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Balancing Feedback: Hybrid Turrets

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Author
m0cking bird
Doomheim
#1081 - 2011-11-22 15:29:23 UTC  |  Edited by: m0cking bird
Gypsio III wrote:
It is a bit sad that CCP's response to hilariously imbalanced gang links was to make the best ones (Skirmish tbh) even better...



I've been ignoring using a alternative character in engagements, but I recently bought a T3 (Loki/Legion) character. The new t2 gang-links is very extreme. Also, CCP has not delt with off grid boosting.
Ryans Revenge
Federal Navy Academy
Gallente Federation
#1082 - 2011-11-22 15:41:49 UTC
If some of you people are discussing this without trying the changes I'll point you towards sisi.

I had massive reservations about these changes when they first came out. However last night I was on sisi flying around in a deimos totally annihilating stuff.

The changes CCP have made very well may need some refinement and may even need to be completely revamped in future. But right now these few little changes have actually helped the gallente blaster boats quite a lot. So much that I'm eagerly looking forward to flying a deimos and grabbing nano ships by the throat before I proceed to gut them! :)

Thanks for the improvement CCP.
Magosian
Center for Advanced Studies
Gallente Federation
#1083 - 2011-11-22 16:42:56 UTC  |  Edited by: Magosian
Ryans Revenge wrote:
If some of you people are discussing this without trying the changes I'll point you towards sisi.

I had massive reservations about these changes when they first came out. However last night I was on sisi flying around in a deimos totally annihilating stuff.

The changes CCP have made very well may need some refinement and may even need to be completely revamped in future. But right now these few little changes have actually helped the gallente blaster boats quite a lot. So much that I'm eagerly looking forward to flying a deimos and grabbing nano ships by the throat before I proceed to gut them! :)

Thanks for the improvement CCP.


I have, and I'm not seeing the point.

I don't think there's any question hybrid ships have been significantly improved. The problem is the blaster philosophy is flawed and rails still don't do enough damage!!! Even with these changes, I would still choose a Cyclone/Hurricane/Harby over a Brut/Myrm, everytime. As to why, well, I've already stated that at least a dozen times in this thread. And I'm still working on a rather amazing wall of text on the side, since I still haven't heard anything from Tallest regarding the finalization or continuation of these changes. Coming soon.

Nothing has been balanced, as the title of this thread seems to imply. Nothing.

Honestly, the only thing I'm seeing for hybrids out of Crucible is that I'll be able to mission faster. Oh boy.
David Xavier
The Capsuleers of Unconscious Thought
#1084 - 2011-11-22 18:41:05 UTC  |  Edited by: David Xavier
Pinky Denmark wrote:
Dominix doesn't need to change anything - especially not for a tank bonus lol
Most other gallente ships might need a few tweaks, but they are NOT as bad as people make them.
They just have to be flown using special tactics and have a minor overhaul.

Hybrid turrets except a few of the guns sticking out seems pretty reasonable
The ammunition need a revamp as they are too chaotic.
Overdrives, nanofiber internals and inertia stabilizers definately need to be reworked
Blasterships need to accelerate faster (lower mass? better agility?)
Minmatar need to be fastest (higher velocity, higher mass? worse agility?)

Plates - make sure the Gallente ships can fit a MWD+plate and still have better or same mass as minmatar ships?
Armor rigs - make sure they don't reduce a vital attribute for Gallente. Make them nerf sensor strength or scan resolution instead...

Pinky



What are you talking about? The Dominix can't fit a full rack of Tech 2 Ion blasters or 350mm railguns + a normal fit even with perfect skills, it's hybrid damage bonus is borderline useless, just like the Vexor, can't fit guns without gimping itself. It sorely needs bonuses that are useful 100% of the time instead of the turret bonus.

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

Hungry Eyes
Imperial Academy
Amarr Empire
#1085 - 2011-11-22 19:05:39 UTC  |  Edited by: Hungry Eyes
Ryans Revenge wrote:


I had massive reservations about these changes when they first came out. However last night I was on sisi flying around in a deimos totally annihilating stuff.




i would like you to give some context to this. annihilating what exactly with the Deimos, and at what range? what was your fit?

-a blaster Deimos does about 800dps, has about 30k EHP, and goes around 1600m/s....about the same as before; 1900m/s if you do a paper-thin shield buffer
-a rail Deimos does about 450dps without drones, has a little more range than a pulse Zealot, and significantly less dps.

