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New dev blog: Hybrid weapon and Tech II ammo balancing

First post First post
Author
indicast
Conquerors Undead Space
#1061 - 2011-11-08 19:23:46 UTC
bornaa wrote:
from Test Server Feedback sub-forum:


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%.




a) Hybrid turret reload time will be 5 seconds. there is no better ammo than faction antimatter
b) Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges). still dont know how is this gonna help
c) Blaster damage +5% (except XL turrets). improvement,but irrelevant
d) Railgun tracking +5% (except XL turrets) good improvment
Nimrod Nemesis
Doomheim
#1062 - 2011-11-08 20:42:26 UTC
CCP Tallest wrote:

* 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%.


These baby-steps are maddening.
Tanya Powers
Doomheim
#1063 - 2011-11-08 22:36:06 UTC  |  Edited by: Tanya Powers
indicast wrote:

a) Hybrid turret reload time will be 5 seconds. there is no better ammo than faction antimatter
b) Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges). still dont know how is this gonna help
c) Blaster damage +5% (except XL turrets). improvement,but irrelevant
d) Railgun tracking +5% (except XL turrets) good improvment


a) hope they will do something about T2 blaster long range ammo -if they don't then I'll hope the ship will have tools to catch prey and hold it, like enough med slots or speed

b)this will help when you use cap booster charges, actually this is a huge improuvement

c) well meh the +5% but, let's not cry too much if this 5% is on top of the already 10% on SISI.
We're arround the numbers a lot of players already stated in different threads if it's total 15%, coupled with tracking increase this might be the top solution for blasters dmg and application issues.

Now this doesn't help the ship get in range fast enough or be fast enough. Let's wait for ship tweaks and if they're good after this, might well be enough i'd say.

d) I wouldn't say good, I'd say baby step. Now if those 5% are on top of the current 10% (I guess) it's not bad, depends if the mid/long range ammo will receive some bonus has well like projectiles ammo. More base ROF also would be nice, like 5 to 7.5% on top of current stats.

Somehow I have the feeling this could be it for hybrids, with ship tweaks that are needed on top of these to actually make them competitive, then we will not be talking about gallente, we will be talking about gallente AND caldari.

Edit: This is where the whole difference will be set between caldari and gallente ship bonus, both must be competitive and attractive with different uses, so ships bonus work will be a lot harder I guess.
Naomi Knight
Ministry of War
Amarr Empire
#1064 - 2011-11-08 22:41:59 UTC
Nimrod Nemesis wrote:
CCP Tallest wrote:

* 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%.


These baby-steps are maddening.


the 5 sec reload time is nice:P
Julius Foederatus
Federal Navy Academy
Gallente Federation
#1065 - 2011-11-08 23:35:47 UTC
Tanya Powers wrote:
indicast wrote:

a) Hybrid turret reload time will be 5 seconds. there is no better ammo than faction antimatter
b) Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges). still dont know how is this gonna help
c) Blaster damage +5% (except XL turrets). improvement,but irrelevant
d) Railgun tracking +5% (except XL turrets) good improvment


a) hope they will do something about T2 blaster long range ammo -if they don't then I'll hope the ship will have tools to catch prey and hold it, like enough med slots or speed

b)this will help when you use cap booster charges, actually this is a huge improuvement

c) well meh the +5% but, let's not cry too much if this 5% is on top of the already 10% on SISI.
We're arround the numbers a lot of players already stated in different threads if it's total 15%, coupled with tracking increase this might be the top solution for blasters dmg and application issues.

Now this doesn't help the ship get in range fast enough or be fast enough. Let's wait for ship tweaks and if they're good after this, might well be enough i'd say.

d) I wouldn't say good, I'd say baby step. Now if those 5% are on top of the current 10% (I guess) it's not bad, depends if the mid/long range ammo will receive some bonus has well like projectiles ammo. More base ROF also would be nice, like 5 to 7.5% on top of current stats.

Somehow I have the feeling this could be it for hybrids, with ship tweaks that are needed on top of these to actually make them competitive, then we will not be talking about gallente, we will be talking about gallente AND caldari.

Edit: This is where the whole difference will be set between caldari and gallente ship bonus, both must be competitive and attractive with different uses, so ships bonus work will be a lot harder I guess.


