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Balancing Feedback: Hybrid Turrets

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Author
Perdition64
Aliastra
Gallente Federation
#221 - 2011-11-08 17:23:10 UTC
CCP Tallest, any plans on further developing the hybrid changes before patch day so they can actually make an impact come Winter?
MeBiatch
GRR GOONS
#222 - 2011-11-08 17:43:47 UTC
Pinky Denmark wrote:
lol RR is already super usefull and how do you calculate those numbers? You nust be forgetting how resistance is calculated... The resistance wont be stacking penalized but you will still get less from adding more resist modules.



ok i am at work so i cant pull up eve or eft to support the numbers but here is a post i pulled supporting the same thing but with shields:

IMO making it so the 37.5% increase to internal reps work on incomming remote repair mods... this would greatly make up for gallente/minnie shortcommings when it comes to fleet setups... let me explain i know projectiles are FOTM and make up for this but when hybrids are boosted minnie will fall back in line...
Look at what a 25% increase does to effectivness of internal reps, EHP and incomming RR....

But gal/minnie only get a 37.5% increase to internal reps...

look at a nighthawk with one logi ship with 4 large reps it gets 1955 tank
but a sleipnir(sp?) with one logi ship with 4 large reps it gets 1649 tank

but if you increased the effectiveness of incomming shield rr for minnie you would see that jump up from 384 every 4.5 sec
which is 85.33 hp/sec to 384*1.375=528 every 4.5 sec which means 117 hp/s

so on the same setup one logi ship will now make the seipnirs tank be 2099 tank

this also carries over with armor....

making the 37.5% bonus to internal reps also boost incomming remote repair mods would greatly help offset the dissadvantage minnie and galente have against ammar and caldari...



compare the average minnie/gal setup against the average ammar/caldari setup that gives a resistance bonus you will see much higher ehp on the caldari/ammar over thier gal/minnie counter parts...

now if you took that 37.5% and added another 12.5% to make it 50% then you are looking at the 1649 tank turining into 576 every 4.5 sec which is 128 hp/s so that would 2366 which is about 18% more effective then having a resistance bonus...

so what you end up with is gallente/minnie being better for internal/incomming rr and ammar/caldari being better for ehp...

i think its a good trade off if you ask me...

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

Ugh ti-di pooping makes me sad.

Angeliena
AWE Corporation
Intrepid Crossing
#223 - 2011-11-08 17:54:44 UTC  |  Edited by: Angeliena
Please:

1) increase base web strength to 75% (for t2)

2) Change speed penalty for armor rigs to a penalty to warp speed only Big smile

3) Increase sensor damps by 20%

4) remove penalty from all t2 amo
Pinky Denmark
The Cursed Navy
#224 - 2011-11-08 17:56:58 UTC
The Sleipnir isn't designed as a buffer ship
The Sleipnir does way more dps
The sleipnir is much faster
The sleipnir has more even resists making hardener choice easier
The sleipnir is way more popular for pvp than nighthawk
The sleipnir seems to be better than Nighthawk even if not using a bonus

Also sorry fo derailing the hybrid thread even if I didn't start...
CCP Tallest
C C P
C C P Alliance
#225 - 2011-11-08 17:59:22 UTC
Perdition64 wrote:
CCP Tallest, any plans on further developing the hybrid changes before patch day so they can actually make an impact come Winter?


Yes indeed. I was just about to post an update.

* Hybrid turret reload time will be 5 seconds.
* Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges)
* Blaster damage +5% (except XL turrets)
* Railgun tracking +5% (except XL turrets)

..also, Hail falloff penalty will be 25%, not 0%.

[b]★ EVE Game Designer ★ ♥ Team Super Friends ♥[/b]

MeBiatch
GRR GOONS
#226 - 2011-11-08 18:00:52 UTC  |  Edited by: MeBiatch
pinky you are a ding bat...

as i said they were comparrisons i had made a while ago... you can compare any ship that gets the resist bonus vrs a rep bonus... this was just an example...

the point in making rr better for gal is so they can get close (one of the things that hurts gal ships is thier lack of ehp and short range weapons... if you made gal ships more efficiant for rr against the other races this would help galente get close... and just to prove my point 1400 abbadons anyone????
but
alas this is more about hybrid boosting then gal ship boosting...

so back to blasters and rails...

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

Ugh ti-di pooping makes me sad.

MeBiatch
GRR GOONS
#227 - 2011-11-08 18:03:08 UTC
CCP Tallest wrote:
Perdition64 wrote:
CCP Tallest, any plans on further developing the hybrid changes before patch day so they can actually make an impact come Winter?


Yes indeed. I was just about to post an update.

