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Crucible Hyrbid Changes: Pilots' Opinions

Author
Averyia
Garoun Investment Bank
Gallente Federation
#21 - 2011-12-15 21:18:15 UTC
Maybe if Caldari ships got an agility boost (but maintain slow speed) and Gallente ships get a slight speed and agility boost then it would help.

Maybe extend the range of webs? Or give blasters more range.

Increase the RoF of rails a bit.

All warfare is based on deception and logistics. Battles and soldiers are secondary priorities.

Burseg Sardaukar
Free State Project
#22 - 2011-12-15 21:22:19 UTC
Alara IonStorm wrote:
Burseg Sardaukar wrote:

Needs to be done regardless:
Armor rigs and plates should only affect agility.
Astronautic rigs should affect shield HP negatively.

So make armor ships even easier to catch on gates by changing speed to agility and screwing shield ships on speed instead of armor. Neither sounds, whats the word...

Fun.

I say just remove Rig Penalties all together.


I can definitely got on board with removing the penalties, but they were always intended to have a give-and-take relationships (except for the Engineering ones, for whatever reason...)

The idea about armor was mostly towards plates adding mass which screws speed AND agility, and should really only do 1, and when it comes to the blasters problem, its largely a factor of speed and closing range with a target. By only negatively affecting agility, Gallente armor boats can be like a charging bull you don't want to be in the way of.

With the Astro rigs, the choice shouldn't be "Armor or Shield+Speed+Agility" it should be "Armor, Shield, or Speed+Agility."

Can't wait to dual box my Dust toon and EVE toon on the same machine!

Zyress
Caldari Provisions
Caldari State
#23 - 2011-12-16 20:29:00 UTC
From what I have seen its still better to fit projectiles to a Hybrid boat
Nyla Skin
Caldari Provisions
Caldari State
#24 - 2011-12-16 22:15:37 UTC  |  Edited by: Nyla Skin
Smoking Blunts wrote:
remove the tracking pen from t2 blaster ammo and add a bit more dps. they dont do enough damage upclose to over come the getting into range issue.

fitting is much easier now though


I thought I posted this like a month before crucible release, and Ive been saying it for years. Time to say it again. I also gave you a thumbs up for saying it.

IVe not been able to log in for weeks, but from what it sounds like, Devs gave buffs to where people wanted them, but they didnt actually fix the problems.

In after the lock :P   - CCP Falcon www.nizkor.org/features/fallacies

Mors Sanctitatis
Death of Virtue
#25 - 2011-12-17 00:09:24 UTC
The improvements are a step in the right direction but it's still not enough. Blaster DPS could be increased by another 15% or so.
Obsidian Hawk
RONA Midgard Academy
#26 - 2011-12-17 00:35:26 UTC
fitting and cap requirements are perfect now.

there are still soem range issues on blasters compared to their counterparts. blasters could use a 15% falloff bonus

really the main issue now is with gallente ship speed and acceleration.

The biggest problem comes from MWD and their mass addition.

Why Can't I have a picture signature.

Also please support graphical immersion, bring back the art that brought people to EvE online originaly.

Dorian Tormak
RBON United
#27 - 2011-12-17 00:48:30 UTC
You can forget about getting rid of rig penalizations as a way to buff Gallente because every race besides Caldari use armor rigs. So if rig penalizations are gone, Minmatar benefit just as much as Gallente, thereby making the change not at all a Gallente buff but a seperate module fix and Gallente will get Scorched and Barraged just as often as they do now, which is not very often anyway TBH.

Holy Satanic Christ! This is a Goddamn Signature!

Renan Ruivo
Forcas armadas
Brave Collective
#28 - 2011-12-17 00:52:50 UTC  |  Edited by: Renan Ruivo
Kyoko Sakoda wrote:
Kahz Niverrah wrote:
Kyoko Sakoda wrote:
Blasters also don't do enough extra damage to be viable next to say, using Scorch or Barrage to kite.

Confirming Amarr ships are great for kiting.


Confirming your confirmation. I love my Zealot.


Confirming the confirmation and your confirmation of the confirmation you confirmed.

The world is a community of idiots doing a series of things until it explodes and we all die.

Grath Telkin
Amok.
Goonswarm Federation
#29 - 2011-12-17 01:18:42 UTC
So we have basically added a BS fleet comp based on the Rokh due to the changes. It won't replace our abbadons but it will give us an option in the department as the Rokhs are really sweet.

We do fleet combat, so in a fleet orientation, the alpha is fine at the numbers we'll be fielding with the focus fire, and the high range of optimals means that we'll be able to always be at optimal range from 10km to 140km, and shortly into falloff at that point we'll be warping ontop of you anyway. The 5 second reload is amazing, allowing for this constant range flow.


We use mallers to pick fights when all else fails, and we're currently looking at a Moa based version of it we think will perform in the same way, only doing the job better.