The rail Deimos is still subpar, and rails remain incompatible with a few other Gallente ships, i.e. you cant fit a decent tank. 30k EHP is nothing. it's garbage, when a typical Cane and Cynabal have 50k+ EHP. Drake 70K.

I tested my rail Deimos against a Cynabal and it was pathetic. You can't fit 250mm's, you cant fit TE's, you cant fit tracking computers. Your range is gimped with 200mm's, faction AM, and only 2 MFS.


when it comes to cruisers, rails seem ok only on a few ships. the Ishtar and Navy Vex can now fit a rack of dual 150's, and do some decent dps up to 30km with sentry drones, while retaining 40-50k EHP. the Proteus can fit 250mm's, and therefore do about 500dps at 21+29km with faction AM. which is excellent, but costs half a bill. rail Ferox may have some use as well. but that's about it.
Nikollai Tesla
Federal Defense Union
Gallente Federation
#1086 - 2011-11-22 19:14:18 UTC
CCP Soundwave wrote:
Hey guys

Tallest will be out of the office for the next week. He should be back to replying to the thread at the end of next week.


Last post by Tallest was around post #244 on the 11th, the message above was from the 16th. Sounds like Tallest won't show up until the 25th at least (which is Thanksgiving in the US). The patch is getting released on the 29th and has been stated, "no chance to get more hybrid changes in".

Still don't get why CCP would give the task of hybrid balancing to someone that would be on vacation for 2 weeks before their big patch, and that no other programmer/developer is capable at looking at Hybrid fixes.

I expect a big analysis from Tallest like the one Ytterbuim did here, on Gallente and Blasters. What his next fixes/plans are.
https://forums.eveonline.com/default.aspx?g=posts&m=321989#post321989

Because we are just repeating the same arguments over and over again, without any developer listening
M1AU
Zappenduster Inc.
#1087 - 2011-11-22 21:25:23 UTC
Nikollai Tesla wrote:
I expect a big analysis from Tallest like the one Ytterbuim did here, on Gallente and Blasters. What his next fixes/plans are.
https://forums.eveonline.com/default.aspx?g=posts&m=321989#post321989

Because we are just repeating the same arguments over and over again, without any developer listening


I like Ytterbium's analysis of such things and would love to see CCP Tallest doing the same thing in the future.
Magosian
Center for Advanced Studies
Gallente Federation
#1088 - 2011-11-22 21:56:00 UTC
Nikollai Tesla wrote:
Last post by Tallest was around post #244 on the 11th, the message above was from the 16th. Sounds like Tallest won't show up until the 25th at least (which is Thanksgiving in the US). The patch is getting released on the 29th and has been stated, "no chance to get more hybrid changes in".

Still don't get why CCP would give the task of hybrid balancing to someone that would be on vacation for 2 weeks before their big patch, and that no other programmer/developer is capable at looking at Hybrid fixes.

100% agree. I mean, I'm trying to remain positive through all of this. You know, CCP Soundwave did say if the changes aren't successful, they'll continue to work on them. Ok great, sounds real good on the surface, but there's no definitive timeframe, nor is there any recognition as to the state of the changes as they stand. In addition to this, CCP Tallest is supposed to be in charge of this yet basically disappears with no word of his absense for nearly a week, and THEN we find out he's basically gone during the most important part of the change process: QA feedback: us. Not cool, Zeus.

Nikollai Tesla wrote:
I expect a big analysis from Tallest like the one Ytterbuim did here, on Gallente and Blasters. What his next fixes/plans are.
https://forums.eveonline.com/default.aspx?g=posts&m=321989#post321989
Because we are just repeating the same arguments over and over again, without any developer listening

You know, I read that post by CCP Ytterbium earlier last week and he does say some really good things, in fact I think he covers the bases on hybrid shortcomings better than Tallest has. HOWEVER, he says some really demotivating things, too. The part about no magic trick in the collective CCP hat will fix anything instantly...I mean, what the hell? No one's expecting a change overnight but don't use that as an excuse to not be able to come up with great ideas. I mean, isn't it CCP's job to do so? Isn't the overwhelmingly negative player feedback IN THIS VERY THREAD enough evidence to show we're not happy with the hybrid changes for Crucible?

It's so damned simple. Three things need to happen:

1) CCP, STOP! First, UNDERSTAND the problem and ACCEPT proposals from players that address the issue, then
2) give hybrids that something so players and CCP can test the changes in tandem
3) if the changes are sufficient and don't break other mechanics, run with it. If not, GO BACK TO #1!

