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Hybrid buff? What are you all talking about???

Author
MeBiatch
GRR GOONS
#41 - 2011-09-08 19:18:23 UTC
baltec1 wrote:
Cambarus wrote:
The mega is just being silly Straight



I agree, its daft, looks comical on a KM and EFT screams just no.

But my god it is so much fun to fly and at the end of the day, if it works and you're having fun why not?

When I do take it out on "nano hac roams" someone will always pipe up with "erm, why is that mega here?". People will then mutter about it but when they hear its me the FC will just say something along the lines of "No battleships, only baltec is to be in one, he does magic". I then become the fleets flagship and fun is had with much trolling about the guys who are slower than me and everyone compeating over who can out damage the mega. I normaly win if I can lock the targetLol

Also yes shes the same fit.



so what you are saying is that in the nano hac you pose as the bait? cool and then dumfound the guys when you start to orbit them lolz classic... i was looking for a good bait ship...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

baltec1
Bat Country
Pandemic Horde
#42 - 2011-09-08 19:37:11 UTC
MeBiatch wrote:



so what you are saying is that in the nano hac you pose as the bait? cool and then dumfound the guys when you start to orbit them lolz classic... i was looking for a good bait ship...


Done that a few times. Mainly I get dumped on the target as heavy firepowerTwisted
quigibow
Federal Navy Academy
Gallente Federation
#43 - 2011-09-11 03:19:58 UTC
drones anyone?
Shpenat
Ironman Inc.
#44 - 2011-09-11 09:21:21 UTC
Hybrids have several issues. Here is the list I know of for blasters:

1) harsh fitting requirements (it is nearly impossible to fit neutron blasters and tank be it active or passive on blasterboats)
2) only marginal damage increase compared to other gun types (especially if you take into account fitting requirements. your ion/electron blaster ship will be outdamaged even at close range by 425mm ACs)
3) ships intended as blasterboats are slow (hence will be kited to death or killed before being able to apply it damage)
4) blasters uses relatively high amount of capacitor (because amarr have cap reduction for their ships and other dmg types does not use cap)

tweaking these stats will probably only move blasters closer to autocannons, which is not intended direction. What about giving hybrids possibility to shoot auxiliary ammo?

This ammunition would do 0 damage, but would have other effects like ECM, web, knocks off your aligment, etc. (exact details can be worked on)

Together with maybe slight increase in damage it could justify having harsh fitting requirements, cap usage and long ammo switch time.

Similar solution could be used for railguns maybe with different effects.
Ineka
Doomheim
#45 - 2011-09-11 12:24:08 UTC
quigibow wrote:
drones anyone?


Let's see:

Amarr: check

Minmatar: Check

Caldari: Check

So why not Gallente too? Lol
Wa'roun
The Scope
Gallente Federation
#46 - 2011-09-11 12:44:58 UTC  |  Edited by: Wa'roun
Special hybrid ship bonus?

Guns that can shoot temporary swarms of drones that deal damage like any drone can do!
:)

They stream out like Stargate SG1/Atlantis Ancient chair device!

BOOOM BOOOOM BOOOM!

They can hit multiple targets before expiring!
AlleyKat
The Unwanted.
#47 - 2011-09-11 12:53:11 UTC
Shpenat wrote:
Hybrids have several issues. Here is the list I know of for blasters:

1) harsh fitting requirements (it is nearly impossible to fit neutron blasters and tank be it active or passive on blasterboats)
2) only marginal damage increase compared to other gun types (especially if you take into account fitting requirements. your ion/electron blaster ship will be outdamaged even at close range by 425mm ACs)
3) ships intended as blasterboats are slow (hence will be kited to death or killed before being able to apply it damage)
4) blasters uses relatively high amount of capacitor (because amarr have cap reduction for their ships and other dmg types does not use cap)

tweaking these stats will probably only move blasters closer to autocannons, which is not intended direction. What about giving hybrids possibility to shoot auxiliary ammo?

