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Balancing Feedback: Hybrid Turrets

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Author
thoth rothschild
Aliastra
Gallente Federation
#1101 - 2011-11-23 15:41:20 UTC
Pinky Denmark wrote:
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.


read the entire post before you hit reply!
We are getting kited with high damage ammo on high tracking short range weapons.
That was the 3 of 1 race part.
Surely i can use low tracking, low damage long range weapons to respond but they will still kite me to death.
Maxsim Goratiev
The Scope
Gallente Federation
#1102 - 2011-11-23 15:49:42 UTC
David Xavier wrote:
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.

Erm, I can. You have to have perfect skills, and only 2 plates. med booster, MWD and no implants.
Pinky Denmark
The Cursed Navy
#1103 - 2011-11-23 15:55:12 UTC
I did read it and my post still stays...
CCP need to adjust ship balance to make the gallente ships make the contact in that situation,
but boosting blaster T2 ammo range is not a solution.
thoth rothschild
Aliastra
Gallente Federation
#1104 - 2011-11-23 16:06:22 UTC  |  Edited by: thoth rothschild
now every point of view which is possible is made and every suggestion, analysis and so on possible is made.
I'm out of here till next iteration of changes.
Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#1105 - 2011-11-23 17:14:59 UTC
thoth rothschild wrote:
now every point of view which is possible is made and every suggestion, analysis and so on possible is made.
I'm out of here till next iteration of changes.



word

later bitchez
Jaigar
Native Freshfood
Minmatar Republic
#1106 - 2011-11-23 17:41:54 UTC
Zarak1 Kenpach1 wrote:
thoth rothschild wrote:
now every point of view which is possible is made and every suggestion, analysis and so on possible is made.
I'm out of here till next iteration of changes.



word

later bitchez

I don't know if I agree. Sure, we have a bunch of different viewpoints on what can be done to fix hybrids, but we don't have a consensus on the ROLE of blasters. Some people want damage projection to match other short range weapons, some want more faster or more agile ships to get in closer. Some people are looking at how blasters perform in a large fleet fight, others in a 1v1. There are several good arguments here, but I don't think we know where we want blasters once its all said and done.
Magosian
Center for Advanced Studies
Gallente Federation
#1107 - 2011-11-23 18:01:01 UTC
Pinky Denmark wrote:
I did read it and my post still stays...
CCP need to adjust ship balance to make the gallente ships make the contact in that situation,
but boosting blaster T2 ammo range is not a solution.


How can you say that?

The shortest range weapons need to be on the fastest ships. Conversely, all slower ships need have the best midrange weapons. Failure to meet this scenario results in imbalance. Minmatar have been that imbalance for at least two years: they have, arguably, the best mid rage and short range turrets on the fastest ships. The problem is, the other "best" mid range weapon is the pulse laser, which has nothing to do with hybrids or Gallente. The dominance of Minmatar speed and projectile perks and effectiveness goes all the way up the chain: rifter, wolf/jaguar, thrasher, stabber/rupture, vagabond/muninn, cyclone/hurricane, claymore/sleipnir. These are all FIRST PICKS for any pilot who wants to skirmish. Maybe the problem isn't with Gallente ships and hybrids so much as it is with Minmatar ships. What is the drawback for flying a Minamtar ship? In EVE, what is the counter to a Minmatar pilot, aside from a blob? What do I get in any other racial ship line that prevents Minmatar from not only opening a mid range engagement with decent damage, but also prevents him from running away if the fight doesn't go his way? What penalty is incurred for flying the fastest ships with incredibly good short and mid range guns? THERE ISN'T ONE!

How CCP hasn't recognized this is beyond me. You either nerf Minmatar speed, nerf projectile falloff, buff hybrid ship speed, or buff hybrid damage AND RANGE. It's frustrating to see CCP has avoided the range thing entirely as it's easily the largest contributer to hybrid imbalance. Minmatar ships were actually quite balanced PRIOR to the rather insane TC/TE falloff bonuses. Once this happened, they became godlike. I suspect the nerf to nano was thought by many to bring Minmatar ships back in line, except the nano nerf affected EVERYTHING. If you take everyone down a few notches equally, then the guy who was on top prior to the nerf IS STILL GOING TO BE ON TOP. :\

The only impression I've received from CCP regarding the above suggestions is they're afraid the balance of power will just shift to the other end of the spectrum. Let's assume for a moment, that we gave null 50%/50% bonuses to optimal/falloff. Let's ALSO assume that we increased the base stats of hybrid turret optimal/falloff by 50%. This would put blaster effective range in roughly the same area as scorch. Assuming this happened:

Minmatar would STILL have:
-fastest ships
-cap free guns
-alpha

Amarr would STILL have:
-incredible EHP across the board
-instant ammo swap
-dominant optimal

Increasing blaster range does NOT radically shift the balance of power. It does NOT obsolete the appeal of other ships. All it does is give Gallente hybrid users a fighting chance, and it actually gives Caldari hybrid ships an amazing new role. Yes, I realize the Merlin/Moa//Ferox/Naga/Rokh would be pretty fearsome (although, don't forget they don't get a hybrid damage bonus). Rightly so since they're the slowest ships in their respective classes. And really, wouldn't it be a nice change of pace to see a pack of these once in a while?

