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New dev blog: Hybrid weapon and Tech II ammo balancing

First post First post
Author
Tanya Powers
Doomheim
#981 - 2011-11-06 15:28:26 UTC
Who needs blasters?

From another thread and for those who haven't seen it already, OC it's the current SISI build and it's not officially announced it's the one going live on TQ, but have fun watching it.
Imawuss
The Scope
Gallente Federation
#982 - 2011-11-06 18:56:55 UTC
Foum ate my post. So smaller version after the hybrid "buff" we have:

Blaster negatives:
Use Cap
fixed damage type (just happens to be the 2 highest average resist on T2 ships..)
10 second reload time (makes switching ammor types extremly disadvantagous)
Poor Range (outranged by an averge of 2x-4x by other weapons)

Postitives:
Higher DPS (on average +17% vs pulse/ +27% vs AC's, after fitting/skills averages to be about +20%)


So lets say you do 800 DPS you oppent does 640 using AC's or Pulse, this mean you are outranged. Lets say it take you 10 seconds to get into your damage range. By that time you have taken 6,400 damage. With your higher DPS it will take another 40 seconds of non-stop firing in your range to make up that difference. 40 Seconds!!!! just to be back on par again....

Conclusion:

unless major changes happen to hybrids Please just refund all hybrid SP's, poeple that liked to be useless in lge fleets and be blown up in nice looking ships can then re-apply back into hybrids, all others can join the masses like they should have done from the begining and get into lasers or projectiles. (also all hybrids are still outperformed in all areas in pve)
Marlona Sky
State War Academy
Caldari State
#983 - 2011-11-06 20:20:40 UTC  |  Edited by: Il Feytid
Bottom line is the other weapon platforms needs lots of nerf here and there to make room for hybrids. Maybe even nerf to the ships themselves. I'm not talking about major nerfs, but several smaller nerfs here and there. If you don't then any reasonable buff to hybrids will cause tons of toes being stepped on.
Collin Dow
Glorious Revolution
#984 - 2011-11-06 21:01:45 UTC
I get less hopeful as time rolls on.

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

Wolfuzz
Ministry of War
Amarr Empire
#985 - 2011-11-06 21:19:14 UTC
Gallente have very slow armor tanked ships + extremaly low range blasters = selfown of the race. Compare that to the minmatar, they have very fast shield tanked ships + autocannons with crazy falloffs, so it's 2:0 for minmatar. Increase range of the blasters so it's similar to projectiles and / or increase speed of the gallente ships, any other so called "balancing" or "boost" simply won't work, and blaster ships will stay as they are now, quite rare in the space.
Gustav Knuttsen
Imperial Academy
Amarr Empire
#986 - 2011-11-06 22:39:40 UTC
Gosh ... CCP is doing what they can to make ppl unhappy they are extremely good in it.

You know what is funny ? Gallente started to be a symbol of CCP politics how to ruin game and how bunch of amateurs developers dont know how to fix the game. Im not Gallente pilot I cant fly these ships but Im starting to really likes this race. Its a symbol of fight with Tyranny and incompetence "Gallente Spring" or "Jita Occupancy". Twisted (only one true democracy in eve !)

Anyway. Speed up Gallente or/and Give Blaster better range or rebalance others (nerf hammer option). Anything but not this will be ****** and just cosmetics.

And New Talon ship is so LOL. Look at Oracle :) But why Rusty Tornado is the best ? We dont know ... But maybe coz most devs toons are Mini :) ?
Phoenix Torp
Almost Absolute
#987 - 2011-11-06 22:59:45 UTC
Mini toons are the best because they don't need a lot of support for weapons modules. Tempest can "waste" 3 slots in Gyroestabilizer and even with that win whatever. And can kite his enemy since is faster. Gallente would need Tracking Enhancer, Trackin Computer... and then, to be competitive with the rest of races DPS, should fit the Magnetic Stabilizer.
It's either the master failing philosophy of Gallente or the master overpowered philosopy of Minmatar what makes this. And Amarr is the middle-term with large optimals and cap issues, that needs his pilots to have "a bit" of intelligence and strategy.
Right now, would appreciate more a Gallente pirate than another one.

http://eveboard.com/pilot/Phoenix_Torp

Rip Minner
ARMITAGE Logistics Salvage and Industries
#988 - 2011-11-06 23:36:47 UTC
Tanya Powers wrote:
Who needs blasters?

From another thread and for those who haven't seen it already, OC it's the current SISI build and it's not officially announced it's the one going live on TQ, but have fun watching it.



Winmatar in action got to love it Pirate

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.