The 10% dmg boost was only for rails, so that's only 5% more damage on blasters, which is not near enough to make up for the **** range.
Lekgoa
Free State Project
#1066 - 2011-11-09 00:41:10 UTC
YES 5 second reload time. These improvements aren't gonna fix hybrid boats as a whole, but they'll be a great little boost for the ones that are already flyable. I'm still crossing my fingers for improvements to Null and Void, which would really let us take advantage of the quicker reload.
m0cking bird
Doomheim
#1067 - 2011-11-09 01:08:30 UTC
So I put together a post to contribute to a previous discussion on this topic. Things I thought were justified given the changes to pulse lasers and auto-cannon. Changes I thought were most likely to happen. Mind you, there's nothing regarding long range hybrid turret (rail-gun). There is nothing wrong with rails. Beams and Artillery are just better and artillery has also made beam lasers outmoded (at-least, based on current popular doctrines). The most important suggestion was a increase to stasis webifier range. Which would help alot of pilots that have difficulty immobilizing targets. There should also be a increase in scrambler range in retrospect.

"Decided to contribute instead of just critique ....

Proxyyyy's Changes (slight increases that will increase the close range pvp viabilty of blasters)

Blaster Turret (excluding capital turret)
-
Minus 20% - Hybrid Turret Activation

15% increase - Optimal
30% increase - Falloff
10% Increase - Tracking

Minus 15% - Signature Resolution

12.5% increase - Damage Modifier
Minus 11% - Duration

Gallente Battleship/Cruisers/Destroyers/Frigates (T2) (Base, Blanket Increase)
-
Minus 10% - CPU

10% Increase - PowerGrid

20% increase - Structure

Base inertia or mass should be modified in some way as to increase agility of all gallente ships. Making gallente ships the most agile (faster align time and acceleration (turn rate etc)) bla bla bal.

Stasis Webifier 2
-
I also think stasis webifier 2 Optimal, should Increase from 10,000m - 12,500 (30% increase in range, when overloading ofc). This is a broad boost to armor ships effectiveness, when engaging ships with higher velocity (solo). Increasing the margin for error for a Cynabal for example.

Heat/Thermodynamics = tracking increase for all turrets (just makes sense)
-
Another idea I had was a change or addendum to the current heat mechanics. Over Heated turrets should also have a increase in tracking along with increasing turret rate of fire. Currently that's not the case."
m0cking bird
Doomheim
#1068 - 2011-11-09 01:24:31 UTC  |  Edited by: m0cking bird
My suggested changes will in no way change the current dynamics, which is why I introduced the stasis webifier changes.

Mind you, Gallente will still be useless for most pilots in-game. So, when I think about ways to change that. The only thing I can think of is a increase in damage projection. Anything other than this would fall short of making Gallente useful for the majority of pilots. Most of whom only engage other pilots within a fleet setting.

The only other option is a massive increase in damage. Which seems to ludicrous, in my opinion (things would be broken). So, since I know a large damage increase will never happen. Go for the only other thing that will increase Gallente ships viabilities in-game.

Slight changes are all that is needed for most pilots who solo pvp with gallente ships. The majority of the player base will quickly find slight changes inadequate.

Only a fool would not have seen this coming. The player base had a chance to push for something significant (projected damage) and has failed to take advantage. Apparently, because auto-cannons are the poor mans laser. So, no one wants blasters to be the r3tard3d mans auto-cannons. Funny thing is. The poor mans laser turned out to be a HUGE boost to Minmatar. Why not do the same with Gallente?

Anyway, I like the changes that CCP has introduced. Most ships above destroyers will remain the same (with the exception of blaster-Rokh, buffer/blaster Ferox). While Gallente and Caldari frigates have been boosted in a significant way to compensate for the changes to small auto-cannons (rail-Taranis, rail-Comet, rail-Tristan (thing got boosted twice), blaster-Daredevil, Catalyst, rail-Cormorant, rail-merlin (this thing also got boosted twice), blaster-Harpy). Changes that were not needed at all.


Good stuff CCP!
Grimpak
Aliastra
Gallente Federation
#1069 - 2011-11-09 02:44:22 UTC  |  Edited by: Grimpak
Dunmur wrote:
Grimpak wrote:
Dunmur wrote:
No matter how much you buff damge that kinda range is far too limiting. You warp to 0 land on a ship kill it then what? Most fleets are far too spread out for this mindset to be effective and since you are the slowest ship you really have very limited choices.


boosting blaster ships mobility would solve this issue. don't forget that the blaster issues are not from the guns alone.


