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The end of Hybrid buff

Author
Julia Connor
P R O M E T H E U S
#21 - 2011-12-18 14:02:13 UTC
Gypsio III wrote:
NightmareX wrote:
Goose99 wrote:
Oh, btw, blasters suck.Lol

Suck as much as your skills to Lol?

I have every of my Blaster skills maxed and i have been using them for some time now. And even before the Blasters was boosted now i still found them to be awesome in close range.



Well done on missing the point. The problem is that lasers and ACs are, if not pretty awesome, then certainly more than good enough up close, while offering much greater tactical flexibility than blasters.

Changing blasters won't solve the problem of ACs and lasers being too good in blasters' domain. Pulse and ACs track too well.

wait... woot? where have u been?
kyrv
State Protectorate
Caldari State
#22 - 2011-12-18 15:56:50 UTC
Funny Thing is Gallente were FOTM years back but now everyone's got Gallente they will never be AS FOTM and you know thats the only thing the experienced players are pineing for.

Muhahahaahaha.
Sebastian N Cain
Aliastra
Gallente Federation
#23 - 2011-12-18 16:19:46 UTC
kyrv wrote:
Funny Thing is Gallente were FOTM years back but now everyone's got Gallente they will never be AS FOTM and you know thats the only thing the experienced players are pineing for.

Muhahahaahaha.


No, the problem is that something like FOTM does actually exist.
I sometimes wonder about how it´s possible to screw balancing up this badly. It´s like they have no concept of the whole thing, what they are doing about it and what results they want to achieve. I could do it better without putting in too much effort.

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

Goose99
#24 - 2011-12-18 17:11:58 UTC
Sebastian N Cain wrote:
kyrv wrote:
Funny Thing is Gallente were FOTM years back but now everyone's got Gallente they will never be AS FOTM and you know thats the only thing the experienced players are pineing for.

Muhahahaahaha.


No, the problem is that something like FOTM does actually exist.
I sometimes wonder about how it´s possible to screw balancing up this badly. It´s like they have no concept of the whole thing, what they are doing about it and what results they want to achieve. I could do it better without putting in too much effort.


Winmatar Wins!Big smile
Large Collidable Object
morons.
#25 - 2011-12-18 17:43:08 UTC
Sebastian N Cain wrote:
Large Collidable Object wrote:
RougeOperator wrote:
Goose99 wrote:
Rails now has +10% of very little dps, +5% of very little tracking. Blasters now has +0% of very little range. Gallante slowboats has +5% of very slow speed.

Did it occur to CCP that adding very little percentage of very little is still very little?Lol

If you're going to give +5% of something, make it 5% of AC range/dps, etc.



Start adding up all those LITTLE things up. And it ends up not being so little at all.



Exactly - implementing several huge buffs at once brought us the ridiculously overpowered projectiles we have now. Better to change things little by little.

I'm not saying Hybrids are fine yet - time will tell - but at least they're not flat out broken anymore.


I disagree. Because the attempted balancing goes completely into the wrong direction.
Gallente are not designed for close combat and sniping, in fact their design is from all the races the most incompatible with it, therefore continuing to force them into those roles will only result in failure.
This is why people can´t agree wether it´s the weapons or the hulls that needs changes and how exactly those changes should look like: they all presume Gallente has to fill these roles, but since they aren´t suited for it, there are no satisfactory solutions.



Well - Gallente used to fill these roles just fine years ago -they were just constantly nerfed indirectly whilst other got boosted:

- Changes to speed, webs, scrams and MWDs in QR finally broke them - everyone thought it would hit Minmatar the worst, but all in all, it turned out they were largely unaffected by the changes.
Every Blasterboat had an MWD and a web - kind of sucks to be Gallente when everyone can turn your propmod off way outside your optimal+falloff and your web is nerfed from 90 to 60% at the same time whilst base speed and agility is among the worst in the game.
- Not only were some Gallente ships heavily nerfed with the introduction of dronebandwidth (whatever sicko came up with the idea of 75 mbit/sec bandwidth for the myrm tortures little kitten in his basement), but also medium and heavy drones received multiple nerfs over the years, which again struck Gallente the worst.
- At the same time, Projectiles and tracking enhancers were buffed into oblivion which left autocannons better at being blasters than blasters themselves up close and the bonus of having insane falloff.
- Thanks to on-grid probing, sniping BS fleets died and the only long range system put to practical use are arties, thanks to their sick alpha. So yeah - rails are dead - just as beams.

When asking for better range for blasters, people constantly argued that then, they would be too akin to ACs - well - maybe CCP shouldn't have made ACs the better blasters in the first place.