You see, long ago amar were trash(after they were good the first time) and CCP came in and made minor tweaks, changed 2 or 3 ships around, and suddenly they were pretty good. Time moves on and it turns out Projectiles sucked too. The little tweaks guy was obviously out for lunch and the drastic sweeping changes guy came in and 'fixed' them. They went from 'suck' to 'holy mother of god' over night. The rail gun guys wanted that dude to fix their chosen platform, instead they got the guy that fixed lasars, and rail guns, while not projectiles, are good.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Hungry Eyes
Imperial Academy
Amarr Empire
#30 - 2011-12-17 16:26:59 UTC
hybrids are garbage in pvp, and if you think otherwise, you dont pvp.

Jask Avan
Republic Military School
Minmatar Republic
#31 - 2011-12-17 16:40:43 UTC
Projectiles are the problem.
Leisen
Deep Core Mining Inc.
Caldari State
#32 - 2011-12-17 16:44:05 UTC
I use hybrids in pvp because I'm stubborn, and missiles suck. Hybrids are a dream now compared to what they were pre-Crucible, but they're certainly not projectiles or lolzors.

And if you're complaining about Gallente, try pvping with a Caldari gunboat. Then tell me about slow, and fitting issues. I'd put my Ishkur against my Harpy, Thorax against my Moa, and my Mega against my Rokh any day.
Alara IonStorm
#33 - 2011-12-17 17:02:49 UTC  |  Edited by: Alara IonStorm
Hungry Eyes wrote:
hybrids are garbage in pvp, and if you think otherwise, you dont pvp.

They are good on certain hulls like the Mega, Talos, Naga, Brutix and most Frigs. Problem is they don't scale up when facing properly implemented gangs.

Hybrids are garbage in a lot of situations and a lot of Hybrid vessels are poorly implemented. In large scale PvP they are mostly garbage. I heard Pandemic tested out fleet Rokhs and they were not terrible but still don't measure to Hellcats and Alpha Maels.

There are however exceptions. Megathons are overly brutal in small scale situations targeting Battlecruisers and Hybrid Frigates are dangerous. Brutix is Ok now, probably the best Tier one Battlecruiser in the bunch.

The issue is that every that a few ships have the Battlefield sown up and they a very good job of it.

The Nanocane and Drake has almost entirely obsoleted the Cruiser and Battlecruiser class. Ships like the Thorax and Deimos, have a poorer mix of DPS, Tank and Range, less cap to run MWD and the Nanocane can keep pce with them with the always dangerous Duel Neuts. Any Cruiser Sniper / Fleet Ship pails compared to the DPS / Tank of the Drake which has the range needed. Useful Cruisers ether are Logi or EWAR. The only Combet exceptions is the Vega / Cyn, T3's and Sig tanking Zealot. Most combat Cruisers loose the Tank / DPS / Range game with Battlecruisers, but with the Nanocane most of the ones that are not kiters loose the speed game as well.

Now the Gallente and Hybrid Caldari Battlecruisers pale in comparison to the CaneaDrake Duo and with there lake of Kiting Cruisers and lack of Hybrid Battlecruiser Options leave them in a pickle. It is less noticable with Amarr due to the Abbadon, Armageddon and Zealot. The Mega, Domi and Hyperion do not scale up to fleet situations the way Scorch boats do and that cuts them out of the Fleet Battleship / Battlecruiser / HAC Game and leaves them little in the small gang territory of Kiters and DrakeaCanes. With the Megathron / Myrmidon / Frigates keeping life support in niche small gangs situations.

Finally Rails. Megapulse Scorch has the range / tracking / DPS that makes LR Weapons crumble. Arty has the Alpha and selectable dmg types. Heavy Missiles are the Caldari LR Weapon with ok Dmg with amazing range but it is the Drake / Tengu Hull that make them used. The Raven as a large Fleet Missile Platform does not have the tank / DPS (6 Launchers) to make it worth while over the Drake. If you can not break that cycle you will never see rails, cruises and beams in the main stream. That's right Beams, the hidden victim you never think about because of Scorch.

The game boils down to Arty/HM/AC Battlecruisers (Dynamic Duo + Nado Newcomer), Arty/Scorch Battleships and Kiters with EWAR / Logi.

Balance the Battlecruiser Class, give niches to Cruisers (T1 / Faction / T2) that Drake and Cane can not do better in every way that matters. Bring Fleet Battleships to the Gallente and Caldari that can use there LR Weapons without being laughed at by Arty / Scorch (Dynamic Duo 2).

Honestly I think the best Balance is to open up Combat Cruisers, Battleships, and Battlecruisers that are rarely used and make them capable of competing in the Mainstream. How to exactly go about that is a little above my head.
Freezehunter
#34 - 2011-12-17 17:14:39 UTC
The big issue was never the weapons themselves to begin with, it's the Gallente ships, and their shittyness when it comes to speed and maneuvrability.