This ammunition would do 0 damage, but would have other effects like ECM, web, knocks off your aligment, etc. (exact details can be worked on)

Together with maybe slight increase in damage it could justify having harsh fitting requirements, cap usage and long ammo switch time.

Similar solution could be used for railguns maybe with different effects.


Disagree.

ECM should be limited to ECM modules - and, what would stop another racial shiptype from fitting those guns and using that ammo?

Why would you be interested in giving every-other-ship capable of fitting hybrids the exact same advantage?

Rethink your suggestions, they have merit worth considering but are open to exploit by anyone with enough CPU and cap, don't you think?

AK

This space for rent.

Arthur Black
SoE Roughriders
Electus Matari
#48 - 2011-09-11 14:17:44 UTC
MeBiatch wrote:

ammo:

Simular boost that projectile ammo got

concept choice between what damage type you want to do between thermal and Kinetic (i.e. antimater does 80% thermal damage 20% kin damage, uranium does 80% kin damage and 20% thermal damage)


While I realize that having the option to change damage type seems appealing, please consider the many active, cap using, modules these ships typically fit. Especially the active tanked ones. Say you're out in a Hyperion, there's plenty to manage already without having consider the type of ammunition you're using for the "right" damage. Besides, as I understand it, hybrid ammunition already has one of the best damage profiles.
AlleyKat
The Unwanted.
#49 - 2011-09-11 14:48:55 UTC
Arthur Black wrote:
MeBiatch wrote:

ammo:

Simular boost that projectile ammo got

concept choice between what damage type you want to do between thermal and Kinetic (i.e. antimater does 80% thermal damage 20% kin damage, uranium does 80% kin damage and 20% thermal damage)


While I realize that having the option to change damage type seems appealing, please consider the many active, cap using, modules these ships typically fit. Especially the active tanked ones. Say you're out in a Hyperion, there's plenty to manage already without having consider the type of ammunition you're using for the "right" damage. Besides, as I understand it, hybrid ammunition already has one of the best damage profiles.


Surely the main and primary choice of ammo is related to the amount of damage it deals and then range?

As for damage type, w/e?

AK

This space for rent.

MeBiatch
GRR GOONS
#50 - 2011-09-11 16:23:31 UTC
or for pvp damage type is kinda mute since people omni tank... but for pve it actually does help... in alot of cases either kinetic or thermal can be secondary or even terciary damage types and if you had to option to choose which one let it be higher thermal for killing drones or higher kinetic for killing guristas that would help in the pve department...

my other ideas short range arties for blasters and long range autos for rails will help in both the pve and pvp deparments... common guys use your big boy hats for once....

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Shpenat
Ironman Inc.
#51 - 2011-09-11 19:52:31 UTC
AlleyKat wrote:
Shpenat wrote:


Ammo suggestion.



Disagree.

ECM should be limited to ECM modules - and, what would stop another racial shiptype from fitting those guns and using that ammo?

Why would you be interested in giving every-other-ship capable of fitting hybrids the exact same advantage?

Rethink your suggestions, they have merit worth considering but are open to exploit by anyone with enough CPU and cap, don't you think?

AK


Let me explain what I had in mind more precisely. ECM ammo would be more like ECM burst (break lock) so ship will be able to reduce incoming damage while moving into the range. But I actually like the "web" ammo more.

This ammo will upon hit slightly reduce the speed of the ship. It will be size and ship mass based (so small hybrid hitting battleship will have very small effect).

What will stop other races from using this as well? Nothing. There is no point in giving this only to one race. Same as nothing is preventing you from using autocanons on blasterboats. Except that you will waste bonuses.

The auxiliary ammo effect can of course be anything else depend on what devs would prefer it would be. These two seemed the obvious choice. It is also IMHO much easier to balance this new ammo instead of tweaking the hybrids itself and not making them OP.
Arthur Black
SoE Roughriders
Electus Matari
#52 - 2011-09-11 23:06:24 UTC
AlleyKat wrote:

Surely the main and primary choice of ammo is related to the amount of damage it deals and then range?