You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Sebastian N Cain
Aliastra
Gallente Federation
#26 - 2011-12-18 18:25:17 UTC
Large Collidable Object wrote:
Sebastian N Cain wrote:
Large Collidable Object wrote:
RougeOperator wrote:
Goose99 wrote:
Rails now has +10% of very little dps, +5% of very little tracking. Blasters now has +0% of very little range. Gallante slowboats has +5% of very slow speed.

Did it occur to CCP that adding very little percentage of very little is still very little?Lol

If you're going to give +5% of something, make it 5% of AC range/dps, etc.



Start adding up all those LITTLE things up. And it ends up not being so little at all.



Exactly - implementing several huge buffs at once brought us the ridiculously overpowered projectiles we have now. Better to change things little by little.

I'm not saying Hybrids are fine yet - time will tell - but at least they're not flat out broken anymore.


I disagree. Because the attempted balancing goes completely into the wrong direction.
Gallente are not designed for close combat and sniping, in fact their design is from all the races the most incompatible with it, therefore continuing to force them into those roles will only result in failure.
This is why people can´t agree wether it´s the weapons or the hulls that needs changes and how exactly those changes should look like: they all presume Gallente has to fill these roles, but since they aren´t suited for it, there are no satisfactory solutions.



Well - Gallente used to fill these roles just fine years ago -they were just constantly nerfed indirectly whilst other got boosted:

- Changes to speed, webs, scrams and MWDs in QR finally broke them - everyone thought it would hit Minmatar the worst, but all in all, it turned out they were largely unaffected by the changes.
Every Blasterboat had an MWD and a web - kind of sucks to be Gallente when everyone can turn your propmod off way outside your optimal+falloff and your web is nerfed from 90 to 60% at the same time whilst base speed and agility is among the worst in the game.
- Not only were some Gallente ships heavily nerfed with the introduction of dronebandwidth (whatever sicko came up with the idea of 75 mbit/sec bandwidth for the myrm tortures little kitten in his basement), but also medium and heavy drones received multiple nerfs over the years, which again struck Gallente the worst.
- At the same time, Projectiles and tracking enhancers were buffed into oblivion which left autocannons better at being blasters than blasters themselves up close and the bonus of having insane falloff.
- Thanks to on-grid probing, sniping BS fleets died and the only long range system put to practical use are arties, thanks to their sick alpha. So yeah - rails are dead - just as beams.

When asking for better range for blasters, people constantly argued that then, they would be too akin to ACs - well - maybe CCP shouldn't have made ACs the better blasters in the first place.



Yes, it became like this through many small changes, this is why i was wondering wether they have an overall concept. Because it just looks like they are just making this all up as they go, improvisation is king.

And like this they have optimized Minmatar for Gallente warfare but added the most flexible engagement range, Gallente are gimped, Caldari has some ships that are op, some that are useless, amarr... well i don´t have that much experience as amarr so i don´t know their current balancing issues.
Only relying on improvisation when doing something as complex as balancing has lead to the fact that game balance is completely out of whack.

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

Trinkets friend
Sudden Buggery
Sending Thots And Players
#27 - 2011-12-19 07:16:28 UTC
Yes, Gallente need a few more buffs. See other whiny threadnaughts.

The thing is this. Lets take a Talso compared to a Tornado. An AC Tornado does c. 900 DPS out to 60km which is great for nothing much unless your fleet compa has some form of tackle in it. It does 1700-1900m/s with MWD.

A Talos however does 1380DPS on overload, and cooks into range at 1800m/s, which is enough to get that DPS into range fast. Large Collidable Object whines that the Gallente prop mod gets turned off outside blasters optimal range...which is true but ignores the fact you still coast into range and webs actually outrange scrams, so by the time your MWD is off you should have a big enough head of steam to get into range and stay there.

Blasters have sick DPS. Rails still suck, just not as heavily as before. The problem is that most Gallente boats don't push enough alpha to compete with projectiles for sniper fleets, and don't work with nanofleets.

The other problem is that sensor damps are too weak, preventing a potential scenario of sentry domi, sentry ishtar, damping arazu, sniper rail fleet from working. For example, if an Arazu's damp was as effective at knocking out a target as a single Falcon's ECM, then you could actually sit at range and eat away at people with rails. Sadly, there's just no way of getting Drakes et al's targeting range down far enough for an Arazu to be safe - and forget about larger engagements.

Gallente do need a solid coherent strategy. Minmatar get speed + DPS kiting. Caldari get ECM and missiles and stupid tanks. Amarr get tough tanks, decent ranged DPS (hello Scorch), and neuts. Gallente get gimped damps, long range points and...blasters? Yeah, that makes sense.
Relnala
Perkone
Caldari State
#28 - 2011-12-19 07:25:34 UTC  |  Edited by: Relnala
Blasters pwn face. As long as they're on an Erebus. With officer tracking comps. All the smaller ones blow though :-p
Ender Sai
Perkone
Caldari State
#29 - 2011-12-19 08:24:38 UTC
Don't buff blasters/ rails, nerf everything else.