Nothing about Ytterbium's post fires me up more than the comment about "over-inflating the balance of power." Man, how can you know that if you're not willing to test the proposed changes in the first place?! You've got some great suggestions in here, CCP. TRY THEM AND TEST THEM!
M1AU
Zappenduster Inc.
#1089 - 2011-11-22 22:14:45 UTC
Zarak1 Kenpach1 wrote:
if you are gallente, why on earth would you consider using something other than a drone boat for missions? infinite ammo...

i'm with the guy calling you out for derailment


Well I also do as I have good drone skills too. But in my experience is not really faster as with turret boats, though more versatile...
Of course, lvl 4's are boring in general, but the unbalance between weapon system still exists. Just wanted to point that out.
Jaigar
Native Freshfood
Minmatar Republic
#1090 - 2011-11-22 23:47:24 UTC
I would say hybrids are almost perfect right now, but further agility changes and null ammo changes would probably fix everything. Maybe another 5% more agility on the hybrid boats and extend null optimal and falloff out another 25% or so.

Matari is supposed to be able to kite the other races. Loki, huginn, and rapier all have long range webs that compliment this. Theres no mid-range counter (think 25-35km range) to getting kited at this range for gallente. Blaster range is just too short to counter this, sensor dampeners will not force them in close enough, so yeah. This could be adjusted with better range on null ammo (like stated above), but Matari really should have the advantage if they are kiting.

But there needs to be a way for Gallente to counter this.
Tanya Powers
Doomheim
#1091 - 2011-11-23 01:19:44 UTC
Jaigar wrote:
I would say hybrids are almost perfect right now, but further agility changes and null ammo changes would probably fix everything. Maybe another 5% more agility on the hybrid boats and extend null optimal and falloff out another 25% or so.

Matari is supposed to be able to kite the other races. Loki, huginn, and rapier all have long range webs that compliment this. Theres no mid-range counter (think 25-35km range) to getting kited at this range for gallente. Blaster range is just too short to counter this, sensor dampeners will not force them in close enough, so yeah. This could be adjusted with better range on null ammo (like stated above), but Matari really should have the advantage if they are kiting.

But there needs to be a way for Gallente to counter this.


Redundant problem, you fit the shortest range weapon system on the slowest boats type between Matari and Wallente.

Either you make the ships with the shortest range weapon the fastest with weak tanks to get in and BAM !!

Or you fail.

Either you give the slowest one the tools to counter the "I shoot you from here" by significantly increase the range where it can apply decent dmg

Or you fail

Damps would definitively help blaster ships if those worked properly.
You need to change the way those can be used, making them like DCU (single) and give to gallente hulls strong bonus (30% per lvl?) to this ewar would avoid Scorps full of those.

You can't just think "that's it, blasters got buffed" because of some tracking and small dps changes because it's not true.
You need to make them a lot bigger or take notice on each and every minus factor that makes those suck and improve it, witch is impossible without buffing all other ships/weapons in game since those mods can be used by each and every one, and that's not tomorrow that you'll see gallente T1 hulls with more than 2 bonus
Jaigar
Native Freshfood
Minmatar Republic
#1092 - 2011-11-23 02:33:42 UTC
The issue Tanya is that these current blaster tweeks will work perfectly fine in W-Space; its the other places where the initial warp ins are hard to dictate.
thoth rothschild
Aliastra
Gallente Federation
#1093 - 2011-11-23 08:21:12 UTC  |  Edited by: thoth rothschild
Jaigar wrote:
The issue Tanya is that these current blaster tweeks will work perfectly fine in W-Space; its the other places where the initial warp ins are hard to dictate.


Yes it will work perfectly in fleets with "human" scouts and FC's and normal level of training.
Highly trained fleets with outstanding scouts create warp ins in no time.

As 95% of eve players are "human" level of pilots this statement is truely correct.

Unfortunetly there are tons of situations where dictating range is pretty easy. The warp to 1,10,100 km makes it pretty easy for any type of eve player of any skill level. Simple station combat can be done from 2 opposite points both in docking range but more than 60 km apart. Pos battle is mostly done from a certain distance. There is also pos warfare in wh-space :p
For WH Warfare T3 Ships are still state of the art.


I'm pretty sure the DEvs are aware of any synergie and problem any of the ships have.
The system is so complex that predicting any outcome will be more than a gipsy and her crystal ball are capable of.
Let's see what this 1st itteration will do and i still think there might be a range, speed buff for one faction or a speed, range nerf for 1,2 or 3 others.

It was mentioned by some of them that scorch / barrage might be to good.

