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Are you satisfied with the final Hybrid re-balance?

Author
Elson Tamar
Aliastra
Gallente Federation
#21 - 2011-11-17 10:21:47 UTC
+1 for now, but until we have seen them in action its hard to tell.
Ludi Tomina
Aliastra
Gallente Federation
#22 - 2011-11-17 10:44:17 UTC
+ 1 of course. All aspects(ships AND guns) of fighting with hybrid weapons got buffed, as we can see in nicely done OP.

Maybe it's not enough, but CCP has done it's part in providing us with a new batch of sand for our sandbox. It's up to players to see what can be built with it (or in this case, teared down Pirate )
Vachir Khan
Rugged Ruff and Ready
#23 - 2011-11-17 10:50:08 UTC  |  Edited by: Vachir Khan
Malcanis wrote:
That's by far the largest boost I've ever seen applied since I started playing in 2006.


Well that's not true. The Minnie buff (who weren't awful to begin with) got the ammo type changes and sudden falloff bonuses due to TE/TC, without the DEVS giving it some thought if that wouldn't be *slightly* OP if they'd leave the ships as is, which they did.

CCP is still not fearless enough to actually tackle the real problem; pulse+scorch and projectiles, instead they give hybrids some buff that sounds good but changes nothing in regards to their possible strategies. It changes nothing.
Hirana Yoshida
Behavioral Affront
#24 - 2011-11-17 11:05:01 UTC
Malcanis wrote:
That's by far the largest boost I've ever seen applied since I started playing in 2006. I think it's enough for now....

It is very similar to what they did to projectiles in scope, essentially rewriting the usage patterns.

Apart from the reload change it is exactly what I and others suggested be done .. big tracking boost with a slight damage boost on top. Should serve to make them viable on off-race hulls without breaking balance completely (like what happened with projectiles).

Would suggest that first round of iterations focus on hulls and their usage of the hybrids since I don't think the guns can be buffed much more without breaking them irreparably and no one is interested in a FoTM as omni-potent as the minnie turned out to be.

Looking forward to seeing what the Mega's can do with god tracking Smile

Grimpak
Aliastra
Gallente Federation
#25 - 2011-11-17 11:13:20 UTC
on the rails case, you could get further but it seems good. the main issue still lingers which is the uselessnes of an optimal bonus on ships that don't need to shoot further than 150km away.

on the blastes case, while any change is a good change, there is still no compelling reason to use them instead an AC or pulse boat, unless you don't have any SP invested beyond hybrids. (cruiser and battleship) blaster ships still lack the mobility and the damage boost they received isn't that special at all.

frigate-level blasters didn't needed a boost at all, since the staple frigate blaster ship, the taranis was already great, and the DD was even better. with these changes, coupled with the dram nerf, it is possible that the DD is now bordering on OP status.


in sum, the changes were half-assed, much more on blasters, but much less on rails.

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Daedalus Arcova
The Scope
#26 - 2011-11-17 11:44:31 UTC
-1

Blasters still aren't good enough in their niche. They need higher DPS at short range to make up for all the time wasted, and damage received while getting into range.

Hybrid pilots still lack a weapon system that is competitive at mid-range. Rails are still pointless compared to other weapon systems, particularly the 150mm-250mm calibers. Crap dps, insignificant alpha, and only start to gain superiority at suicidal warp-to ranges. A weapon in want of a role.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#27 - 2011-11-17 12:18:55 UTC
It's a pretty big buff, but I don't believe that it's made blasters worth using in small-scale combat in a world where AC and Minmatar hulls haven't been changed, or made rails worth using in fleet where Scorch, Tachyons, artillery, the Apoc's range bonus and the 150 km soft cap and 250 km hard cap range limits apply.

Blasterboats are still slower and less agile, and with much less range, than AC hulls. Sniping beyond 150 km is still irrelevant and rails at less than 150 km are still much inferior to other weapons.

The new rail Naga is a model for what rails should be. It has a substantial DPS advantage over the other t3 BCs beyond about 80 km, which is deserved because of its deficiencies in mobiity, sig, scan res and alpha. The tachyon Oracle will have good tracking and great DPS close up; the 1400mm Tornado has mobility, alpha and selectable damage; the Naga has raw DPS at range.

As for blasters, well, AC hulls are a model for what blasterboats should look like. Fast hulls able to get to optimal where they can apply lots of DPS. If you cut AC falloff down to blaster level, then you'd have a good idea of what working blaster hulls would look like.
Jerick Ludhowe
Internet Tuff Guys
#28 - 2011-11-17 12:37:11 UTC
I've gotten a chance to log at least 15+ hours of blaster testing on Sisi thus far. At this point I must say that the changes have made a significant improvement most specifically in regards to fitting issues and cap consumption however the changes to tracking, reload, and the 5% dmg buff are most certainly noticeable. While these "Fixes" are a step in the right direction I do think CCP has a fair amount of work to do; more specifically focused at the ship hulls themselves rather than the weapons. I'd like to take a moment and share my findings with the community and hopefully CCP.