Ideally every gun should be as good as rails.

Everything MUST BE NERFED! No useful guns in my eve.

:MISSILESPAM:
Funfactor
Doomheim
#30 - 2011-12-19 08:57:02 UTC  |  Edited by: Funfactor
Another day i tested my vigilant (pasive tank with 2 magstabs) against dual rep absolution. I was surprised to see that in close range absolution couldn't do anything to me at all. It was missing every shot and I was nailing it hard even with void ammo. Abso could hardly tank my dps. Yet i have to say absolution's jamming drones didn't jam me a single time for some reason.

After this i tested vigilant against legion (pasive tank and 3 heatsinks) and actualy it was prety even match.

At close range blasters are realy nasty. However I'd say null ammo needs more range - optimal or falloff so you can actualy hit something at the range of 20km where most of the tacklers are.

Edit: forgot to mention all testing was in a dual DMG wormhole which explains why abso couldn't tank
Aglais
Ice-Storm
#31 - 2011-12-19 17:58:14 UTC
Blasters are performing quite a bit better than before. It's nice that I can slap a full rack of heavy ion blaster IIs on a Moa now without having to put an RCU II in the lows.

Small rails are doing great it seems as I've seen several rail harpies recently, and Rokhs have emerged as a fleet BS. Medium railguns, however, are absolute crap.

Extremely hard to fit (on Moa at least), very poor damage potential (Really? 218 DPS out of 200mm railgun IIs with Javelin? 600 volley damage? That's pitiful. This is after two mag stab IIs have been fit; a third would be there, but it's place is taken by an RCU II, because rails use too much grid) and less than average tracking are keeping medium rails in the trash heap.

They're probably marginally more effective on the Thorax because it actually has a power grid, and a damage bonus on it's hull.
Large Collidable Object
morons.
#32 - 2011-12-19 19:05:34 UTC
Trinkets friend wrote:
Large Collidable Object whines that the Gallente prop mod gets turned off outside blasters optimal range...which is true but ignores the fact you still coast into range and webs actually outrange scrams, so by the time your MWD is off you should have a big enough head of steam to get into range and stay there.


Actually, I wasn't whining but pointing out reasons in eve's patch history why blasters used to fill the close combat and sniping roles just fine until about three years ago and became completely broken despite the hulls and turrets never having been touched.

But please tell me more about how the Talos' and Tornado's properties played a major role in the decline of blasters at the release of quantum rise...
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Sizeof Void
Ninja Suicide Squadron
#33 - 2011-12-19 19:09:43 UTC
Hybrids - blasters and rails - are fine, as is.

The real problem is that projectiles have been buffed too much over the past few years and now need to be scaled back.

Let's start with the optimal + 2 x falloff issue. Plot the damage vs. range curve. With Minmatar ship bonuses to falloff, and ridiculously over-powered modules like the Tracking Enhancer II (30% bonus to falloff), AC's are hitting for nearly full damage at ranges which they were never meant to operate. The damage/range equation needs to be reworked (to more significantly reduce damage in falloff), and/or the falloff bonuses to ships/modules need to be tweaked down.

Let's move on to the other pros vs cons of projectiles.

Pros: Projectiles, unlike hybrids and lasers, use no cap and have variable damage type ammo. Projectiles, unlike missiles, hit instantly (no flight time). Projectile weapons - particularly ACs - are usually easier to fit than other guns or launchers.

Cons: None. Obviously, if you see "standard" Gallente and Amarr ship fits using projectile weapons, rather than hybrids or lasers, this should tell you something is fundamentally wrong.

I think that it is ok for projectiles to either be capless or have variable damage ammo. I don't think it is right for them to have both advantages. I'd vote for projectile ammo keep the capless bonus, but only do Kin/Exp damage - seems more logical to me.

Finally, let's look at Winmatar ships.

I think that a good place to start to fix this problem would be to increase the size of the projectile ammo and reducing the size of Minmatar cargoholds - on combat ships only. This would reduce the ability of Minmatar ships to carry ammo for every occasion, and add the risk of running out of ammo during a prolonged battle. Arguably, Minmatar combat ships should be faster because they are carrying less weight - smaller cargoholds would be a part of that argument.