Sydney Nelson
Nelson Universal Aerospace
#989 - 2011-11-07 01:16:38 UTC
I've read a ton of these posts so far.
Here's my abreviated summary.

I think almost everyone agrees that the problem with blaster-ships is the mixing of the shortest-range weapon with the slowest (armor-tanked) hulls.

Some people are saying Blaster's fall-off sould be increased.
This would probably work to even-things-out, but I don't like this idea (neither do most other people).
If we increase Blaster's fall-off, they simply become another Autocannon.
This fix would probably work just fine, but totaly takes-away any originaltiy Blasters have.
No thanks...

There have been some really good fixes proposed, but all of them involve actually buffing the Blaster hulls themselves.
Some of those ideas:

Increase web/scram range of blaster-ships. This would allow them to pin-down targets before they have a chance to kite/escape.

Increase blaster-ships' agility dramatically. This would allow them to accelerate quickly and hopefully get into-range before their target can accelerate and begin to kite.

Increase blaster-ships' speed to be the fastest ships. This way they can "bull-rush" into range and hopefully make-up for all the damage they took getting-into range.

My personal favorite idea is to give a MWD boost bonus to Hybrid ships. This would allow them to temporarily "sprint" into (or out-of) range at the expence of cap.

All of these last 4 proposals seem to be viable fixes to Blaster ships without totally breaking the game.
The problem?

There seems to be some concern that applying these fixes to the hulls themselves will cause some other problems.
If you bonus hybrid ships with speed, agility, tackle-range, etc. what would stop these ships from fitting ACs, or Lasers and being OP because they have this "extra" built-in bonus.
This is a fair concern, I think.
So what do we do?

Apply the bonus to the GUNS themselves!
So if you fit Blasters on a ship, you get X amount of speed-boost (or agility, or tackle-range, or MWD boost, etc.) per terret.

There are people that will cry "No fair! Why do Hybrids get an extra boost?!" *boo hoo hoo*
It's simple. As others have already pointed-out over and over, the other guns already HAVE built-in boosts.

AC's have selectable damage-type, no cap-use, and VERY easy fitting requirements.

Lasers have instantly swapable ammo, and use no amunition, and... well... Scorch.

What do Hybrids have? Nothing yet... Time to change that.
Nimrod Nemesis
Doomheim
#990 - 2011-11-07 01:32:23 UTC  |  Edited by: Nimrod Nemesis
Important message to everyone who wants to construct text-wall advice for CCP:

1. Railguns, they too are hybrids.

2. Blasters should get more out of Null, not a huge baseline range increase. CCP will not re-invent the autocannon.

3. Hull issues are seperate issues. Gallente AND Caldari have hybrid ships, so if one of your suggestions is "web bonus on every gallente ship," you're obviously not adressing the issue.
Wolfuzz
Ministry of War
Amarr Empire
#991 - 2011-11-07 01:55:31 UTC
I see alot of posts that says "we don't need / want another autocannons" Why not ? What is so wrong in two kinds of weapons, that are very similar to each others (projectiles and lasers are similar already) I don't really get the idea that races should differ so much.. When germans made a tank, brits made a tank as well (or the opposite I don't wanna offend no brits :D) Some ideas simply work - like combination of range and speed of the ship, and others don't - like combination of close range and slow ship, let's just stick to those ideas that work in real combat. And about those changes propositions by CCP Tallest, You can decrese PG and CPU needs by 99%, increase tracking by 999% and blaster ship still gone be totaly owned by minmatar one, simply gone be kited, orbited or out ranged to death. Another issue with hybrid turrets is their ammo, only 2 types of dmg, that makes them sux in most of the pve and pvp cases.
Nimrod Nemesis
Doomheim
#992 - 2011-11-07 03:21:31 UTC  |  Edited by: Nimrod Nemesis
Wolfuzz wrote:
I see alot of posts that says "we don't need / want another autocannons" Why not ? What is so wrong in two kinds of weapons, that are very similar to each others (projectiles and lasers are similar already) I don't really get the idea that races should differ so much


First off, projectiles and lasers are not all that similar. As to why we don't want to duplicate autos directly, it's obvious. You then just have autocannons that require cap and only have one damage profile. What's the point in even having blasters at that point?

They should either defend the blaster niche and help them overcome some of their short-comings with T2 ammo (just like barrage and scorch do for projectiles and lasers) or they should drop the weapon system all together.

Wolfuzz wrote:

And about those changes propositions by CCP Tallest, You can decrese PG and CPU needs by 99%, increase tracking by 999% and blaster ship still gone be totaly owned by minmatar one, simply gone be kited, orbited or out ranged to death. Another issue with hybrid turrets is their ammo, only 2 types of dmg, that makes them sux in most of the pve and pvp cases.