All this really does is increase hybrid ship popularity SOME, but not a lot. Isn't that the direction everyone wants to go?



CCP Tallest
C C P
C C P Alliance
#1108 - 2011-11-23 18:04:36 UTC  |  Edited by: CCP Tallest
As you may have noticed, I have been afk for the last week or so.
I am back at work now and will try to address the concerns that have been expressed while I was away.

As Soundwave and Affinity have explained for me in my absence, the cutoff date for changes that make it into the Crucible expansion has already passed (and had already passed when I went away).

As it turned out, I only had time to do one extra pass on the changes after they hit SISI. These changes (to the changes) were based on your feedback from this thread. There were many other suggestions here that I would love to do, but didn't have enough time to do them properly for this release. In the future, I will make sure that I have more time to make changes based on your feedback. The feedback that you was posted after the cutoff is far from worthless. I've read every single post and written down notes for future reference.

What we have now is a start. After Crucible come out, I will definitely be doing further balancing.
Here are some of the things relating to hybrid ships that we will be looking further into in the coming weeks/months:

* Further tweaking of individual ships.
* Tech II ammo needs a better look at, especially Null-Scorch-Barrage.
* Active tanking vs passive tanking. And by extension, armor tanking vs shield tanking.
* Small and Medium Webifier drones.
* Give tech I hybrid ammo variations for each range, like projectile ammo. Maybe the same for lasers.
* Something to help blaster ships get into range. There are several good suggestions on how to do this; Webifier range bonus, MWD speed bonus, change the armor rig penalty, increase base speed or even a new type of module. We might do some of them, all of them or something completely different.

p.s. I have also updated the OP with the final list of changes.

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

Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#1109 - 2011-11-23 18:14:56 UTC
thank you for updating the OP

hope you had a good vacation
Daedalus Arcova
The Scope
#1110 - 2011-11-23 18:19:49 UTC
Thank you, Tallest. That is very reassuring.
Hungry Eyes
Imperial Academy
Amarr Empire
#1111 - 2011-11-23 18:29:36 UTC  |  Edited by: Hungry Eyes
CCP Tallest wrote:

What we have now is a start. After Crucible come out, I will definitely be doing further balancing.
Here are some of the things relating to hybrid ships that we will be looking further into in the coming weeks/months:

* Further tweaking of individual ships.
* Tech II ammo needs a better look at, especially Null-Scorch-Barrage.
* Active tanking vs passive tanking. And by extension, armor tanking vs shield tanking.
* Small and Medium Webifier drones.
* Give tech I hybrid ammo variations for each range, like projectile ammo. Maybe the same for lasers.
* Something to help blaster ships get into range. There are several good suggestions on how to do this; Webifier range bonus, MWD speed bonus, change the armor rig penalty, increase base speed or even a new type of module. We might do some of them, all of them or something completely different.

p.s. I have also updated the OP with the final list of changes.


yes, yes, yes. excellent summary. my suggestion is to focus on:

- hybrid ammo (t1 and t2), especially for blasters; null buff and/or scorch and barrage nerfs are needed; my vote is for former
- medium rails: these guys are still quite hard to fit, and they could comfortably do with a further buff to damage along with ammo buffs
- hybrid ship bonus tweaks (the Deimos especially, as the rail Deimos significantly more inferior compared to its counterparts); a good comparison is rail Deimos vs. pulse Zealot - Zealot with Scorch loaded wins at range, Conflag or multifrequency wins at close range by a long shot; why fly the Deimos? you get the idea.

active armor vs. passive armor tanking changes will take a lot longer than the options above.

thanks again, we'll let you get back to work now Big smile
Tanya Powers
Doomheim
#1112 - 2011-11-23 18:37:25 UTC
CCP Tallest wrote:
As you may have noticed, I have been afk for the last week or so.
I am back at work now and will try to address the concerns that have been expressed while I was away.

As Soundwave and Affinity have explained for me in my absence, the cutoff date for changes that make it into the Crucible expansion has already passed (and had already passed when I went away).

As it turned out, I only had time to do one extra pass on the changes after they hit SISI. These changes (to the changes) were based on your feedback from this thread. There were many other suggestions here that I would love to do, but didn't have enough time to do them properly for this release. In the future, I will make sure that I have more time to make changes based on your feedback. The feedback that you was posted after the cutoff is far from worthless. I've read every single post and written down notes for future reference.

What we have now is a start. After Crucible come out, I will definitely be doing further balancing.
Here are some of the things relating to hybrid ships that we will be looking further into in the coming weeks/months:

* Further tweaking of individual ships.
* Tech II ammo needs a better look at, especially Null-Scorch-Barrage.
* Active tanking vs passive tanking. And by extension, armor tanking vs shield tanking.
* Small and Medium Webifier drones.
* Give tech I hybrid ammo variations for each range, like projectile ammo. Maybe the same for lasers.
* Something to help blaster ships get into range. There are several good suggestions on how to do this; Webifier range bonus, MWD speed bonus, change the armor rig penalty, increase base speed or even a new type of module. We might do some of them, all of them or something completely different.

p.s. I have also updated the OP with the final list of changes.