* Hybrid turret reload time will be 5 seconds.
* Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges)
* Blaster damage +5% (except XL turrets)
* Railgun tracking +5% (except XL turrets)

..also, Hail falloff penalty will be 25%, not 0%.



feels like an inch worm but slow and steady we are getting to where we need to be...

any idea when this will be put in sisi?

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

Ugh ti-di pooping makes me sad.

MotherMoon
Tribal Liberation Force
Minmatar Republic
#228 - 2011-11-08 18:17:51 UTC  |  Edited by: MotherMoon
So blaster fits are better than passive since armor plates kill speed.

But active tanks take up cap.

blasters use cap like crazy.


CCP why aren't you interested and a complete reworking of the the way blasters work instead of just changing numbers?


edit: that said barvo on reload changes... Actually reload changes might change dps a lot....

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

thoth rothschild
Aliastra
Gallente Federation
#229 - 2011-11-08 18:20:58 UTC  |  Edited by: thoth rothschild
I'd like to request some more information on why you choose this way of balance. this request is out of pure curiousity. i know it is a really hard task to try touching weapon systems and ships and i know it is the least thankfull of all design tasks. Some more wording on this scary job to get to understand the decisions is what i would like to get.
Zircon Dasher
#230 - 2011-11-08 18:23:14 UTC
CCP Tallest wrote:
..also, Hail falloff penalty will be 25%, not 0%.



awwww why 4 u change?!!Lol

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Moonaura
The Dead Rabbit Society
#231 - 2011-11-08 18:28:10 UTC  |  Edited by: Moonaura
CCP Tallest, can we still get a tank increase for Hybrid Caldari ships to at least bring them in-line with Amarr tanks, given they are the lowest damage, slowest ships, largest signature ships in the game? It is all they need to balance them.

Pweety please :)

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Raid'En
#232 - 2011-11-08 18:30:23 UTC
if you don't want to change how the defense of gallente ships works, you can always change how the specificity of gallente, the drones, can help them ; some bonus on ecm / weber drones on gallente ships, so that they can get a few more seconds to be able to do their job well.
Bhaal Chinnian
#233 - 2011-11-08 18:33:04 UTC
I was hit my head this morning so bear with me here.....

The community has stated clearly that Blasters should not be homogenized into the arena of Acs & pulses regarding range and that they should remain up close (only) weaponry so perhaps instead of buffing the overall stats for all blasters on a flat-rate basis maybe this idea would be viable on Gallente Hulls only:

Regarding Damage:
For each blaster fitted:

  • +3% damage--8 turret slot ships potentially receive a 24% damage bonus and so on....
  • +2% tracking---the more turrets you have allows the internal Gallente targetting systems to work more effectively blah blah...
  • -1% cap usage--same as above reasoning basically....


Regarding speed:
For each blaster fitted:

  • +1% base speed
  • +3% acceleration when mwd or AB fitted--effectively 24% accell for 8 blaster fit ship to be able to get within blaster range fast.
  • +2% cap usage when MWD or AB is on-- effectively prevents perma mwd/ab the more blasters fitted


Regarding a Web bonus( I know, this may embark into the minnie realm a bit but....)
For each blaster fitted:

  • +2% web range--an 8 blaster ship effectively has +16% web range...not much but would help enough.
  • ----this amounts to a Megathron/w 8 blasters and a faction 15k web having a 17k web range after bonus applied. Not a lot...but may be the difference in a fight.... and sets Gallente apart from Minnie web bonuses



Regarding Drones:
Since Drones are Gallentes' forte maybe give them specific drone bonuses instead of just saying 'MAOR DRONES PLZ!!'Lol

Only in a Gallente hull,I suggest a:
+2% drone range per BC/BS level
+5% effectiveness for combat utility & logistics drones per Gallente BC/BS level


I realize these changes may be overly specific or too abundant, but they DO address the problems Gallente have with:
Damage, tracking, and speed ,and in a slightly different way than just 'OMG buffing/nerfing' across the board.


ty for your time.

'A Good Plan executed today is better than a perfect plan executed next week'-- George Patton

Magosian
Center for Advanced Studies
Gallente Federation
#234 - 2011-11-08 18:35:01 UTC
Hrm, I may have put my posts in the wrong forum section.

Fair warning: they're long, VERY long. Still, it's hard not to be considering all of the things which contribute to hybrid shortcomings.

I'll do my best to summarize:


  1. Hybrids do not provide the pilot with fundamental benefits. Proposed changes on test do not address this!!!!

  2. Projectiles are cap free and allow the user to change damage types. Lasers are virtually ammo-free and have dominant range. These are PASSIVE benefits. Hybrids have no such bonus. They absolutely need one if they are to compete in a popularity contest, let alone in combat. Bear in mind, if you add a passive benefit, depending on the impact of that benefit, you may not have to change anything else! THIS IS KEY!!!

  3. Hybrids natively have the most drawbacks in addition to not having any passive benefit. Proposed changes on test do not address this!!!!

