2 is 30% bonus. I don't know a decent value but let's just say cut by 50%). The current level of falloff reached with autocannons is ******* ridiculous.

# Base tracking on autocannons should AT MOST be 50% of the equivalent blaster. They usually fight at long ranges, meaning that while they move faster their relative speed to the target is lower and so tracking isn't as necessary. Plus all those tracking enhancers which are practically mandatory on minnie ships will boost tracking a little anyway. Blasters should be the best tracking of all turrets. Too many minnie pilot can keep range and pick off frigs with awesome tracking and then race up beside a target and brawl the **** out of it due to having good enough tracking to get right up beside them.

# INCREASE fitting requirements of projectiles to more closely match those of hybrids and lasers. An option people often ask for is to make it easier to fit the top tier of hybrids but, using blasters as an example, this completely makes elctrons and ions useless if neutrons can always be fit AND have prop mod AND have massive tank. There is good reason for the current trade off, and projectile weapons currently don't require this trade.



Hybrid/gallente buff

# Increase base top speed of gallente ships to be the highest of all. They should, with prop module, be able to scream in a straight line towards something and catch it. Keep agility as it is now. With good piloting they can still be avoided by minnie ships. Like in a bull fight, you don't run in a straight line away from the ******* bull, you run perpendicular to it as it can't turn as fast.

# Reduce the speed reduction incurred by using trimarks and armour plates.

# Reduce the capacitor requirement of firing hybrids. Reduce reload time to 5 seconds (to facilitate using Null on approach then when/if you snag someone a change to a close range ammo doesn't **** you over).

# For small blasters, increase base optimal range. It's slightly nuts to have an optimal of 500m roughly when you're piloting an interceptor which will refuse to orbit any closer than 1000m+ unless you practically stop the damn ship.

# Tracking boost to all blasters. Ballpark figure of 20%

# 5-10% dps boost, probably erring towards 5% due to the freak of nature known as the Vindicator.
Mag's
Azn Empire
#933 - 2011-11-05 20:06:31 UTC
Deviana Sevidon wrote:
Even the ingame fittint screen on Sisi acknowledges that the failure that is the Hybrid fix for blaster turrets.

(I choose the ships because they both have a damage bonus, the same number of turrets and drones)

Armageddon hull on Singularity: 7x Mega Pulse Laser ll:
Turret DPS: 729 with Multifrequency Crystals 15km optimal 10km falloff
Turret DPS: 668 with Scorch Crystals 45km optimal 10km falloff

Megathron hull on Singularity : 7 Neutron Blaster Cannon ll:
Turret DPS 759 with Antimatter 4,5km optimal and 12,5km falloff
Turret DPS 696 with Null 11,25km optimal and 15,62km falloff

In conclusion:

There is no point in hybrid turrets even after the patch. The Armageddon has almost the same DPS and 3x the range. So blasters are in desperate need of something more. Either drastically more DPS or a lot more range.

And to compare Talos vs. Tornado: https://forums.eveonline.com/default.aspx?g=posts&t=29776&find=unread
Which is the reason I won't be going back to blasters after this patch. It's simply pointless to do so, when lasers are so good.

Before anyone asks, no I'm not advocating a nerf to lasers, but blasters should be melt your face good at it's very small range so need more of a boost.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Tanya Powers
Doomheim
#934 - 2011-11-05 22:49:31 UTC
Had doubts about this hybrid rebalance, after testing I'm sure.

What you guys are just doing is not worthy the time spent, just rename it "projectiles buff" or "Gallente: RIP".

Either you guys are ganking the forums and trolling us in SISI to come out with totally different changes on TQ, or all these threads posts and feedback is written in some language you can't clearly understand.

Has it stands right now, you should call the next expansion "Eve Online: In rust we trust"

....
Spugg Galdon
Federal Navy Academy
Gallente Federation
#935 - 2011-11-05 23:40:11 UTC  |  Edited by: Spugg Galdon
Hot Tubes wrote:
This will be written with bullet points as there's several things to cover. And this is assuming you don't go down the path of making Minnie the optimal race (zero falloff) and gallente the falloff race, which is a good theory, as if minnie are fast enough to control range then make them ******* use it to constantly keep optimal or they lose all dps. And if gallente are slow as **** surely they need to be able to hit at a variety of ranges (with reduction in dps) more than ******* minnie. Anyway....

First:
Bring other turrets down a bit to be not stupid OP.

# Scorch ammo needs range cut by 33-50%. Abaddons with no optimal range boneruses shouldn't be able to have 45km optimal with scorch and 10km falloff.