With the above changes, Minmatar ships would still be able to kite Gallente blaster boats, but doing much less damage at longer ranges and running the risk of running out of ammo.
Liang Nuren
No Salvation
Divine Damnation
#34 - 2011-12-19 19:15:53 UTC
How many people in this thread have flown a blaster ship in a meaningful way since the boost? I'm just trying to get a feel for how much theorycraft there is vs how much actual experience.

-Liang

I'm an idiot, don't mind me.

Liang Nuren
No Salvation
Divine Damnation
#35 - 2011-12-19 19:17:31 UTC
Large Collidable Object wrote:

Well - Gallente used to fill these roles just fine years ago -they were just constantly nerfed indirectly whilst other got boosted:

- Changes to speed, webs, scrams and MWDs in QR finally broke them - everyone thought it would hit Minmatar the worst, but all in all, it turned out they were largely unaffected by the changes.
Every Blasterboat had an MWD and a web - kind of sucks to be Gallente when everyone can turn your propmod off way outside your optimal+falloff and your web is nerfed from 90 to 60% at the same time whilst base speed and agility is among the worst in the game.
- Not only were some Gallente ships heavily nerfed with the introduction of dronebandwidth (whatever sicko came up with the idea of 75 mbit/sec bandwidth for the myrm tortures little kitten in his basement), but also medium and heavy drones received multiple nerfs over the years, which again struck Gallente the worst.
- At the same time, Projectiles and tracking enhancers were buffed into oblivion which left autocannons better at being blasters than blasters themselves up close and the bonus of having insane falloff.
- Thanks to on-grid probing, sniping BS fleets died and the only long range system put to practical use are arties, thanks to their sick alpha. So yeah - rails are dead - just as beams.

When asking for better range for blasters, people constantly argued that then, they would be too akin to ACs - well - maybe CCP shouldn't have made ACs the better blasters in the first place.



This is a pretty decent post but I feel it lacks relevance to today's Eve, because there's a whole boost that you're quietly ignoring.

-Liang

I'm an idiot, don't mind me.

Large Collidable Object
morons.
#36 - 2011-12-19 19:36:01 UTC
Liang Nuren wrote:

This is a pretty decent post but I feel it lacks relevance to today's Eve, because there's a whole boost that you're quietly ignoring.

-Liang


I wasn't ignoring the boost, my post was referring to the quoted dialogue, so intentionally commenting the pre-boost situation and what made the boost necessary, or:

Large Collidable Object wrote:

Actually, I wasn't whining but pointing out reasons in eve's patch history why blasters used to fill the close combat and sniping roles just fine until about three years ago and became completely broken despite the hulls and turrets never having been touched.


As for the curent situation, again quoting an earlier post in this thread:

Large Collidable Object wrote:

I'm not saying Hybrids are fine yet - time will tell - but at least they're not flat out broken anymore.


You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Liang Nuren
No Salvation
Divine Damnation
#37 - 2011-12-19 19:37:28 UTC
Large Collidable Object wrote:
Liang Nuren wrote:

This is a pretty decent post but I feel it lacks relevance to today's Eve, because there's a whole boost that you're quietly ignoring.

-Liang


I wasn't ignoring the boost, my post was referring to the quoted dialogue, so intentionally commenting the pre-boost situation and what made the boost necessary, or:

Large Collidable Object wrote:

Actually, I wasn't whining but pointing out reasons in eve's patch history why blasters used to fill the close combat and sniping roles just fine until about three years ago and became completely broken despite the hulls and turrets never having been touched.


As for the curent situation, again quoting an earlier post in this thread:

Large Collidable Object wrote:

I'm not saying Hybrids are fine yet - time will tell - but at least they're not flat out broken anymore.




Fair enough

-Liang

I'm an idiot, don't mind me.

Jack Miton
School of Applied Knowledge
Caldari State
#38 - 2011-12-19 20:32:57 UTC
Anyone who complains about hybrids just doesnt know how to use them.
They may not be the best guns in all situations but they are by FAR my favorite.
When it comes to in your face PVP, nothing else comes remotely close to blasters.

The issue with them was more in the fitting issues with the ships that use them than the guns themselves and this has now been fixed.

There is no Bob.

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Kingwood
I N E X T R E M I S
Tactical Narcotics Team
#39 - 2011-12-19 21:05:01 UTC
Talos is pretty much my favorite roaming ship now. Blasters are fine, stop whining.
Liang Nuren
No Salvation
Divine Damnation
#40 - 2011-12-19 21:21:38 UTC
Kingwood wrote:
Talos is pretty much my favorite roaming ship now. Blasters are fine, stop whining.


So you're running a 2 LSE Talos with 2 TEs. Looks like you're generally doing pretty well with it. Are you using it straight solo or are you running in a gang? Are you running with logi support?

-Liang

I'm an idiot, don't mind me.