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Balancing Feedback: Hybrid Turrets

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Author
Fon Revedhort
Monks of War
#1261 - 2011-12-01 18:01:01 UTC
Tara Read wrote:
Fon Revedhort wrote:
Tara Read wrote:
Fon Revedhort wrote:
25km? Seriously? And how much will it make when bonused and pimped out? 50? I don't see how this is realistic..


I'm saying this would wind up being the max range with say battleship 5. The bonus would only apply to certain ships like the Megathron and the Bruitx.


25 km with free tech2 modules? What I'm saying is: throw in some isk and gang-bonuses and you'll end up with insanity of 50 km webs.


Insanity? You still have to reach your target in an armor plated battleship that does 900 M/S genius from 50 KM away.... Need I spell out the total stupidity in trying to use that approach?

You're talking about some mythical 1 vs 1 situations. In reality such a Megathrone becomes a mandatory webbing ship in each and every gang.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Tara Read
Blackwater USA Inc.
Pandemic Horde
#1262 - 2011-12-01 18:02:17 UTC
Hamox wrote:
Magosian wrote:
I still think this thread is too cluttered with suggestions that just mask the underlying issues.

PAY VERY CLOSE ATTENTION CCP! THIS IS THE UNDERLYING PROBLEM WITH HYBRIDS!

Lets say we gave blasters an effective range that allowed TEs to boost it into the 20-25km range, much like autocannons and scorched pulses.

Let's also say we gave railguns respectable alpha damage and increased its dps to match either artillery or beams.

This is, by the way, pretty much what the playerbase has been asking for in this thread, as best as I can interpret.

Given these changes were made live, would I use hybrids? HELL NO!

Why not?

-projectiles are cap-free
-lasers have instant ammo reload
-ships with projectile bonuses provide the pilot with the best speed in the game; this is a passive defensive mechanic
-ships with laser bonuses provide the pilot with the best EHP in the game; this is a passive defensive mechanic

If you are not willing to give Gallente/Caldari hybrid ships a native, passive, defensive mechanic, IN ADDITION TO GIVING HYBRID TURRETS MATCHING DPS AND RANGE STATS TO MAKE THEM EQUALLY EFFECTIVE IN COMBAT, then you WILL NOT entice pilots to choose hybrids.

The only thing I learned from the hybrid changes in Crucible is CCP doesn't understand the underlying problem. Well, here it is.

Make hybrids fun. Make them USEFUL. Make sure blasterboat pilots don't have to play the "all-in" game by committing to a fight without any option to run away. Make sure railguns are WORTH the trouble of costing cap, plagued with reload timers, stuck on weak ships, have fixed damage type. Hybrids still have all cons and no pros. You have yet to address this in Crucible.



I fully agree to this post.
However, you have forgett to mention that projectiles also have less CPU and PG needs.
So EVEN if you would have the same range with blasters to apply the same theoretical damage in real life situations projectiles still would have:
- flexibility to choose damage type by ammo
- less CPU usage
- less CPU and PG usage for medium weapons
- cap free usage

Now if I think about it a bit then the main advantage of projectiles is that they don't need CAP. Leaving more energy for active modules and being able to fire them with empty cap is very usefull.

I'm sure CCP knows the real issues, they just don't know how to fix it properly without making hybrids the next FOTM.


If you give blasters the same range as Auto cannons they WILL be the next FOTM. Everyone here keeps ranting about how auto cannons are better. Why not just go fly Minny like everyone else? Because all your doing is trying to create an even more unbalanced weapons platform.
Tara Read
Blackwater USA Inc.
Pandemic Horde
#1263 - 2011-12-01 18:04:01 UTC
Fon Revedhort wrote:
Tara Read wrote:
Fon Revedhort wrote:
Tara Read wrote:
Fon Revedhort wrote:
25km? Seriously? And how much will it make when bonused and pimped out? 50? I don't see how this is realistic..


I'm saying this would wind up being the max range with say battleship 5. The bonus would only apply to certain ships like the Megathron and the Bruitx.


25 km with free tech2 modules? What I'm saying is: throw in some isk and gang-bonuses and you'll end up with insanity of 50 km webs.


Insanity? You still have to reach your target in an armor plated battleship that does 900 M/S genius from 50 KM away.... Need I spell out the total stupidity in trying to use that approach?