# All crystals should take 10 seconds to switch/reload. **** roleplay reasons, this is game balance reasoning.

# The bonus to falloff given by tracking enhancers should be substantially reduced from the current (T2 is 30% bonus. I don't know a decent value but let's just say cut by 50%). The current level of falloff reached with autocannons is ******* ridiculous.

# Base tracking on autocannons should AT MOST be 50% of the equivalent blaster. They usually fight at long ranges, meaning that while they move faster their relative speed to the target is lower and so tracking isn't as necessary. Plus all those tracking enhancers which are practically mandatory on minnie ships will boost tracking a little anyway. Blasters should be the best tracking of all turrets. Too many minnie pilot can keep range and pick off frigs with awesome tracking and then race up beside a target and brawl the **** out of it due to having good enough tracking to get right up beside them.

# INCREASE fitting requirements of projectiles to more closely match those of hybrids and lasers. An option people often ask for is to make it easier to fit the top tier of hybrids but, using blasters as an example, this completely makes elctrons and ions useless if neutrons can always be fit AND have prop mod AND have massive tank. There is good reason for the current trade off, and projectile weapons currently don't require this trade.



Hybrid/gallente buff

# Increase base top speed of gallente ships to be the highest of all. They should, with prop module, be able to scream in a straight line towards something and catch it. Keep agility as it is now. With good piloting they can still be avoided by minnie ships. Like in a bull fight, you don't run in a straight line away from the ******* bull, you run perpendicular to it as it can't turn as fast.

# Reduce the speed reduction incurred by using trimarks and armour plates.

# Reduce the capacitor requirement of firing hybrids. Reduce reload time to 5 seconds (to facilitate using Null on approach then when/if you snag someone a change to a close range ammo doesn't **** you over).

# For small blasters, increase base optimal range. It's slightly nuts to have an optimal of 500m roughly when you're piloting an interceptor which will refuse to orbit any closer than 1000m+ unless you practically stop the damn ship.

# Tracking boost to all blasters. Ballpark figure of 20%

# 5-10% dps boost, probably erring towards 5% due to the freak of nature known as the Vindicator.


Exactly my thoughts and what I have been trying to explain in this thread. You sir know exactly what needs to be done.

Do this with ammo too and it's all gravy:

Multifrequency (short range EM) : Remains as is except high EM low Thermal
Gamma (short range hi RoF) : +50% RoF -50% Damage -50% optimal
X-Ray (Short Range hi tracking) : -50% optimal +10% tracking low dmg
Ultraviolet (Mid range Mid dmg) : +25% optimal
Standard (V.Low Cap Use Mid Rng) : +25% optimal -50% cap use -20% damage
Infra-red (Short rng Thermal) : As MF but with hi thermal damage
Microwave (Sniper/Alpha low RoF): +50% dmg -50% Rof +40% optimal +15% Cap use
Radio (Extreme long range) : +60% optimal

Antimatter (Short rng Thermal) : Remains as is High Thermal low Kinetic damage
Uranium (Short rng Hi RoF) : +50% Rof -50% dmg -25% optimal -25% falloff
Plutonium (Short rng Hi tracking): -25% optimal & falloff +10% tracking low dmg
Thorium (Hi falloff low optimal) : +50% Falloff
Iridium (Hi optimal Low falloff) : +50% Optimal
Lead (Short rng Kinetic) : As AM with hi kinetic low Thermal
Tungsten (Sniper/Alpha low RoF): +50% dmg -50% Rof +40% optimal & falloff +15% Cap use
Iron (Extreme long range) : +60% Optimal & fall off
Keen Fallsword
Skyway Patrol
#936 - 2011-11-06 00:12:20 UTC
Hot Tubes wrote:
This will be written with bullet points as there's several things to cover. And this is assuming you don't go down the path of making Minnie the optimal race (zero falloff) and gallente the falloff race, which is a good theory, as if minnie are fast enough to control range then make them ******* use it to constantly keep optimal or they lose all dps. And if gallente are slow as **** surely they need to be able to hit at a variety of ranges (with reduction in dps) more than ******* minnie. Anyway....

First:
Bring other turrets down a bit to be not stupid OP.

# Scorch ammo needs range cut by 33-50%. Abaddons with no optimal range boneruses shouldn't be able to have 45km optimal with scorch and 10km falloff.

# All crystals should take 10 seconds to switch/reload. **** roleplay reasons, this is game balance reasoning.

# The bonus to falloff given by tracking enhancers should be substantially reduced from the current (T2 is 30% bonus. I don't know a decent value but let's just say cut by 50%). The current level of falloff reached with autocannons is ******* ridiculous.