Once again if you buff the ships nothing will change except instead of a slow gallente boat with autocannons you will have a faster gallente boat with autocannons.



blaster issues are compounded by 3 problems:

problem 1: they don't do enough damage for their extremely short range
problem 2: blaster ships are too slow for the ranges they operate
problem 3: besides 1 or 2 rare cases (nano shield hyperion), the best tank that maximizes your cap available for the mandatory mwd and weapon consumption also hampers their mobility even further.



so, how you fix the problems?

Fixes for problem 1:
A) either make them AC's Mk. II (boost range)
or
B) give them a massive damage boost and cut range accordingly (best option would be to cut enough range so that L blasters get outdamaged at 12-14km, and get piffle damage beyond the 15km. from this you can apply a similar fix to M, altho with shorter ranges).

A) doesn't require any further fixes, but it's not desireable since besides homogenizing the entire short range lineup, matari ships are still more mobile and can deal more types of damage.
B) requires that problem 2 is fixed, and this is the crux of the problem, since that means to make blaster ships more mobile than matari ships.

Fixing problem 3 is much more complicated since armour rigs and plates are also the domain of amarr, and that means that fixing these mods for galente also means an indirect boost to amarr.


so, presented by these problems, we are confronted by 3 ways to fix them
1 - Fixing problem A the AC way (bleh)
2 - Fixing problem A and B the damage + higher mobility way (community divided)
3 - complete removal of hybrids from the game, SP refunded and caldari and galente re-focus on missiles and drones respectively.


in all honesty, as time goes by, I'm inclined further and further for the removal option since that will solve this issue for good, and I can finally stop imaging myself doing bull rushes in a deimos and delivering pain on someone's face.Ugh

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

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

Vilgan Mazran
Outback Steakhouse of Pancakes
Deepwater Hooligans
#1070 - 2011-11-09 02:59:31 UTC  |  Edited by: Vilgan Mazran
Changes seem to be going in the right direction. I'm still a bit confused as to what role rails are best designed to fill. I personally think the medium and large blasters need another 5-10% boost in dps beyond the latest listed changes. I really don't think small blasters need any further boosts without some time on tranquility though, the taranis is looking pretty uber already.
Dunmur
Tempered Logic
#1071 - 2011-11-09 03:52:45 UTC  |  Edited by: Dunmur
Vilgan Mazran wrote:
Changes seem to be going in the right direction. I'm still a bit confused as to what role rails are best designed to fill. I personally think the medium and large blasters need another 5-10% boost in dps beyond the latest listed changes. I really don't think small blasters need any further boosts without some time on tranquility though, the taranis is looking pretty uber already.


lol the taranis was already good. These changes wont effect the major blaster platforms much, lets hope they are just the start.
pashared
Center for Advanced Studies
Gallente Federation
#1072 - 2011-11-09 08:42:44 UTC  |  Edited by: pashared
I dunno why we insist on keeping this short range crux. we have lots of ammo for hybrids, most of them pretty much use less. why not use these to influance the effect we want in blasters.

iron
Tungsten
irdiuim
lead
---------------------------------------------------blaster line
thorium
Uranium
plutonium
antimatter


think of ammo as fuel types, only some fuel types can create the energy needed for full blaster "reaction" the other ammos are used to control Plasma Confinement by stronger Magnetic Fields, which allow for much longer range but lack a true blaster reaction.
Jack Dant
The Gentlemen of Low Moral Fibre
#1073 - 2011-11-09 10:34:13 UTC
indicast wrote:

a) Hybrid turret reload time will be 5 seconds. there is no better ammo than faction antimatter
b) Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges). still dont know how is this gonna help


a) Neutrons with Null L are perfectly competitive with 800mm ACs out to 25-30km, before tracking enhancers. With the reduced reload time, it's feasible to fight with null and switch ammo when you get in range. Medium blasters need some love, tho.
b) Hybrid ammo was twice as large as projectile ammo, with similar ROF (or higher with rails), hybrid boats tend to carry cap boosters. Good for long engagements.

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

indicast
Conquerors Undead Space
#1074 - 2011-11-09 11:04:35 UTC
i have an ideea how to improve a gallente ship at least

deimos has 1 extra non turret/launcher high slot that is almost useless
how about remove it and add a medium slot for a web or anything else that actualy helps.
Dunmur
Tempered Logic
#1075 - 2011-11-09 13:02:36 UTC
Jack Dant wrote:
indicast wrote:

a) Hybrid turret reload time will be 5 seconds. there is no better ammo than faction antimatter
b) Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges). still dont know how is this gonna help


a) Neutrons with Null L are perfectly competitive with 800mm ACs out to 25-30km, before tracking enhancers. With the reduced reload time, it's feasible to fight with null and switch ammo when you get in range. Medium blasters need some love, tho.
b) Hybrid ammo was twice as large as projectile ammo, with similar ROF (or higher with rails), hybrid boats tend to carry cap boosters. Good for long engagements.