Ships:

Enyo - While not a terrible ship this AF has been in the shadow of it's more bad ass cousin the Ishkur since conception. The Enyo trades a mid slot and the capability to field 4 more drones in favor of a turret, and another low slot. While this may sound reasonable on paper it's less than underwhelming in actual practice. The main problem I see with the Enyo at this point is that it does not have enough CPU to take full advantage of that 4th low and is more or less forced to fit a mag stab to reach dps levels close to that of the Ishkur. This results in a ship that has worse damage projection, a worse tank, and the inability to effectively tackle on its own. It's time to bring the Enyo inline with it's big brother.

Suggestion - +25 CPU and + 10m/s

The increased CPU will allow a pilot to take full advantage of that 4th low in the form of an explosive hardener allowing it to tank on par with the Ishkur or a 2nd Mag stab making it the quintessential AF DPS platform for point blank melting (as it should be). The speed increase would make it slightly faster than the Ishkur slightly improving the ships overall damage projection and survivability.


Brutix - Again this is not a terrible ship by any means however due to the introduction of the Naga the Brutix's most useful role (shield buffer gank) will become obsolete due to the significantly increased Dps, Dmg projection, Shield buffer, speed, and alpha that the Naga provides. Essentially the Blaster Naga will do everything the shield gank Brutix does but much much better. Because of this shift I'd like to see the Brutix returned to it's originally intended role, small gang warfare through the use of a powerful active armor tank relative to it's class. For this to happen it is imperative that the slot layout of the ship be addressed as well as a look at the ships current fitting capabilities.

Suggestion - +1 Low slot, +35 Grid.

The additional low slot is obviously to allow for more flexibility in double rep tank setups. Currently if you are to take advantage of the rep bonus you will find that it is pretty much guaranteed that you use all 5 lows if you intend to tank even 1 semi ganky BC. The problem with this is that you have no room for a MFS essentially forcing a trade off between an eanmII/hardener or MFS. W/O the MFs you're going to barley be breaking 550 dps at optimal with void (applied dmg will be much lower), and w/o the extra EANM II or Hardener your tank is going to break against single BCs that are not even that ganky. If this ship could engage and apply dmg at 20km I would see no problem with the current numbers however it's ideal range is realistically sub 5km. As for the grid increase I propose; I believe that this ship should be capable of fielding a full rack of Medium Ion Blasters as well as a double rep tank + support mids. With these improvements the Brutix will retain all it's weaknesses to kiting/focus fire/cap warfare however will actually be a significant threat in small gangs now once inside it's small engagement envelope.

Astarte Ahh the Astarte, one of my favorite ships of all time. While my testing of this ship on Sisi has been extremely successful I still think that the ship could use some small improvements. The ship has been performing very well in hyper specific situations, namely 1v1s with good warp ins however outside of that somewhat unrealistic niche you're better off taking a BS nearly 100% of the time. While I think this ships Achilles heel should be a weakness to alpha the introduction of the tier3 have made this weakness far more apparent. Again, I feel that this ships issues would be best addressed through a change to slots as well as slight fitting improvements.

Suggestion - +1 Low slot, +25 Grid.

Essentially the same reasoning for the changes to the Brutix. The addition of another low slot will improve the ships flexibility as an active armor tanker. The increased grid will allow for an all neutron, double rep setup w/o the need for expensive grid implants. As stated above for the Brutix, I believe that the Naga will even outclass the Astarte as a shield gank platform simply due to the increased alpha, range, and slot configuration. Because of this I think the Astarte needs to be one of the most ferocious ships available for point blank range small gang warfare as it will never be as good as the Absolution or Sleipnir for larger scale fights.



Alright folks that's all I have for you now however I intend to address a few more ships in the near future. Namely the Hyperion and to a lesser extent the Deimos and Thorax.

-Jerick
Autonomous Monster
Paradox Interstellar
#29 - 2011-11-17 13:06:23 UTC
Pretty happy with it. At least, I think if there are any remaining problems, they need to be addressed elsewhere- projectiles, scorch, hulls, etc.

Jerick: nice post. Eagerly awaiting your next one.

(I think the Enyo could do with dropping that launcher slot for another turret, myself).
Bubanni
Corus Aerospace
#30 - 2011-11-17 13:46:17 UTC
I think it's great changes to blasters and rails, and their stats look decent now :P so personly I don't think they need to tweak them much

The ships however could still use more tweaking, this might even be tweaks in fundemental stuff like how armor rigs effect your ships (maybe instead of a speed penalty, they could do something else? like use powegrid, or something less severe like shield rigs)

And armor plates should be effect the speed and agility "LESS!!! MUCH LESS" :3

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Mr Kidd
Center for Advanced Studies
Gallente Federation
#31 - 2011-11-17 13:50:09 UTC
Gypsio III wrote:
It's a pretty big buff, but I don't believe that it's made blasters worth using in small-scale combat in a world where AC and Minmatar hulls haven't been changed, or made rails worth using in fleet where Scorch, Tachyons, artillery, the Apoc's range bonus and the 150 km soft cap and 250 km hard cap range limits apply.