  4. Hybrids:

    • require cap (less cap is still cap)
    • require ammo
    • have fixed damage type
    • have absolutely horrid range
    • do not focus solely on optimal or falloff, making significant boosts to range impossible
    • fit on ships which are not fast enough to execute the philosophy of "in-your-face-dps"
    • suffer speed penalties for buffing armor tanks (which most Gallente ships are), further exacerbating this failed philosophy

  5. Proposed changes to hybrids on test show a lack in understanding hybrid shortcomings.

    • If hybrids are to retain their ineffective range, they need to be on the fastest ships. There is NO substitute for this condition!
    • If hybrids get substantial range boosts, there is no reason to change Gallente/Caldari ship speeds in the first place!
    • Hybrid ammunition needs a similar overhaul which projectiles received. No idea how this was overlooked.
    • Blasterboats usually need webs to be effective. Assuming the target is webbed, TRACKING INCREASES ARE MOOT!
    • Providing speed bonuses to Gallente ships shows an attempt to address some problems, but failure to make them the fastest means blasters will remain ineffective and thus unpopular. Why bother changing anything if it will result in the same outcome?

      Two things which absolutely PARAMOUNT in being successful, regarding the whole "back to basics" effort this winter:

    • shortest range weapons need to be on the fastest ships, either increase blaster range to something slightly above autocannons or make Gallente ships the fastest
    • hybrids need a fundamental "something" which not only makes them unique, but something that HIGHLY appeals to a pilot/gang/fleet. Consider this "something" could eliminate the need to modify anything else, if it is THAT good

If CCP fails to address the above two points, the entire effort is wasted. Mark my words.

That's it really. I break it down much further in the original post. Please take the time to read it. Thanks.
Cal Menahr
IForce
#235 - 2011-11-08 18:37:36 UTC
There seems to be a general agreement between most pilots on what a blaster boat should do and what the main problems are.

Concerning the first iteration of hybrid changes, I think at least the following should be done:

  • Blasters need more damage at point blank. This could be tied into AM and Void instead of the guns.
  • Blasters might need more tracking, especially at point blank. Void for example should not have a tracking penalty, give it a bonus.

  • This is directly tied to the role and usage of blaster boats.
    A fast incoming blaster boat needs tracking to compensate for the movement. I know I know, you don't need it if you go in a straight line, but that's not the fastest way to get next to a target because of the deceleration phase; at least that's my understanding of the approach problem. Also if you'd go in a line and bump (by accident) you might get a range and tracking problem again.
    Then again you might say that more tracking is unfair against small ships, but think about the role of blaster boats: There is a very limited death zone around those ships and if small (fast) ships go there it's their choice. I'm not sure about the best balance here; Scram and web always mean that an afterburner ship has the mobility advantage inside the death zone and a faster ship with it's own scram and web could leave this zone.

  • Blasters range:
  • A lot of people want more range on blasters. The role of a Gallente blaster boat is / should be a close range damage dealer (with sprint approach, see below). The advantage of more range is also the problem: It works against kiters. Now don't get me wrong, I'm not a Minmatar pilot wanting to keep his "I win ship". (I don't want to be forced to fly certain ships just because they are so obviously overpowered, also I like the Gallente way.). By changing blasters range, damage, tracking and ship bonuses the wrong way (depending on the numbers ofc) blasters could make kiting ships useless. But the role of a blaster boat is NOT to deal omg damage in close range AND make kiters useless. -> If you really absolutely want to give a better range option do it with Null (and Iron) and make it weak; damage must be lower than what a good kiting ship would do.


Large Railguns (all hulls):
It's kind of pointless to balance railguns without being sure about their exact role. It seems that railguns, especially large ones, were defined to have an advantage in long range fights. Unfortunately the new scanning mechanics (since the introduction of wormholes) make it not worth bringing a sniper fleet at all. Afaik it's possible (with good players) to land tacklers on a sniper fleet within some seconds (let's say 10 seconds, depending on alignment and the lucky timing of the scanner); now compare this to the align time of battleships and their lock time ...
Has CCP said anything at all since Dominion about the nature of very fast combat scanning? I think their intention was to make scanning less painfull for new players, wormholes and exploration. But COMBAT scanning should need a lot more time to make a whole group of specialized ships useful again - this affects all sizes of fleets.
Making combat scanning harder is also better than only increasing the minimup warp to distance. Eg. a warp distance of 200+ only makes setups up to 200k more useful. But make scanning harder and suddenly all sniper ships, including ultra long range snipers get a chance. Oh yeah, the lock limit of 250k should really be increased.
IF (and only if) CCP keeps the current scan and warp to mechanics Gallente Railgun battleships should be balanced to have an dps advantage up to 150k; above Amarr optimal would be nice if possible and / or just balance it with cap, rof, tracking etc.
But in that case (scan and warp mechanics) those real sniper battleships would still be useless; sure they could be changed to fit in the up to 150k window, but wouldn't it be boring to have all battleships of Eve used in a window of 4 - 150k? After all we're looking at battleships here, they have large guns and are the natural tech 1 choice for long range fights.