You're talking about some mythical 1 vs 1 situations. In reality such a Megathrone becomes a mandatory webbing ship in each and every gang.


mythical... Jesus.... what have eve players become these days? Don't 1v1's still happen? Roll

And in reality such a Megathron would just be more effective at what it does. It would have a chance to close range to it's target and apply DPS. Simple. And isn't all you guys who are bitching and moaning about Gallente not being used in your precious fleets anyways?
Nikuno
Atomic Heroes
#1264 - 2011-12-01 18:11:34 UTC
Magosian wrote:
Hamox wrote:
I'm sure CCP knows the real issues, they just don't know how to fix it properly without making hybrids the next FOTM.


I do.

Any med/large ship with a hybrid turret bonus gets their base scan resolution and base sensor strength doubled.

In addition to making hybrid ships more popular, this would also:
-resurrect the pitiful Eos
-resurrect the Gallente employment of Information Warfare (and Caldari to an extent)
-take away some of that OP mojo from the Falcon
-put Gallente back into the drone-domination throne as they will be able to commands drones faster and kill them quickest.

Fixed.


This still does nothing to address the problem with hybrids, and it does nothing for information warfare links. Speaking of which, did you notice at all that whilst ecm/painter bonus from the info link went from 2 to 2.5%, the damp/TD bonus went from 1.2 to 1.25%? I guess CCP a) Cocked it up, or b) Think damps are overpowered already whilst ecm needs a helping hand.

Currently, frigates are good. No need to do anything more to either the ships, the blasters or the rails for those. Job done, congratulations CCP.

Cruisers and Battleships however are no different. Having a bit more fitting to play with has been useful, but ultimately changed nothing about the dynamics of fighting in hybrid ships. Sorry CCP, the changes were completely ineffective.

And I'm with those who don't want blasters to become autocannons under another name. I personally would like overwhelming dps at very close ranges AND a way to deliver it. I do not believe webs are the way to achieve this. I think the way it will have to happen is through a change in the speed/armour rig penalties (going faster and lose my tank, or tank and go even slower just doesn't work) and by changes to the affected ships.
Magosian
Center for Advanced Studies
Gallente Federation
#1265 - 2011-12-01 18:12:40 UTC  |  Edited by: Magosian
Tara Read wrote:
If you give blasters the same range as Auto cannons they WILL be the next FOTM. Everyone here keeps ranting about how auto cannons are better. Why not just go fly Minny like everyone else? Because all your doing is trying to create an even more unbalanced weapons platform.

Not true. Minmatar ships will still be fastest. Minmatar ships will still utilize cap-free turrets. Minmatar ships will still be the mainstay for alpha. If blasters had an equivalent, effective range, all that does is allow a better-skilled hybrid pilot the ability to fend off a faster skirmisher. He still would not be able to point/web him, however, not if the skirmisher had half a brain.

It would be nothing close to FOTM. Cap-free guns are so juicy, they could provide beverages to India and China for the next decade. Please.
Julius Foederatus
Federal Navy Academy
Gallente Federation
#1266 - 2011-12-01 19:21:35 UTC
If hybrid ships aren't made the fastest in normal play, then the problem will never be fixed. Period. Unless you call increasing range so blasters become AC clones a solution, but most of us actually like variety in game play.
Pinky Denmark
The Cursed Navy
#1267 - 2011-12-01 19:26:45 UTC
For once the sinister looking amarr dude is right... A buff to web range will have to be done with severe caution and have been considered and abandoned in the past. 25km web before links and stuff is insane...
Archare
Aliastra
Gallente Federation
#1268 - 2011-12-01 19:31:06 UTC
Yeah web range bonuses hulls would just make the premier weapon of Gallente ships webs and not hybrids Ugh
Magosian
Center for Advanced Studies
Gallente Federation
#1269 - 2011-12-01 20:33:09 UTC
Julius Foederatus wrote:
If hybrid ships aren't made the fastest in normal play, then the problem will never be fixed. Period. Unless you call increasing range so blasters become AC clones a solution, but most of us actually like variety in game play.


I totally agree. Problem is, comments by CCP Ytterbium suggest Minmatar will never lose the speed crown.

Don't get me wrong, I would love to play with blasters if they had some mechanism to deliver that damage. Problem is, without the speed, they never will. :(
Nagarythe Tinurandir
Einheit X-6
#1270 - 2011-12-01 21:42:24 UTC  |  Edited by: Nagarythe Tinurandir
Magosian wrote:
Julius Foederatus wrote:
If hybrid ships aren't made the fastest in normal play, then the problem will never be fixed. Period. Unless you call increasing range so blasters become AC clones a solution, but most of us actually like variety in game play.


I totally agree. Problem is, comments by CCP Ytterbium suggest Minmatar will never lose the speed crown.