Blasterboats are still slower and less agile, and with much less range, than AC hulls. Sniping beyond 150 km is still irrelevant and rails at less than 150 km are still much inferior to other weapons.

The new rail Naga is a model for what rails should be. It has a substantial DPS advantage over the other t3 BCs beyond about 80 km, which is deserved because of its deficiencies in mobiity, sig, scan res and alpha. The tachyon Oracle will have good tracking and great DPS close up; the 1400mm Tornado has mobility, alpha and selectable damage; the Naga has raw DPS at range.

As for blasters, well, AC hulls are a model for what blasterboats should look like. Fast hulls able to get to optimal where they can apply lots of DPS. If you cut AC falloff down to blaster level, then you'd have a good idea of what working blaster hulls would look like.


Yeah, I'm disappointed that the Proteus didn't get a speed or inertia modifier. It certainly needs it. You being a Proteus pilot might sympathize. Big smile

Don't ban me, bro!

Benilopax
Federal Navy Academy
Gallente Federation
#32 - 2011-11-17 14:02:08 UTC
These are not the final changes, more will take place after crucible comes, therefore I will wait and see.

...

Grimpak
Aliastra
Gallente Federation
#33 - 2011-11-17 14:04:18 UTC
Bubanni wrote:
I think it's great changes to blasters and rails, and their stats look decent now :P so personly I don't think they need to tweak them much



tbh I still think they need more damage (coupled with a range cut to keep things balanced), and the hulls definitely need more mobility.

there's still no reason to use a blaster ship over a pulse or AC ship.

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OT Smithers
A Farewell To Kings...
Dock Workers
#34 - 2011-11-17 14:17:05 UTC
Mag's wrote:
CCP have stated this is not the final, but an on going buff. Time will tell if it's enough, but I say no.


CCP can say whatever they like. Whatever "fix" they released now -- balanced or not -- is pretty much it for the forseeable future. They have a HUGE list of things in desperate need of correction and balancing, and once hybrids are 'finished' they are off the list.

Are these changes enough? I have no clue. Whether they are or not, players will make do just as they have up to this point. The test is in the game, and the proof is useage. We can see what works well and what does not simply by observing what the players use in game.





Vertisce Soritenshi
The Scope
Gallente Federation
#35 - 2011-11-17 14:26:22 UTC
Honestly I almost feel stupid for spending all this time training up Lasers...I will not regret that however. I refuse...especially when I was full Caldari, max shields, with good missile and hybrid skills for the longest time. Then I was convinced training up armor to max and working on lasers was the way to go. No...I will not regret that...****...I can pretty much do anything now...lol

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Morganta
The Greater Goon
#36 - 2011-11-17 15:44:00 UTC
welp

if they can keep up with tweeking it to a finished state, you have to start somewhere, and this looks about as good a starting point as any.

its never going to be right on the first pass, and only full out live play will reveal all the flaws.
Alara IonStorm
#37 - 2011-11-17 15:48:48 UTC
I was really hoping they would Balance Hybrids and Rails. But instead they shortcut the testing for an Early release.

What I would not give to get this expansion mid January full of useful Hybrid Changes, Assault Frig Bonuses, Faction Warfare Updates and all the other meat that made up what this expansion was supposed to be.
baltec1
Bat Country
Pandemic Horde
#38 - 2011-11-17 16:19:15 UTC
Dr Karsun wrote:
Keeping the cap booster just for anti-neuting purposes seems silly especially in big fleets with guardians. In small gangs it'll still be in use but just as a precaution against neut fleets.



Yea I might drop the cap booster on my mega and hype. It takes up a valuble mid which I could be using for either more tank, a point or a sebo so I can lock things before the canes destroy itLol
AlleyKat
The Unwanted.
#39 - 2011-11-17 16:30:41 UTC
Dissatisfied.

They could have increased the damage output by 100% and it still doesn't correct the mistake of the speed nerf, which was a mistake based on the agility & hull upgrade buff, which was only implemented because Destiny couldn't handle the Math required (DEV CITATION WELCOMED).

So long as you can stop a blaster ship getting inside its optimal by switching off its MWD - what's the point?

IF this was removed and webs slowed down ships 90% as they were designed to do, then I'd be happy - hell, if this was done, you could even reduce the blaster damage by 25% and I'd still be happy.

AK

This space for rent.

Corina Jarr
en Welle Shipping Inc.
#40 - 2011-11-17 16:35:16 UTC
I think blaster ships will become a new favorite in station games (where you tend to be less than 5km from your target and neither one moves much).