Welcome back Blink

I'm glad to see you take notice of different suggestions because I think there's no need to be some Harvard graduated to understand how difficult this hybrids rebalance is.

Has almost every one using them more or less pointed out, several small nerfs across the time has some small buff here and there brought too many drawbacks that are now very difficult to counter without either boost other races at the same time, or completely change the Gallente racial flavour.

I guess we're not sure you guys will be man of your words when you say that you guys will keep it further if needed, that's why so many arguments are redundant and over exposed, we need to be sure you guys got it.

thoth rothschild
Aliastra
Gallente Federation
#1113 - 2011-11-23 18:56:11 UTC  |  Edited by: thoth rothschild
Hi Tallest :)

Thanks for the update. I like communication and i really enjoy each response :)


webifier range sounds sweeeet :>
Mekhana
The Scope
Gallente Federation
#1114 - 2011-11-23 19:04:30 UTC  |  Edited by: Mekhana
Although the panic has died a little it's still very sad more urgent changes didn't make it to release.

Vide longe er eros di Luminaire VII, uni canse pra krage e determiniex! Sange por Sange! Descanse bravex eros, mie freires. Mortir por vostre Liberete, farmilie, ide e amis. lons Proviste sen mort! Luminaire liber mas! 

Hungry Eyes
Imperial Academy
Amarr Empire
#1115 - 2011-11-23 19:08:37 UTC  |  Edited by: Hungry Eyes
he said over the upcoming WEEKS/MONTHS. i hope hybrid ammo changes and individual ship tweaks make an appearance on sisi within 2 weeks. this stuff is super easy, just a bit of math.

things like propulsion mods, EWAR drones rig tweaking, armor tanking will require more testing.
Ravcharas
Infinite Point
Pandemic Horde
#1116 - 2011-11-23 19:45:34 UTC
CCP Tallest wrote:

* Tech II ammo needs a better look at, especially Null-Scorch-Barrage.

Barrage is fine, it's Scorch that's the problem.
m0cking bird
Doomheim
#1117 - 2011-11-23 20:04:16 UTC  |  Edited by: m0cking bird
Well, I hope CCP is not going to limit scorch range. Scorch is the Amarr version of stasis webifier. Once it's gone or dramatically reduced. You'll quickly find that Amarr ships are not even on the same level as Gallente ships + Hybrid turrets and even less so compared to Minmatar or Caldari.

Although, if they did do this. Then you would only assume barrage and Tracking enhancers range would be reduced too. With tracking computers or tracking enhancers being the only counter to any reduction in scorch range.

I can only see a more homogeneous landscape to come out of this. Something a part of the community says it does not want, but instead of increasing blaster range. CCP may just start reducing auto-cannon and laser range.

Like I said. This will only show how SH!T Amarr ships and turrets truly are. Again! Kinda like how most believed blaster were good, but that was because of one module (stasis webifier).

I know for a fact most solo pilots do not find Amarr ships to be good solo. If they're not good in that niche and not in fleets. What use are they? Mining Abaddon, with guardians repping incoming rat damage?
X Gallentius
Black Eagle1
#1118 - 2011-11-23 20:10:54 UTC
Jaigar wrote:
I don't know if I agree. Sure, we have a bunch of different viewpoints on what can be done to fix hybrids, but we don't have a consensus on the ROLE of blasters. Some people want damage projection to match other short range weapons, some want more faster or more agile ships to get in closer. Some people are looking at how blasters perform in a large fleet fight, others in a 1v1. There are several good arguments here, but I don't think we know where we want blasters once its all said and done.
Role of blasters - omgwtfpwn your enemy at close range. Every blaster boat pilot couldn't care less about adding range, they just want reward (omgwtfpwnery) proportional to the risk (ease of getting kited).

Before these changes, there was no reward (autocannons performed better in every way at close range), and too much risk (easy to kite). Whether the risk/reward ratio is good after these changes... will find out in a couple of weeks.
Zachis
Caldari Provisions
Caldari State
#1119 - 2011-11-23 20:11:53 UTC
Welcome back Tallest. Will be interested to see what further tweaks and modifications you come up with in the next weeks/months; there's definitely a lot of feedback in this thread to mull over. I'm also confident that the community would be just as eager to give feedback on future changes, so don't be afraid to share the burden. Throw some stuff up on the test servers and let us bash it around Big smile Even if it seems crazy at first, we will be more than eager to run it through the grist mill for you.

It is refreshing to see the dramatic increase in communication from CCP to the community and the efforts to constantly improve/balance the game we both love. Keep it up!
Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#1120 - 2011-11-23 20:40:40 UTC
the microjump/flash/teleport mod that was alluded to would be pretty fricken sweet. lots of tear could be extracted with such a device.