Don't get me wrong, I would love to play with blasters if they had some mechanism to deliver that damage. Problem is, without the speed, they never will. :(



let us think that through. once we would make the blaster platforms the fastest ships ingame, so to say they could catch anything, they definitly would become the new fotm and quite surely op.
one could trash all kiting ships, because they would not be able to maintain a distance, dieing horrible fast because they sport tanks much more on the thinner side of life (speed tank, etc). in fact every ship would have to bow before the blasterspeedster which will rush in and melt face as soon as on grid.
the only viable option in this department would be to give them much thinner tanks, or in other words copy the minmatarstyle and put a gallente sticker on it. nobody wants that homogenisation or that kind of talos swarms.

i still think it is worth a try to give hybrids a unique benefit in making them little cap booster, thus every firing hybrid gives the ship a little cap back, the amount would be a question of balancing, but it would defenitly make hybrids desireable.
it would also make blaster/hybrids much less vulnerable to neuts, a common danger lurking in blaster range.
of corse there would be amarr and minmatar pilots putting hybrids onto their ships, but after all we want make hybrids to be used, aren't we?

increasing range of blasters and making blasterboats fastest ships ingame is not the way to go, imo
and the other limitations of hybrids still would be "needed".

edit: and no, it would not make hybrids a new fotm, because blasterrange still would be very limitet and rails still would be only viable for long range engagements.
and yes blasterboats would have a defence against kiters, because combined with an active tank (which would need some love.. i admit) they could tank as long as they tickle the kiter with missed shots and strife shots.
Hamox
The Scope
Gallente Federation
#1271 - 2011-12-01 22:02:12 UTC
Nagarythe Tinurandir wrote:
Magosian wrote:
Julius Foederatus wrote:
If hybrid ships aren't made the fastest in normal play, then the problem will never be fixed. Period. Unless you call increasing range so blasters become AC clones a solution, but most of us actually like variety in game play.


I totally agree. Problem is, comments by CCP Ytterbium suggest Minmatar will never lose the speed crown.

Don't get me wrong, I would love to play with blasters if they had some mechanism to deliver that damage. Problem is, without the speed, they never will. :(



let us think that through. once we would make the blaster platforms the fastest ships ingame, so to say they could catch anything, they definitly would become the new fotm and quite surely op.
one could trash all kiting ships, because they would not be able to maintain a distance, dieing horrible fast because they sport tanks much more on the thinner side of life (speed tank, etc). in fact every ship would have to bow before the blasterspeedster which will rush in and melt face as soon as on grid.
the only viable option in this department would be to give them much thinner tanks, or in other words copy the minmatarstyle and put a gallente sticker on it. nobody wants that homogenisation or that kind of talos swarms.

i still think it is worth a try to give hybrids a unique benefit in making them little cap booster, thus every firing hybrid gives the ship a little cap back, the amount would be a question of balancing, but it would defenitly make hybrids desireable.
it would also make blaster/hybrids much less vulnerable to neuts, a common danger lurking in blaster range.
of corse there would be amarr and minmatar pilots putting hybrids onto their ships, but after all we want make hybrids to be used, aren't we?

increasing range of blasters and making blasterboats fastest ships ingame is not the way to go, imo
and the other limitations of hybrids still would be "needed".



Thats just not true and (in your words) "a matter of balancing".
It is a very simple priniple that the shortest range is the fasterst guy, I don't know why this is so hard to understand for CCP and EVE players.
Lets take this example: A fight starts at 40 km, the cane applies some damage while the bruttix has to get in range. Now if the bruttix is 50 m/s faster than the cane it still will need 20 seconds for one km so the cane has enough time to apply damage until the bruttix even starts to do some damage. So even if the bruttix hits like a nuklear bomb it still will loose a lot of EHP until it starts doing damage. Now why shall the Bruttix be overpowered? The cane still can kill it in time. It just is a matter of balancing so that this fight ends 50/50 depending if the pilots fit for more tank or damage and since you don't know the fit of your opponend it is always risky for both. Isn't this how it should be? At the moment it is only a risk for the Bruttix becouse the Cane can ALLWAYS decide to escape the fight...
WHY IS THIS SO HARD TO UNDERSTAND? SLOW WEAPON = FASTEST GUY ON THE BATTLEFILD
That is the easiest way to balance.
As long as the short range guy is slower he will NEVER have a chance to win the fight.
M1AU
Zappenduster Inc.
#1272 - 2011-12-01 23:13:32 UTC  |  Edited by: M1AU
I just wanted to point out, that besides a webifier bonus, being the fastest race in the game or making you the most tankable race in the game, there still is the already mentioned alternative of a short speed boost module of some sort.