Everyone knows that hybrid buffs / fixes, while nice, are pretty useless without fixing the ships in their respective roles.
Therefore I suggest the following changes for Gallente blaster ships (hull bonus):

  • 10 - 20 % increase to MWD overload bonus per level of the ship
  • 7.5 - 15 % reduction of damage taken on overloaded MWD modules per level of the ship

This is the best change for blaster ships that I can think of so far. If you think about it you'll see that this approach has several advantages:

  • solves the main problem of getting in range (again depending on numbers ofc)
  • uses in game mechanics and should be easy to implement.
  • an obscure ewar bonus would be more likely to be misused. (however there should probably be some kind of penalty so that it would not be used with a shield setup. not sure if that would be a problem on special shield fits, since the overload mechanic limits the use anyway)
  • does not invalidate the speed advantage of Minmatar ships
  • even if the base agility of Gallente blaster ships is tweaked to be better than that of Minmatar ships, resulting agility with plates would still be worse
  • works without changing capacitors or using cap boosters. (however since blasters and mwds in general use much cap, the capacitor of these blaster ships should be balanced with their medium slots and their drones when ccp finally gets to the point of balancing each ship)


There might be more advantages of this mwd concept that I can't think of atm, however I can't see a real disadvantage. Please give me your opinions on this 'cause I think this would be a very important change to make the blaster concept work as intended and I do not think that it can be done without using some kind of hull bonus.
Pinky Denmark
The Cursed Navy
#236 - 2011-11-08 18:39:56 UTC
Sorry MeBiatch but let that rest...

Mr Tall those changes are on top of the other changes I suppose?
Have you any thoughts/comments on the confusing composition of hybrid ammo?
My bet is people rarely use more than a few types and they could really use a close look
(shouldn't take long for you to see how messy they are)

so currently:
better fitting
smaller ammo
Hybrids use 30% less cap
Tracking blasters +20% and railguns +5% (I still think they deserve 10%)
Damage blasters +5% and railguns +10% (Though even 15% is a very little increase in dps)
reduced reload to 5 seconds
ships getting velocity and agility changed (as long it's only a start)

Missed anything?

Uhh I can't wait to test this. Looks like blasters and railguns are getting looked into seriously now...
Im just crossing my fingers for ammo revamp and a little extra dps on rails - then waiting for a ship balance overhaul next hehe
Bomberlocks
Bombercorp
#237 - 2011-11-08 18:52:57 UTC
CCP Tallest wrote:
Perdition64 wrote:
CCP Tallest, any plans on further developing the hybrid changes before patch day so they can actually make an impact come Winter?


Yes indeed. I was just about to post an update.

* Hybrid turret reload time will be 5 seconds.
* Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges)
* Blaster damage +5% (except XL turrets)
* Railgun tracking +5% (except XL turrets)

..also, Hail falloff penalty will be 25%, not 0%.

This is an excellent compromise and will go a long way to improving blasters and increasing their use in eve.

You da man, Tallest!
Jack bubu
Caldari Provisions
Caldari State
#238 - 2011-11-08 18:56:09 UTC
MotherMoon wrote:
So blaster fits are better than passive since armor plates kill speed.

But active tanks take up cap.

blasters use cap like crazy.


CCP why aren't you interested and a complete reworking of the the way blasters work instead of just changing numbers?


edit: that said barvo on reload changes... Actually reload changes might change dps a lot....

Have you missed the part where cap use was reduced by 30% ?
Harotak
Caldari Provisions
Caldari State
#239 - 2011-11-08 18:56:34 UTC  |  Edited by: Harotak
Medium blasters still need at least 10% dps imo. If anything leave small blaster DPS alone, boost medium by 15%, and boost large by 10%. The 20% tracking will be huge for small blasters and down right crazy when combined with better agility on blaster hulls.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#240 - 2011-11-08 19:06:15 UTC
CCP Tallest wrote:
Perdition64 wrote:
CCP Tallest, any plans on further developing the hybrid changes before patch day so they can actually make an impact come Winter?


Yes indeed. I was just about to post an update.

* Hybrid turret reload time will be 5 seconds.
* Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges)
* Blaster damage +5% (except XL turrets)
* Railgun tracking +5% (except XL turrets)

..also, Hail falloff penalty will be 25%, not 0%.


Small hybrids are fine! There's nothing the matter with the Taranis, Comet, Merlin, Tristan or Incursus, they're all competitive, stop going crazy!

You will not fix rails without removing the hard 150 km limit on useful sniping.