As for damage type, w/e?


Indeed. That's how I'd have to go about it. After the projectile changes, Minmatar pilots are encouraged to bring three to four different types of ammunition, depending the kind of fleet and expected opposition. This hurts their ability to bring e.g. cap boosters, which wold be even worse for Gallente ships. And since I would therefore ignore the damage type, I'd prefer it if just stayed "as is".

As has been mentioned, there's been a lot of input on the subject of hybrids. Reading the various threads on the topic, it's been hard to impossible to distill any kind of consensus on the matter. It seems everyone has a favorite that someone else is opposed to. All ranging from the fantastic (150% damage and/or RoF increase, 100% AB bonus for the Megathron, etc) to the more subtle, but with valid counter points. I could add my favorites as well I suppose, but it would only be some composition of what has already been talked about.

What I will add though is that I'd like to see something done to the guns themselves, not the ammunition or ship bonuses. Ammunition for reasons already stated and ship bonuses because it would inherently mean we loose one bonus on ships that don't already have a hybrid bonus. Then again, that may or may not be a bad thing, depending on the ship, and I suppose quite a few Amarrian ships have this to offset the various weaknesses of lasers (cap usage comes to mind).

Anyway, I don't envy CCP the job of trying to come up with something that works here. I've been mostly pleased with their changes in the past, so I trust they can read more sense out of these discussions that I'm able to in my spare time. In the mean time, I still like my Deimos (except the paint job) and don't mind waiting now that I know it will be looked at. After all, it seems most agree that it can only get better.
Stridsflygplan
Deliverance.
Arrival.
#53 - 2011-09-12 03:44:31 UTC
Give Blasters +20 to 30% more damage when overheating instead of 15%

it will give Blaster users that extra damage they need when they finally get into range. and Blaster ships often have the same fate: kill or be killed so you will probably overheat anyway. It wont be to much damage so everybody starts fitting Hybrids to other then Gallente ships.

Railguns can get +20 to 30% more rate of fire instead of 15% when overheating. Rail users will volley a little faster so hope that makes them happy. if there is any...
Kartaugh
The Scope
Gallente Federation
#54 - 2011-09-12 05:38:52 UTC
baltec1 wrote:
Blasters are not as broken as people make out but do need work on them. Rails are something even I don't use.


I still think blasters merit a buff, although smaller than some suggestions. But yes, rails are royally screwed....damage is low as all hell...

"It's not that I am afraid to die. I just don't want to be there when it happens." - Boris Grushenko

Azelor Delaria
Caldari Provisions
Caldari State
#55 - 2011-09-12 09:30:07 UTC
Lady Go Diveher wrote:
Crazy idea for Blasterboats:

Role bonus: -30% to the range of stasis webifiers
Gallente Battleship bonus: 15% increase to the velocity factor of statis webifiers per level.

Meaning, it's hard to catch you, but when they do, you're royally feckered.

A random idea, but I like it.


Next time, think before posting.
AlleyKat
The Unwanted.
#56 - 2011-09-12 10:08:18 UTC
Arthur Black wrote:
...because it would inherently mean we loose one bonus on ships that don't already have a hybrid bonus...


Why?

Ship can have up to 5 bonuses, and I will keep coming back to this point: if you change the guns or the ammo, that will allow for any ship to gain the same advantage.

The short-comings of the Hybrids are a result of poorly thought out game changes, and none of those changes were to hybrid weaponry...

This space for rent.

Sebastian N Cain
Aliastra
Gallente Federation
#57 - 2011-09-12 13:46:59 UTC
All the suggestions would just make hybrids more similar to either lasers or projectiles (regarding the damage).

But hybrids would still have tons of disadvantages in comparison of those, even if someday the damage is at last on even footing with the other weapon systems.