I can't give you any numbers or how it should be implemented exactly, but given the possibility of getting up close in a short period of time, without making you the fastest race in the game doesn't leave much else left.
Delphineas Fumimasa
Perkone
Caldari State
#1273 - 2011-12-01 23:21:34 UTC
Meh, this should be a hybrid thread, but except for mag, all it is is Gallente blaster ***** fests. After all, tons of ravens in fleets, amirite?


Since speed is the issue, switch Caldari optimal bonus with Gallente hull bonus.




in other complaints, the Naga is better than the rokh in every way except tank. Um, yay?
Hamox
The Scope
Gallente Federation
#1274 - 2011-12-01 23:40:27 UTC
Delphineas Fumimasa wrote:
Meh, this should be a hybrid thread, but except for mag, all it is is Gallente blaster ***** fests.


Yes, this is a hybrid thread, but to sum it up there are two major problems:

1.
Rails have no reason to exist becouse on their optimal range where they make sense you just can use "Warp to 0".
So you either can transform rails into Artillerie or fix the broken game mechanics. We all don't want to transform Rails into Arty, do we?

2.
Blasters are not able to apply the theoretical supperior damage becouse their plattforms will never get close enough to their opponend befor the ship dies.
So you can either transform Blasters into Auto Cannons or fix the game mechanics. We all don't want to transform Blasters into AC, do we?

The only good use for Blaster ships is to camp a Wormhole and kill passing travalers.
The only good use for Rails is to... ... erm... ... I don't know, do you?
Nagarythe Tinurandir
Einheit X-6
#1275 - 2011-12-01 23:42:31 UTC
Hamox wrote:
As long as the short range guy is slower he will NEVER have a chance to win the fight.


i dislike the "never" in your statement.
once the kiter has the brawler in his preffered engagement range, i expect the brawler to have a hard time in cathcing the kiter.
but the other way around if the kiter is in the preffered engagement range of the brawler, the kiter will die an agonizing death.
a brawling brutix is by no means a valid counter for a kiting set up. and that should stay that way.

i have no difficulties grawsping your opinion, i just dont think every setup should be a valid choice against every setup in every situation. in a proper gang face melting brawler are invalueable. with the new changes blaster provide that face melting ability. (though void still could use some love)
but i recognize that there should be a hybridplatform thich is able to chase down slippery kiter dudes. variety&stuff = spirit of eve.
the heavy inderdictors should fill that role since its their job to catch things. i guess noone thinks that balancing of hybrids and their platfroms is done.

but fixing hybrids is not homogenizing the set up possibilities, thus every set up can achive the same, it`s about giving hybrids a benefit, making them attractive to pilots. my idea, though not fleshed out and in need of some more work, would provide a benefit, fitting in the intended role of hybrids.



Zachis
Caldari Provisions
Caldari State
#1276 - 2011-12-01 23:43:20 UTC  |  Edited by: Zachis
I posted this idea before, but since CCP is showing some willingness to change hybrids and make them more useful, I'll post it again here.

Get rid of railguns and blasters and combine them to make 1 hybrid turret. Let the hybrid ammo loaded into the guns determine the characteristics of the guns (optimal and tracking, cap usage, damage, etc). Tweak the stats on ammo, so the damage projection at range is similar (or slightly less) to projectiles and lasers. Split the optimal/falloff stats at 50/50, this is the middle ground between projectiles and lasers.

Now, you can carry enough ammo or a variety of ammo to deal with range/kiting issues without the need to alter Gallente hulls to be the fastest in the game, and Caldari gunboats have the option of switching ammo depending on combat engagement ranges.

This makes the weapon system very unique in the EvE universe, both short-range and long-range weapon system in 1 package, also lives up to the "Hybrid" moniker. Allows the pilot of hybrid ships a lot of flexibility (aka. makes them desirable) in how they want to set-up to fight without making sweeping changes across 2 races.
Mekhana
The Scope
Gallente Federation
#1277 - 2011-12-02 03:20:20 UTC
So CCP after a few days I can safely say nothing in the game has changed.

I hope further changes to Gallente boats are brought soon.



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! 

Julius Foederatus
Federal Navy Academy
Gallente Federation
#1278 - 2011-12-02 04:05:57 UTC
As far as CCP goes, they need to either wake up to this reality and end their love affair with minmatar, or they will never accomplish their stated goal of balancing hybrids and hybrid ships.