Yep, ship issues are part of the problem. A big part at that. But that isn't alleviated by cloning projectiles either. Then you get a less agile ship with the same weapon system. Bunk. As far as damage types, i'm ok with kin/therm. I don't see anything wrong with being stuck to that profile, so long as there are some advantages too.

The way I see it they would do best by:

-Cutting cap usage again
-Buffing Null to provide some decent range and prevent gallente ships from being whittled to death at point range
-Going ship by ship among all the hybrid platforms and giving them some much-needed accelleration to catch faster and more agile ships when they try to maneuver.
-Monkey with the blaster tracking stats until they're able to apply their EFT-dps advantage when they close on a target.
-Reduce railgun range, dramatically boost their dps.
Sydney Nelson
Nelson Universal Aerospace
#993 - 2011-11-07 05:15:56 UTC  |  Edited by: Sydney Nelson
Nimrod Nemesis wrote:
Important message to everyone who wants to construct text-wall advice for CCP:

1. Railguns, they too are hybrids.

2. Blasters should get more out of Null, not a huge baseline range increase. CCP will not re-invent the autocannon.

3. Hull issues are seperate issues. Gallente AND Caldari have hybrid ships, so if one of your suggestions is "web bonus on every gallente ship," you're obviously not adressing the issue.


That's why I thought it would be a good idea to apply bonuses to the guns directly.
That way, you actually make the guns better without making them copies of existing guns.
This waym you're not bufing hulls that would STILL be better-off using ACs or Lasers or...

If you made Rails give a boost to MWD speed bonus, I think it would make them somewhat viable in PVP (combined with thier up-coming dmg buff).
Rails aren't a problem on thier own. Again it's the hulls that use them that are limited.
If a Rail Brutix was fast-enough, it could quite-possibly win a kiting battle with an AC Cane.
Med. Rails have enough optimal to out-damage AC's within long-point range.
The ship just has to be fast-enough to do-it.

PS don't reduce railgun range.
It's one of the things that still makes them usefull in PVE.
Obviously by increasing dmg, you compensate for that, but then thier dmg profile starts to look a LOT like ACs and T2 Pulses w/Scorch.
Nimrod Nemesis
Doomheim
#994 - 2011-11-07 05:32:09 UTC
That post makes it pretty clear you know nothing about rails.
Nyla Skin
Caldari Provisions
Caldari State
#995 - 2011-11-07 05:55:44 UTC
Tanya Powers wrote:
Tiger's Spirit wrote:
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....


Especially that Gallente ships RELY on other races ships to even get them the few targets they can theoretically have.. Anyone ever try having an all-gallente fleet? It's hilarious. :D

In after the lock :P   - CCP Falcon www.nizkor.org/features/fallacies

Dunmur
Tempered Logic
#996 - 2011-11-07 09:52:59 UTC  |  Edited by: Dunmur
Sydney Nelson wrote:
Nimrod Nemesis wrote:
Important message to everyone who wants to construct text-wall advice for CCP:

1. Railguns, they too are hybrids.

2. Blasters should get more out of Null, not a huge baseline range increase. CCP will not re-invent the autocannon.

3. Hull issues are seperate issues. Gallente AND Caldari have hybrid ships, so if one of your suggestions is "web bonus on every gallente ship," you're obviously not adressing the issue.


That's why I thought it would be a good idea to apply bonuses to the guns directly.
That way, you actually make the guns better without making them copies of existing guns.
This waym you're not bufing hulls that would STILL be better-off using ACs or Lasers or...

If you made Rails give a boost to MWD speed bonus, I think it would make them somewhat viable in PVP (combined with thier up-coming dmg buff).
Rails aren't a problem on thier own. Again it's the hulls that use them that are limited.
If a Rail Brutix was fast-enough, it could quite-possibly win a kiting battle with an AC Cane.
Med. Rails have enough optimal to out-damage AC's within long-point range.
The ship just has to be fast-enough to do-it.

PS don't reduce railgun range.
It's one of the things that still makes them usefull in PVE.
Obviously by increasing dmg, you compensate for that, but then thier dmg profile starts to look a LOT like ACs and T2 Pulses w/Scorch.


LOL a rail brutix beating a ac cane now ive seen it all.