While there is still no distinctive advantage to hybrids and therefore still no reason for choosing this weapon system instead of the others. And apparently no one has even an idea what could be such an distinctive characteristic (aside from the current especially crappy).

So just get rid of hybrids as a weapon system. Give Gallente and Caldari either lasers or projectiles as turrets and take hybrids out of the game.

I got lost in thought... it was unfamiliar territory.

Arthur Black
SoE Roughriders
Electus Matari
#58 - 2011-09-12 21:40:09 UTC
AlleyKat wrote:

Arthur Black wrote:

...because it would inherently mean we loose one bonus on ships that don't already have a hybrid bonus...


Why?


Because you can't add another bonus to a ship that is supposed to use hybrids without also adding another bonus to the same ship of the other races.

If you did, that hybrid ship would be overpowered. And if you add another bonus to the same ship of other races, hybrids users loose again because the added bonus was "wasted" on fixing the turrets while the others likely got something specific for their role.

AlleyKat wrote:

The short-comings of the Hybrids are a result of poorly thought out game changes, and none of those changes were to hybrid weaponry...


I partly agree. I don't think they were necessarily poorly thought out, but you're right that nothing has changed with hybrids themselves to get us to where we are today.

Which means that one way to go about it would be to nerf projectiles/lasers/missiles/whatever instead. I believe that will upset a lot more people than whatever boost they can come up with for hybrids though.
Demon Azrakel
Garoun Investment Bank
Gallente Federation
#59 - 2011-09-13 00:22:34 UTC
Arthur Black wrote:
AlleyKat wrote:

Arthur Black wrote:

...because it would inherently mean we loose one bonus on ships that don't already have a hybrid bonus...


Why?


Because you can't add another bonus to a ship that is supposed to use hybrids without also adding another bonus to the same ship of the other races.

If you did, that hybrid ship would be overpowered. And if you add another bonus to the same ship of other races, hybrids users loose again because the added bonus was "wasted" on fixing the turrets while the others likely got something specific for their role.

AlleyKat wrote:

The short-comings of the Hybrids are a result of poorly thought out game changes, and none of those changes were to hybrid weaponry...


I partly agree. I don't think they were necessarily poorly thought out, but you're right that nothing has changed with hybrids themselves to get us to where we are today.

Which means that one way to go about it would be to nerf projectiles/lasers/missiles/whatever instead. I believe that will upset a lot more people than whatever boost they can come up with for hybrids though.


Actually, different numbers of bonuses do not necessarily make a ship overpowered; at least no more than equal amounts of bonuses make a ship underpowered. The bonuses are currently the same, but by your logic, Gallente must be balanced

Anyway, to post my input: Up PG on gallente ships (see 1600mm Ruppy v. 1600mm Thorax or x-l booster maelstrom v. dual rep Hyperion (the equivalent)). Up Blaster damage by 30%-40%, leave the ships slow as **** so you still have to work to get into range, but now it is actually worth it...
AlleyKat
The Unwanted.
#60 - 2011-09-13 00:25:29 UTC
Arthur Black wrote:


Because you can't add another bonus to a ship that is supposed to use hybrids without also adding another bonus to the same ship of the other races.

If you did, that hybrid ship would be overpowered. And if you add another bonus to the same ship of other races, hybrids users loose again because the added bonus was "wasted" on fixing the turrets while the others likely got something specific for their role.


Not sure I understand.

Why can't you add ship bonuses to hybrid ships and not add bonuses to non-hybrid ships.

If you are adding ship bonuses to affect the usability / piloting of hybrid ships when using hybrids, then why would that be overpowered?

If it boosted the ships too much, then there is failure in the bonuses that have been applied and that would have to be thought out carefully through testing, testing and more testing.

There is an entire server dedicated to testing, would be a good place to do this, one would think...instead of blanket nerfing the entire game because a nanophoon broke the ability of Destiny to calculate x,y,z positioning

This space for rent.