And as far as killing kiting setups, no ****, that's the whole point. Kiting is way too easy in this game, especially if you're Minmatar. You don't even have to fit a speed mod of any kind on a cane to make it easily able to kite just about every other BC out there, though people often slap one on there just for ***** and giggles. All of this without sacrificing any gank or tank. Try accomplishing that feat in a Brutix. In the blaster ships we have now we inevitably have to find a three way balance between speed, dps, and tank, which results in a ship that can't really provide anything satisfying on any of these fronts, either because you have to find a 'meh' balance that makes it shittier in every way to an AC boat, or you make it useless because you overcompensate on one of the three and you don't have a viable pvp ship. It should be the other way around, if you don't want to get shot at, then you need to make some sacrifices on tank so that you have the speed to escape and stay out of range. Anything else is just completely OP, which is the situation you see now with Minmatar boats.

How often do you actually wind up inside scram range when facing off against a Brutix or similar blaster ship? I can tell you from experience it is not often, even less so if you're by yourself and you don't have the help of a teammate or cloaky alt. Even when you actually wind up in range, you have to deal with incoming neuts, EWAR, and dps from your target and all his buddies, in whose optimal you will most certainly be. Meanwhile, all you have to deal with this situation is tank and dps. Outside of drone boats, Gallente ships don't have much versatility in their high slots. That's the reality as it stands now, and that's if you even make it into scram range. If you land outside it, without a teammate you will never catch an opponent, be it a Drake or a Minnie boat.

In order to balance the situation, blasters need to be the best at close range period. That means they need better tracking than ACs (so they can maneuver and actually mitigate some dps) as well as increased dps (to make up for the travel time and the tank that's already gone from getting shot at before they can even hope to return fire). The ships themselves need to be the fastest so they can at least control the engagement. Frankly I don't think that's too much to ask for a race that must 100% commit to every single fight they get in, and put themselves in the optimal of every nasty effect and turret that we can dream up in the EVE universe.

P.S. and for all you out there who are going to say "but you'll just make rails the new kiters," that's a load of crap. The whole point of kiting setups is to stay within point range. Rail tracking in point range is absolutely crap (for mediums anyway), and other race's boats already have the ability to hit out to point range with their "close range" weapons, already dealing more dps than a rail ship could ever hope to achieve. Ironically, the only ships that rail ships could reasonably kite are blaster boats. Not to mention you can work around that through agility tweaks to ships to change the dynamic from "fastest and most agile" to "fastest by turns like a pig" and "not quite as fast but handles like a hawk." That would allow skilled pilots to shine with different skills for different boats, and wouldn't be the oversimplified bollocks that we call pvp nowadays.
Fon Revedhort
Monks of War
#1279 - 2011-12-02 05:45:43 UTC  |  Edited by: Fon Revedhort
Julius Foederatus wrote:
As far as CCP goes, they need to either wake up to this reality and end their love affair with minmatar, or they will never accomplish their stated goal of balancing hybrids and hybrid ships.

And as far as killing kiting setups, no ****, that's the whole point. Kiting is way too easy in this game, especially if you're Minmatar.

Seems like you, too, are taking about 1 vs 1 theory. If it's N vs X, then kiting is the most challenging and interesting aspect of the whole EVE gameplay. It really IS the aspect differentiating pr0's from b00n rabble.

That's like saying that PvP in EVE is all about locking someone, pressing guns and hitting orbit button - n00bs often tell us that on forums, but they hardly ever achieve anything with that kind of attitude.

Once again, I'm not saying Gallente should or shouldn't become the fastest race (in terms of linear speed), but those implying that your ship should have some unique stopping or catching power just cause you're shortest range guy... are just trolling. That's like me saying I should have most damage because I have least tank Blink Or that my Abso should be ECM immune cause it - unlike NH - lacks fof missiles. Nonsense. It doesn't work that way.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Hamox
The Scope
Gallente Federation
#1280 - 2011-12-02 11:46:27 UTC
Fon Revedhort wrote:
[quote=Julius Foederatus]
... but those implying that your ship should have some unique stopping or catching power just cause you're shortest range guy... are just trolling.


Is this a joke or serious?
I really don't get it...
What is your sollution to allow the short range guy to apply some damage?
And please don't tell me some EFT CRAP that "proves" that Blaster Boats have more DPS and are therefore almost OP.
What is your solution to fix hybrids for 1v1 or small scale fleets combat?

I'm sick of all you guys who tell others being trolls but never post a solution them selfs.
How do you want to fix Hybrids?

How many of you great pr0s use Gallente BC or T2 ships (Cruiser or bigger, please no Frigs) for PVP?
What ships do you use and why?

Where is the experienced FC that will tell us here that he builds his PVP fleet with mostly Gallente ships becouse Blasters have insane damage?