Armor tank + VERY low range guns + slow and hard to maneuver as **** + huge ******* sig and weight = The race I chose at character creation 6 years ago is now ****.

No wonder I cross-trained everything in the game eventually.

Right now, Minmatar >all, and then some.

Inappropriate signature, CCP Phantom.

Mariner6
The Scope
Gallente Federation
#35 - 2011-12-17 17:39:26 UTC
I would say the change is a move in the right direction but still doesn't address the overall problem of Gallente ships. I think it hilarious that many Minmatar ships can easily be used with autocannons or arty, shield or armor and do well at both. Yet rails on Gallente are generally difficult to fit and make viable. Shields on Gallente ships don't work as well since the sig radius is much bigger on Gallente ships. Example, a shield fitted/rigged Hurricane is approx 300 sig radius. A Myrm around 366. Plus then the armour bonus is agains not used/wasted.

The second bonus on many/most Gallente ships still suck. The Thorax, Myrm, and Brutix are examples of this. Why fly a ship that often the second bonus is absolutely worthless for most PVP (ie the pointless armor rep bonus.) Sure in some niche uses it can be ok but overall sucks.

At the end of the day Gallente cannot control range. In the many fights I've experienced since the expansion came out the complete OP of the tier 3 BC's have made the kiting absolutely king. Even using interceptors to catch them is near impossible and they seem to have no problem killing them despite the large guns (even spiralling in). Trying to get a warp in has proved near impossible as they are moving so fast that by the time you land on them they are 40-50 km's away. Anti-sniping is only option. Again, blaster boats even more worthless now. Gallente ships now need like a 30-40 km scram range, then maybe they would be useful, other wise blaster boats are just too pidgeon holed in this game. No reason to fly these ships over the other and better options.

The Talos is an absolute failure. Its the pinnacle of Gallente blaster boat example of poor design mix. A blaster boat with zero tank? Really? In ability to apply DPS except at zero? But its dead by then. EFT warriors look at the number and say "wow" lots of DPS. Worthless when it can't be applied. Tornado and Oracle are king. And since for long range Alpha is king, rails are weak.

Dinsdale Pirannha
Pirannha Corp
#36 - 2011-12-17 17:49:05 UTC
This is good. This is the kind of feedback I was hoping for when I opened the thread.
Well thought out posts, with details.

As I said, I am neutral on the changes, but it seems like people are leaning towards the "not enough" camp.
Ottersmacker
Genos Occidere
HYDRA RELOADED
#37 - 2011-12-17 20:47:56 UTC  |  Edited by: Ottersmacker
the changes are ok because game balance needs to be shaken up from time to time.
basically making viable fits has become easier and the same goes for formats


if anything needs to be tweaked a bit further, maybe medium rails and the bounsed platforms for them (14", moa, eagle).

i just locked an open door.. strange, yet symbolically compelling.

Hungry Eyes
Imperial Academy
Amarr Empire
#38 - 2011-12-17 21:37:36 UTC
Alara IonStorm wrote:
Hungry Eyes wrote:
hybrids are garbage in pvp, and if you think otherwise, you dont pvp.

They are good on certain hulls like the Mega, Talos, Naga, Brutix and most Frigs. Problem is they don't scale up when facing properly implemented gangs.




you are right on many points, but deconstructing the bolded part of your statement: we should assume all gangs are properly implemented. look at the mega. it's a fantastic ship in many situations, and has decent damage projection. but it's completely nullified by the mega pulse Abaddon. the Brutix is nullified by the Cane and Drake. we need to ask ourselves: why fly Gallente?

min-maxed fleets do not allow for Gallente ships What? why the fuq does CCP not recognize this?
Hot Tubes
Sardaukar Merc Guild
General Tso's Alliance
#39 - 2011-12-17 22:00:15 UTC
Alara IonStorm wrote:
Burseg Sardaukar wrote:

Needs to be done regardless:
Armor rigs and plates should only affect agility.
Astronautic rigs should affect shield HP negatively.

So make armor ships even easier to catch on gates by changing speed to agility and screwing shield ships on speed instead of armor. Neither sounds, whats the word...

Fun.

I say just remove Rig Penalties all together.


What is this I don't even

I agree with both rig ideas. The same people who say a ship is fun to fly are often overlooking game balance. For example, nano ships in the nano age were "fun" to fly too
Alara IonStorm
#40 - 2011-12-17 22:11:17 UTC
Hot Tubes wrote:

What is this I don't even

I agree with both rig ideas. The same people who say a ship is fun to fly are often overlooking game balance. For example, nano ships in the nano age were "fun" to fly too

Whats your issue with wiping rig penalties?

Anything you can spot can be quite easily worked out.
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