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Balancing Feedback: Hybrid Turrets

First post First post
Author
tika te
Royal Amarr Institute
Amarr Empire
#641 - 2011-11-14 11:20:24 UTC
Quote:
over an abbadon with 200k+ ehp and 1400


just out of interrest...don't u ppl think that there is sth fundamentaly broken with projectiles when people start to fit them on all ships? or on generaly on hulls from races never intended to fit projectiles...??
Pattern Clarc
Citeregis
#642 - 2011-11-14 11:58:23 UTC
Would anyone else like to see the Eos become the field commandship?

Drones have a better synergy with small gang warfare (because of falcon) whilst a rails focused astarte would excel way more than a mixed up drone ship ever could in the land where insta-damage is king and drones/sentries struggle to be anything more than a nuisance for the pilots.

Either way, the Eos has always been the solo/small gang ship of choice, it would be great if this was recognised by making it a field commandship with full drone facilities (including damage bonus). This, along with more ammo fixes, a change to the HYPERION, EGALE, MOA, FEROX, VULTURE, MYRMIDON, TALOS, ROKH and DEIMOS and some additional grid to a few other ships (phobos, ishtar) along with the already proposed changes would make me feel somewhat satisfied.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Patrice Macmahon
Aliastra
Gallente Federation
#643 - 2011-11-14 11:58:59 UTC
CCP Tallest wrote:
Greetings

Please post your feedback about hybrid turret balancing in this thread.

Thanks.
Your Tallest.

update (08/11/11): based on player feedback, the following changes will be made to hybrid balancing (and T2 ammo balancing).

* 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)
* Hail falloff penalty will be 25%, not 0%.


*SNUGGLE*

OMG! Reasonable effective changes.... o.O

Tallest, I want you to have my child....




....seriously... I don't want it anymore... You can name it Bob...

\o/

 "Much of this is crystallised in our philosophy, or as others call it "the Intaki Faith". We simply call it Ida - the literal translation is "to consider", and is a good description of the Intaki." 

Naomi Knight
Ministry of War
Amarr Empire
#644 - 2011-11-14 12:10:33 UTC
Anything new for rails? or they still will be neglected due to op arties ?
Roger Soros
Science and Trade Institute
Caldari State
#645 - 2011-11-14 13:37:47 UTC
tika te wrote:
Quote:
over an abbadon with 200k+ ehp and 1400


just out of interrest...don't u ppl think that there is sth fundamentaly broken with projectiles when people start to fit them on all ships? or on generaly on hulls from races never intended to fit projectiles...??


there is not such a limitation in this game every hull can be fitted with everything, you are only limited by fitting requirement like cpu and powergrid, by cap usage, by how many turret or missile slot the hull have and in the end by the hull bonus; ship like the abbadon don't have a very good bonus on the firepower so you can fit projectile turret easly with a gain in efficiency due to the lack of cap usage, good damage, and thanks to the bonus on the resistances a very good tank.
But it's ok if a ship is very good the problem is that currently this ship is 100 time more efficent thant the others except the pest probably.
Pattern Clarc
Citeregis
#646 - 2011-11-14 13:51:01 UTC
Maybe they should tripple the alpha of Torps and give the megathron 7 launcher hardpoints ftw?

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Vincent Gaines
Deep Core Mining Inc.
Caldari State
#647 - 2011-11-14 14:09:19 UTC
Railgun tracking is still too low. If you want to shoot at range I should be enhancing optimal and not tracking when over 70km.

DPS is still crap, If I traded volleys (adjusting for RoF) with a Tornado even standing still I'll still be out-DPS's at range. Rails should do fantastic at range, crap up close. If you want to keep tracking like it is, then boost optimal and damage more.

Not a diplo. 

The above post was edited for spelling.

Pattern Clarc
Citeregis
#648 - 2011-11-14 14:19:52 UTC  |  Edited by: Pattern Clarc
Whats the point of fantastic range if your only giving them a scratch? Rails really need to hurt at range, if at 130km, rails did antimatter or uranium damage where other long range weapons systems had to use in mid range or t2 long range ammo - that would be a REAL significant advantage - one I think you could base a fleet around as an alternative to lolALPHA or Amarr Online. Sure, you'd get out damaged and out tracked by Beams at short range, and out alpha at all ranges, but at long ranges "Not only will you hit... You will Hurt "with rails.

Quote:
True to the RP nature of what most of us consider railguns to be like, ultra high muzzle velocity means, damage attenuates much less at long to ultra long range.

This picture should help explain the changes: http://www.theskyunion.com/railguns.jpg

You'd do this by increasing the DPS of Iron and Spike substantially, whilst keeping the optimal range bonus roughly where it is.

Then you could focus on the caldari problem by just buffing the tank/slots/speed of the hybrid boats to make them tougher, and/or a bit more mobile trading the damage, for projection and durability.