# Base tracking on autocannons should AT MOST be 50% of the equivalent blaster. They usually fight at long ranges, meaning that while they move faster their relative speed to the target is lower and so tracking isn't as necessary. Plus all those tracking enhancers which are practically mandatory on minnie ships will boost tracking a little anyway. Blasters should be the best tracking of all turrets. Too many minnie pilot can keep range and pick off frigs with awesome tracking and then race up beside a target and brawl the **** out of it due to having good enough tracking to get right up beside them.

# INCREASE fitting requirements of projectiles to more closely match those of hybrids and lasers. An option people often ask for is to make it easier to fit the top tier of hybrids but, using blasters as an example, this completely makes elctrons and ions useless if neutrons can always be fit AND have prop mod AND have massive tank. There is good reason for the current trade off, and projectile weapons currently don't require this trade.



Hybrid/gallente buff

# Increase base top speed of gallente ships to be the highest of all. They should, with prop module, be able to scream in a straight line towards something and catch it. Keep agility as it is now. With good piloting they can still be avoided by minnie ships. Like in a bull fight, you don't run in a straight line away from the ******* bull, you run perpendicular to it as it can't turn as fast.

# Reduce the speed reduction incurred by using trimarks and armour plates.

# Reduce the capacitor requirement of firing hybrids. Reduce reload time to 5 seconds (to facilitate using Null on approach then when/if you snag someone a change to a close range ammo doesn't **** you over).

# For small blasters, increase base optimal range. It's slightly nuts to have an optimal of 500m roughly when you're piloting an interceptor which will refuse to orbit any closer than 1000m+ unless you practically stop the damn ship.

# Tracking boost to all blasters. Ballpark figure of 20%

# 5-10% dps boost, probably erring towards 5% due to the freak of nature known as the Vindicator.


Its very good Idea but remember that CCP "logic" is different :). And also those guys have theirs biz in game (I mean DEV`s who play game as we playing) !
But for yours idea thumbs UP !
Naomi Knight
Ministry of War
Amarr Empire
#937 - 2011-11-06 00:26:47 UTC
Keen Fallsword wrote:


For sure this guy dont want galente change.. ... Talking with him is like hitting head in wall ...


cause he has as high brain capacity as the wall, dumby noob, no wonder why everybody hates him
Tanya Powers
Doomheim
#938 - 2011-11-06 00:27:52 UTC  |  Edited by: Tanya Powers
Quote:
# Base tracking on autocannons should AT MOST be 50% of the equivalent blaster. They usually fight at long ranges, meaning that while they move faster their relative speed to the target is lower and so tracking isn't as necessary. Plus all those tracking enhancers which are practically mandatory on minnie ships will boost tracking a little anyway. Blasters should be the best tracking of all turrets. Too many minnie pilot can keep range and pick off frigs with awesome tracking and then race up beside a target and brawl the **** out of it due to having good enough tracking to get right up beside them.


Tornado's aren't supposed to hit cruisers right?-specially cruisers with 190 sign radius and 1200m/s right?

False, not only the Tornado can hit said cruiser with no tracking issues but can do it at over 70km....

Downgrade the guns and 100AB tornado is something possible. Roll

EDIT: You guys are just doing the next Cynabal with better speed and bigger dmg Lol -has it stands cane/drakes fleets will be decimated by those. Great game breaking tool.
Naomi Knight
Ministry of War
Amarr Empire
#939 - 2011-11-06 00:28:51 UTC
Tanya Powers wrote:
Had doubts about this hybrid rebalance, after testing I'm sure.

What you guys are just doing is not worthy the time spent, just rename it "projectiles buff" or "Gallente: RIP".

Either you guys are ganking the forums and trolling us in SISI to come out with totally different changes on TQ, or all these threads posts and feedback is written in some language you can't clearly understand.

Has it stands right now, you should call the next expansion "Eve Online: In rust we trust"

....

winmatar online
Cailais
The Red Pill Taker Group
#940 - 2011-11-06 01:29:34 UTC
Essentially there aren't enough parameters (or design 'space') for the numbers of weapon types in EVE. When we think of what the parameters are in any given fight it basically boils down to:

- Range
- Tracking (or accuracy)
- Damage

if you were to start EVE afresh you would have turrets that excelled in damage, but had limited range, turrets with great range but limited damage and so on and so forth until you had used up all the pros and cons of using a given weapon system.

With 6 turret types + missiles EVEs 'spectrum' of weapon capabilities has been exhausted (and thats before we even consider drones).

Whats needed is a bigger spectrum. This might be achieved by having certain ammunition types apply 'de-buffs' to a target (in addition to vanilla HP damage) - "EW Lite" as it were. Or you relook at where the holes are in a ships defences (lasers are good vs shield tanks, projectiles are good vs armour, etc etc).

C.