Furthermore not all of the blaster ships do have this problems.
Ceptors and the new destroyer will be fine. There are more yes.
I just think we need a lot of analytics, a lot of communication and a lot of testing, change, testing change.
Pinky Denmark
The Cursed Navy
#1094 - 2011-11-23 11:20:13 UTC
With the current changes blasters have an incredible damage potential. At close range blasters will annihilate anything really and the tracking buff finally makes them track better than autocannons.
With NULL M you can even get damage up to 15-20km in case you get kited so stop complaining plz.
On top of this most Gallente ships have a nice drone bay suppremacy easily able to help against being kited.
This makes blasters dominate everything in web/scrambler range as they should, but they should not be competing with autocannons and pulse lasers in damage projection.

Autocannons have a great damage projection (even with reduced damage) sitting on fast minmatar ships, but the 2 weapon systems are supposed to be different and the remaining balance should be placed on the ships.
Hybrid ammo is still a mess and rails still need an edge to be unique but blasters seems to work very well.

  • Minmatar ships should have their mass and agility nerfed - They should be the fastest, but not having a good acceleration unless using the many lowslots for nanofibers.
  • Gallente ships should have their mass and agility buffed - Gallente should be able to fit a plate and still have a faster acceleration and maneuverbility than a stock minmatar ship of the same class, but still have a lower top speed.

So make minmatar fastest and slow accelerating, but gallente fast and agile but not able to outrun minmatar ships. This gives gallente ships an option to catch their targets and minmatar is still the fastest ships with a better damage projection. People will have to fit railguns if they want projection...

Pinky

thoth rothschild
Aliastra
Gallente Federation
#1095 - 2011-11-23 12:24:32 UTC  |  Edited by: thoth rothschild
Pinky Denmark wrote:

With NULL M you can even get damage up to 15-20km in case you get kited so stop complaining plz.



Kiting Range is defined as the Range you stay out of scrambler and webber range of a recon and keep the target tackled with a disruptor. This is usually 25 to 30 km. Minmatar will use their high damage ammo in this range while most gallente are not able to project damage with low damage ammo at this range.

Getting into scram/web range is brawling range not kiting.

Kiting = you do hit oponent does not hit nor tackle you. You can escape easily while enemy is traped.


Btw.: Blasters never had issues with tracking :p They always had the highest tracking........ Where the hell does the tale of terrible blaster tracking come from. I'm pretty sure people using 400mm signiture weapons on frigates and do blame tracking instead of signiture for the misses.

Pinky Denmark wrote:

This makes blasters dominate everything in web/scrambler range as they should, but they should not be competing with autocannons and pulse lasers in damage projection.


Good luck getting anythin' in web/scram range.

I do have a feeling that the gallente fix won't be made by a gallente buff more it will be done by a scorch/barrage nerf.
Just a feeling but it is the easiest way for the developers.


There is no best damage projection overall. There is a best damage projection within a certain range.
After the patch. Gallente will have best damnage projection within blaster range and Minmatar within their Projectile Range. That part is fixed, really.

Now we get to the "gray" range problem.
"Gray" range is the range out of webber and scrambler range but still within disruptor range.
3 of 4 races are able to project damage with short range weapons within this area (3 dimensional globe)
1 is not. Possible fix is make 0 of 4 not able to or 4 of 4 able to.

I'm simply not able to understand why the oscar category

a) the fastest ship
b) the longest high damage range
c) the longest scram/web range
d) most agile ships
e) no cap usage on guns
f) most free low slots for range/damage increase
g) enougth med slots to fit tank and utility
h) able to fit a power neut
i) somewhat imune to power neut
j) highest damage on short range weapons AFTER applying possible damage mods. (Shield all low slots -1 vs Armor low slots -4)

are all combined in a single race
making Minmatar need cap for their guns would solve a lot of problems. This is a hughe advantage
You won't fix anything as long as there are suggestions like make it a little more agile but keep winmatar...
They need to loose some oscar awards. The oscar awards should be distributed equal among all 4 races.
Jerick Ludhowe
Internet Tuff Guys
#1096 - 2011-11-23 13:42:18 UTC
Pinky Denmark wrote:

With NULL M you can even get damage up to 15-20km



I'd say you can get fair damage at 15km with Null M and a falloff bonus attached to the ship. Damage at 20km becomes rather worthless unless you sacrifice either tank or gank in the lows for a TE II. Even with a TEII damage projection at 20km is not significant enough to push a kiting ship out of disruptor range in any reasonable time frame.