At the moment, I feel CCP Tallest and the balance team is still in 2% mode, looking probably at DPS charts whilst ignoring the various MASSIVE advantages other races have like alpha, speed, tank, etc etc when looking at the ships as a whole.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Vincent Gaines
Deep Core Mining Inc.
Caldari State
#649 - 2011-11-14 14:35:58 UTC  |  Edited by: Vincent Gaines
Pattern you're hitting it dead on that many of these changes have to do with damage at extreme range and the types of ships.

If a Rokh is to be used as a sniper ship, give it the agility to warp out faster. Reduce the sig penalty of shield extenders (making sniping ships harder to hit for full damage) or give them a tracking bonus so that they can hit while moving themselves.

BUT, that being said there is an issue with the ammo.

No matter what, here's what you have with projectiles:

3 range modifiers- 50%, 0, -50%
EM bonused Proton ammo (if Caldari are shield tankers, you make them easiest to hit at long range)
tracking speed multiplier

Rails you're running either a range penalty of -60% to -12% with only 3 range bonuses and 1... ONE at range. All the rest reduce the range.

Longest range hybrid ammo does least damage, and antimatter most but with penalty. These should be reversed in essence.

Not a diplo. 

The above post was edited for spelling.

LordBison
Deep Core Mining Inc.
Caldari State
#650 - 2011-11-14 17:08:23 UTC  |  Edited by: LordBison
I am a heavy sniper boat user and i think that Rails should do high damage at max range. This is to compensate against artys taking the sniping role.

What i have experienced using the hybrid gun is that at long range you can reach and touch them, but not do anything in terms of damage.

I propose a feature (I know, I know for you whiners)

Railgun Charging
Logically Railguns use a capacitor, and you should hold a button down to charge the hybrid gun in order to increase volley damage sacrificing a boring, passive rate of fire at extreme ranges.

Or better yet, Overheating should increase volley damage instead of rof, making the gun not kill itself over pointless shooting.

Maneuverability as a sniper boat is satisfactory but not the best. One has to bookmark locations in the scouting run before the big day which is a real pain in the ass, but rewarding. On the other hand, roaming with a sniper boat is an issue, where snipers instantly become useless. At least give an ammo type that gives good tracking bonuses to compensate,
Hungry Eyes
Imperial Academy
Amarr Empire
#651 - 2011-11-14 17:28:34 UTC
dont wanna sound like a broken record here, but a lot of people's subs depend on these balancing changes. anything happening over there?
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#652 - 2011-11-14 17:30:56 UTC
Honestly if you buff damage to rails it will go a long way. I see the Naga has a 5% bonus, this should go to all rail ships. At range Arties just flat out overpower rails in terms of DPS. Even in the 150-200 range. This should not be.

Let Arties flourish 60-100km. Anything more and they should scratch just like rails do at 130, and rails at that range should HURT.

Not a diplo. 

The above post was edited for spelling.

Pattern Clarc
Citeregis
#653 - 2011-11-14 17:36:26 UTC
If only there was a way of keeping the tanking bonus too... Or maybe just add midslots in return for the lost resist bonus...

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

thoth rothschild
Aliastra
Gallente Federation
#654 - 2011-11-14 18:20:09 UTC
May you please give us some direction in which we might help you think about new ideas.
Talk to us and tell us naaah that's quite hard to get it working or yes, some more of that.
Magosian
Center for Advanced Studies
Gallente Federation
#655 - 2011-11-14 18:21:59 UTC  |  Edited by: Magosian
It pains me to see the last 100 posts. I see a lot of players darting around the issue entirely. It pains me even more to see we've gone on for about a week and not a peep from CCP. There are a significant amount of players making some rather absurd suggestions, suggestions which, if implemented, would effectively obsolete MWDs, or require damps be fit on all blaster boats to get the most out them (WHAT???). Please PLEASE stop trying to the fix the problem with other modules or other passive "Gallente-only" bonuses. All you're doing is letting hybrids remain the stagnant and stale weapon systems they already are. You've contributed nothing. You've fixed nothing. Please stop.

This also goes for CCP. Please remove the notion increasing damage, tracking, and ship speeds is the end-all-beat-all answer to hybrid shortcomings. Yes, they need these things, but even with these changes, no one is going to choose hybrids because there is no native benefit to them. Hybrids need to provide something to the pilot simply for being fitted, something realized and applied BEFORE a shot is fired. Hybrids must appeal to the pilot because of some native benefit. This was very plainly conveyed in post #548, citing numerous players who agree hybrids are simply lacking. Hybrids absolutely need something to contend with the following:

  • Projectiles: alpha, cap free use, relies only on falloff to become viable , choose damage type, on the fastest ships in the game
  • Lasers: instant ammo swap and effective range, no reload, dominant optimal range further magnified by scorch, highest EHP ships in the game

The above traits of lasers and projectiles are, and always will be, the selling points and it is why they are chosen over hybrids. Hybrids MUST be given something to compete with the above; something in addition to and beyond improving hybrid turret stats. They must provide the pilot with a passive benefit, a role, a niche, a concept. Call it whatever you want. Many players have stated repeatedly hybrids are missing this. Without this, there is no reason to use hybrids, in spite of the proposed changes, and in spite of the effort by CCP to address the overwhelming amount of complaints stating hybrids are weak.