Its competitive until they load barrage ammo then its not even close
Bhaal Chinnian
#1076 - 2011-11-09 13:09:45 UTC
Grimpak wrote:

problem 3: besides 1 or 2 rare cases (nano shield hyperion), the best tank that maximizes your cap available for the mandatory mwd and weapon consumption also hampers their mobility even further.


Fixing problem 3 is much more complicated since armour rigs and plates are also the domain of amarr, and that means that fixing these mods for galente also means an indirect boost to amarr.



Make the boosts only for Gallente Ships..problem solved and once more sets the Gallente apart from the herd.Big smile

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

Bhaal Chinnian
#1077 - 2011-11-09 13:24:36 UTC
Ok this has probably been brought up before but why not have all of that shiny faction stuffsz actually mean something when fit to a ship of it's faction?

In regards to Gallente:
*** Make the 100mn Fed Navy ABs able to fit on BC and above. These ABs offer NO AGILITY when fit on a strategic cruiser or BC and thus would be perfect to solve the Gallente speed problem to keep range without encroaching on Minnie agility.

***Apply the Damage bonus only to the Fed Navy mag stabs and only apply it to Gallente BC and above, else default==1.125dam,10%rof

and so on and so on.

Ever notice those FactionModifiers in EFT? Maybe some dev, somewhere, a loooong time ago was waay ahead of me Big smile



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

BooooooBeeeeeer
Deep Core Mining Inc.
Caldari State
#1078 - 2011-11-09 13:34:29 UTC  |  Edited by: BooooooBeeeeeer
I've been thinking, hybrids, need their own piece, but one that will not turn them in ac, not lasers.

Maybe make it a mode of, say 10 seconds, maybe more, when they will not shoot bang! In one cycle. A bang-bang! Two or three shots. And their line of fire will increase, depending on the type of guns (small, medium, large) That is, the queue as a assault rifle. With a break of 20-30 seconds. When you use this function you can not.
For example:

1) Small blasters Rail - a series of 2 shots per cycle, distance of the shot, does not increase (there are so okay with it, as last amended), break 30 seconds.

2) Medium blasters - a series of 2 shots per cycle, a distance shot +100% (this is not a lot of antimatter in the middle blaster shoots only ~ 7 km. Will be ~ 14 km) break 30 seconds.
2a) Average Rail - 10s, a series of 3 shots, distance shots +50%. (With these two types of hybrids, very bad, they need a push like this to be useful) break 30 seconds.

3) Large blasters - a series of 2 shots per cycle, a distance shot +20%.
3a) Large Rail - a series of 3 shots per cycle, not a shot distance. break 30 seconds.

This feature can provide a hybrid, as well as for Galento for Caldari. Do not turn them into ac or lasers.

And at the same time, meet people, they will be the "ultra-damag" and will be the distance, but it will not be superior over other types of weapons

What do you think?
Jack Dant
The Gentlemen of Low Moral Fibre
#1079 - 2011-11-09 13:42:55 UTC
Dunmur wrote:
Jack Dant wrote:

a) Neutrons with Null L are perfectly competitive with 800mm ACs out to 25-30km, before tracking enhancers. With the reduced reload time, it's feasible to fight with null and switch ammo when you get in range. Medium blasters need some love, tho.


Its competitive until they load barrage ammo then its not even close


Barrage moves the cross over point to 20km. In practice, most AC boats will use two slots for TEs, which increases the range considerably. And makes barrage useless compared to faction inside point range.

Theorycrafting here, but with the lessened cap use and increased tracking, a mega might reasonably drop cap booster and/or web for tracking computers. That would let it match tempest/mael performance inside warp disruptor range. While retaining the option to use high damage ammo at close range with just 5s swap time.

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

Grimpak
Aliastra
Gallente Federation
#1080 - 2011-11-09 14:13:24 UTC
Jack Dant wrote:
That would let it match tempest/mael performance inside warp disruptor range. While retaining the option to use high damage ammo at close range with just 5s swap time.


there you go, you just exposed the reason why more is needed to be done to blasters and their hulls.

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

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