I believe that null should have both it's optimal and falloff bonuses increase from 25% to 37.5%.
Tanya Powers
Doomheim
#1097 - 2011-11-23 15:25:47 UTC
thoth rothschild wrote:
Jaigar wrote:
The issue Tanya is that these current blaster tweeks will work perfectly fine in W-Space; its the other places where the initial warp ins are hard to dictate.


Yes it will work perfectly in fleets with "human" scouts and FC's and normal level of training.
Highly trained fleets with outstanding scouts create warp ins in no time.

As 95% of eve players are "human" level of pilots this statement is truely correct.

Unfortunetly there are tons of situations where dictating range is pretty easy. The warp to 1,10,100 km makes it pretty easy for any type of eve player of any skill level. Simple station combat can be done from 2 opposite points both in docking range but more than 60 km apart. Pos battle is mostly done from a certain distance. There is also pos warfare in wh-space :p
For WH Warfare T3 Ships are still state of the art.


I'm pretty sure the DEvs are aware of any synergie and problem any of the ships have.
The system is so complex that predicting any outcome will be more than a gipsy and her crytal ball are capable of.
Let's see what this 1st itteration will do and i still think there might be a range, speed both for one faction or a speed, range nerf for 1,2 or 3 others.

It was mentioned by some of them that scorch / barrage might be to good.

Furthermore not all of the blaster ships do have this problems.
Ceptors and the new destroyer will be fine. There are more yes.
I just think we need a lot of analytics, a lot of communication and a lot of testing, change, testing change.


Thing is that one get "warp in" bm's the other has "warp ins" to gtfo and one shot or maw two shot each primary target.

Thing is that 2 fleets with normal training level has you state are the best way to see those hybrid changes mean nothing and we're at the same point than before those.

Has I already said, they perform a little better and whenever you find fleets with less training with worst FC's -and there are a lot of those - then sure you'll annihilate everything, but not better or different than you would do with another fleet kind.

They need to give the tools to hybrid platforms and guns to be a choice you WANT in your fleet, like you want autos or arty, like you want tachs or pulse, like you want heavy missile/torps. Actually nothing done in this way, you still don't need or want because of whatever argument blaster/rails ships on your fleet when you still have the best available option if you use lasers or projectiles.
Tanya Powers
Doomheim
#1098 - 2011-11-23 15:32:59 UTC
Pinky Denmark wrote:
With the current changes blasters have an incredible damage potential. At close range blasters will annihilate anything really and the tracking buff finally makes them track better than autocannons.
With NULL M you can even get damage up to 15-20km in case you get kited so stop complaining plz.
On top of this most Gallente ships have a nice drone bay suppremacy easily able to help against being kited.
This makes blasters dominate everything in web/scrambler range as they should, but they should not be competing with autocannons and pulse lasers in damage projection.

Autocannons have a great damage projection (even with reduced damage) sitting on fast minmatar ships, but the 2 weapon systems are supposed to be different and the remaining balance should be placed on the ships.
Hybrid ammo is still a mess and rails still need an edge to be unique but blasters seems to work very well.

  • Minmatar ships should have their mass and agility nerfed - They should be the fastest, but not having a good acceleration unless using the many lowslots for nanofibers.
  • Gallente ships should have their mass and agility buffed - Gallente should be able to fit a plate and still have a faster acceleration and maneuverbility than a stock minmatar ship of the same class, but still have a lower top speed.

So make minmatar fastest and slow accelerating, but gallente fast and agile but not able to outrun minmatar ships. This gives gallente ships an option to catch their targets and minmatar is still the fastest ships with a better damage projection. People will have to fit railguns if they want projection...

Pinky




Thin is that's still worthless.

When your uber megathron hits stuff at 30km -waaaaaauuuu !!

My pest is using his shortest weapon system, the shortest range ammo, and blows your brains up with no effort with double your range.... and very sure any pulse bs does the same, time you get in range you're in hull. Nice stuff, you have now 200billions dps that you still have trouble to apply witch was the primary issue with blasters followed by tracking and dmg bonus.
Tracking and dmg seem almost done, tools to get in range or counter the huge distance difference is still there.

Who's the most flexible of both, who has better chances to get the crap out of the other?
Pinky Denmark
The Cursed Navy
#1099 - 2011-11-23 15:35:58 UTC
Blasters are not supposed to fend off kiting ships - fit railguns and/or use your drones...

If anything Null is not to blaim for Barrage and scorch being super sweet.
Miriiah
Republic Military School
Minmatar Republic
#1100 - 2011-11-23 15:40:50 UTC
Still no dev response about making Null 50/50 optimal falloff? :| Atleast make it 37.5/37.5 ?