Wait is that a pig flying over there...
Lucas Quaan
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#997 - 2011-11-07 14:23:44 UTC  |  Edited by: Lucas Quaan
Imawuss wrote:
Foum ate my post. So smaller version after the hybrid "buff" we have:

Blaster negatives:
Use Cap
fixed damage type (just happens to be the 2 highest average resist on T2 ships..)
10 second reload time (makes switching ammor types extremly disadvantagous)
Poor Range (outranged by an averge of 2x-4x by other weapons)

The first and second points are shared with lasers, the third with every weapon system but lasers and also works against the ones that could potentially exploit your second point in the first place, so that leaves the last one which is kinda ok since:

Quote:
Postitives:
Higher DPS (on average +17% vs pulse/ +27% vs AC's, after fitting/skills averages to be about +20%)

Really, blasters are supposed to be the in-you-face weapon of choice and there is nothing wrong with that premise. What you really are complaining about is the inability of some, not all, of the ships using blasters to get into that position. Stop making it out as if there is something wrong with blasters themselves, especially after this buff.
David Xavier
The Capsuleers of Unconscious Thought
#998 - 2011-11-07 14:44:50 UTC  |  Edited by: David Xavier
Lucas Quaan wrote:
Imawuss wrote:
Foum ate my post. So smaller version after the hybrid "buff" we have:

Blaster negatives:
Use Cap
fixed damage type (just happens to be the 2 highest average resist on T2 ships..)
10 second reload time (makes switching ammor types extremly disadvantagous)
Poor Range (outranged by an averge of 2x-4x by other weapons)

The first and second points are shared with lasers, the third with every weapon system but lasers and also works against the ones that could potentially exploit your second point in the first place, so that leaves the last one which is kinda ok since:

Quote:
Postitives:
Higher DPS (on average +17% vs pulse/ +27% vs AC's, after fitting/skills averages to be about +20%)

Really, blasters are supposed to be the in-you-face weapon of choice and there is nothing wrong with that premise. What you really are complaining about is the inability of some, not all, of the ships using blasters to get into that position. Stop making it out as if there is something wrong with blasters themselves, especially after this buff.


Oh wait blasters have the disadvantages of every other weapon system combined but it is OK since it does 20% more damage at point blank range ? Do you comprehend what you write ?

Yes the Vindicator the only ship capable to use blasters with some degree of efficiency... because a pirate faction battleship is semi-usable due to it's insane buffer let's dismiss the problems of the hybrid weapon systems.


There is one thing more disturbing than the cookie-cutter Projectile and Laser fanboys trying to push Hybrids even deeper into uselessness, is the lack of Dev response of what THEY think can be done.

I don't suffer from insanity.. I enjoy it !

BooooooBeeeeeer
Deep Core Mining Inc.
Caldari State
#999 - 2011-11-07 15:52:49 UTC  |  Edited by: BooooooBeeeeeer
CCP Tallest wrote:

............

"Hail boost is too much"

Look, if you will only boost Hail -25%, we get, by the example of small guns.
900m +3.6 km. 14.2dps (without skills, 200mm guns)
Comparable to the void, small blaster (without skills, neutron blaster):
1.35km +1.25 km 18.5dps
What do we see? auto-cannon, with these cartridges is superior to two blaster for distance work. And 4.3dps inferior. What choices you make, or auto-blaster cannon? : Trolface:

"Eagle is terrible, Deimos is terrible, Rokh is terrible, Proteus is terrible .. Keep posting specific ehamples"

Brutix is ​​terrible of, Eos is terrible of, is terrible of Asterate, Kronos is terrible of.
these ships, there are common problems:
1) They are slow flying.
2) They are forced to enter the ultra-short-range and distance. (Which can not do it)
3) All of them, a bonus to the active tank armor. Which requires lots of capacitor. (Batteries take up much space and they can take a little.)
4) Mean Guns Brutiks and Eos have a range of work (blasters) ~ 7km. Asterate a little more.
5) Due to the active tank, they have very low health, which increases the risk of being killed with the first volley artilerii.
6) They consume a lot of guns being done, (after the update is less, but more than all the same, АС and missiles).
7) Entering into an ultra-close range, they immediately fall into a vampire and Neutralizer. And the instantaneous capacitor lose and die.

So, we have a strange situation.
We sighted the gun consume capacitor, we have an active tank capacitor and consumes a lot .... we have to influence podvergatsya vampire and neutralizer. Quickly lose the capacitor and die .... If you want to keep active tank in ultra-short distance, then you need to, perhaps, to give these ships immune to vampire and a neutralizer. Or do chtonibud, otherwise the ship will remain useless junk.
(With the Kronos situation is better, there is a bonus on the network, but it has all the same, the active tank and a short working distance. What makes it virtually useless due to the fact that, neutralizer is used throughout)

Please, CCP, revise these ships.
BooooooBeeeeeer
Deep Core Mining Inc.
Caldari State
#1000 - 2011-11-07 15:56:07 UTC  |  Edited by: BooooooBeeeeeer
damn. double post, sorry