Just as much, I think it is equally accurate to say hybrid turrets lack personality!!!

Please CCP/Tallest/devs, whoever is listening, please state you understand there is a fundamental shortcoming of hybrids and something will be done to address this. It's something beneath damage increases, beyond tracking increases, and much simpler than modifications to Gallente/Caldari ships. Hybrids need to give the pilot some inherent advantage just for being used, and if it does, then it WILL be used. Failure to recognize this will mean hybrids remain unpopular and unused. This is not rocket surgery....

To give you an idea, hybrids could:

  • be the only weapon system to apply true omni damage, even all of its total volley to each em/thr/kin/exp damage type
  • operate with instant ammo swapping AND no cap requirements, while retaining most or all of their currently deplorable statistics
  • drain the receiving end's capacitor by one-to-five percent of the volley damage
  • have ammo types exceeding competitive projectile/laser turret stats; imagine all t2 rail and blaster ammo as impactful/effective as scorch

Each of these four suggestions don't actually change anything beyond the turrets. They give hybrids a unique and APPLICABLE personality. These are the kinds of fundamental changes hybrids need for a pilot to ask himself "Hrm, hybrids would be PERFECT for XYZ!" Sure, blasters are top notch in the DPS world, but realistically, that damage never gets applied because Gallente ships are armor tanked and are simply too slow (yes, even after considering the proposed changes). Sure, railguns can reach some pretty incredible ranges with Caldari bonuses, but because of warp-to range limitations and pathetic railgun damage, the approach is impossible to realize.

Put your thinking caps on. These suggestions are the kind which could bring life back to the hybrid platform. It goes beyond turret stat increases. It goes beyond ship stat increases. It's even beyond ammo in most cases. Hybrids must appeal to the pilot for providing passive benefits. Hybrids must do something which cannot be done by projectiles or lasers!!! Hybrids must fill a role. Hybrids need an applicable personality, a niche. I am stating the same thing several different ways. The lacking of the yet-to-be-determined traits is the biggest difference between hybrids and projectiles/lasers. Failure to give hybrids some real flair will result in no change; a continuation of hybrids residing in a sub-par league of its own.

Again, the player community has stated this many times, and a summary of such can be found here. Read it, understand it, and please do something about it.
thoth rothschild
Aliastra
Gallente Federation
#656 - 2011-11-14 18:30:06 UTC  |  Edited by: thoth rothschild
... and please do communicate with us, so we can together find a solution or that we can at least stop careing and go back to daily business.

I do bet 1 Plex that the eos is one of the 10 least flown supcap ships in eve :p
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#657 - 2011-11-14 18:56:11 UTC
Having hybrids reduce a target's capacitor instead of a damage buff would be interesting. It's a really good idea and nice twist to the game but it would require a lot of :effort: that CCP can't put forth.

Not a diplo. 

The above post was edited for spelling.

xxxak
Perkone
Caldari State
#658 - 2011-11-14 19:07:13 UTC
Why is this so hard...

Just make blasters far more similar to lasers than they currently are.

Give them more range, and similar DPS. Yes, it makes them less unique....

But anything else is simply broken/unfair/stupid/silly.

You are smart people.. why is this so hard?

Gameplay > silly background story

[u]The nerfs to supercaps will cause more super pilots to join the largest alliances who can properly "support" their deployment, further concentrating firepower/wealth in EVE. The end result will be fewer "fun" fights, and will hurt EVE in the long run.[/u]

Hamox
The Scope
Gallente Federation
#659 - 2011-11-14 19:10:38 UTC
xxxak wrote:
Why is this so hard...



Maybe Tallest is not working full time on this problem?
I think, it's not about if someone is smart or not, it's all about resources...

Just my 2 cents.
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#660 - 2011-11-14 19:16:32 UTC
xxxak wrote:
Why is this so hard...

Just make blasters far more similar to lasers than they currently are.

Give them more range, and similar DPS. Yes, it makes them less unique....

But anything else is simply broken/unfair/stupid/silly.

You are smart people.. why is this so hard?

Gameplay > silly background story


And do what with rails? Forget they exist?

Not a diplo. 

The above post was edited for spelling.