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Balancing Feedback: Hybrid Turrets

First post First post
Author
Zachis
Caldari Provisions
Caldari State
#1421 - 2011-12-15 20:23:04 UTC
Turrets calculate a chance to hit as I understand it, where signature radius of your target is factored in and accounted for in the tracking part of the equation. But, the main determinants of your chance to hit are "primarily transversal speed and range to target" (quoted from the Evelopedia Turret Damage)

Once you can reliably hit the target, however, the signature radius of your target no longer factors into the equation. It's just quality of hit from there, which depends on some random number generator function as well. One of the reasons a sniping BS can insta-pop frigates at range.

Creating a damage radius of ammo vs. signature radius of target comparison in the damage formula would make larger weapons less effective against smaller targets at any range, but not affect their abilities against similar sized targets. Possibly leading to more fleet diversity? Don't know.

Yes, this would amount to a change in turret damage mechanics, and I'm not certain this is the correct way forward, just an option. My fear is unless something like this is done, blaster boats will always run up against a wall in terms of balance. Namely that large turrets will be very effective on smaller targets, if the ship using those large turrets can pin smaller targets effectively (ie. speed changes, web changes).

I'd like to see fair and even balance across the board, this was just one idea of how to achieve that without making bigger = better in all situations.

I do appreciate the input, and perhaps I should throw this into the "ideas" forum for a proper bashing about.
Mekhana
The Scope
Gallente Federation
#1422 - 2011-12-16 03:04:50 UTC  |  Edited by: Mekhana
Buuump!

Anyone planning of getting tickets to the Fanfest and start a commotion about the unfinished Hybrid rebalancing?

Me and my friends are planning an OWS style protest in front of CCP's headquarters. We'll be flying all the way from sunny Brazil to Icy Northern Europe to show our discontent. Do girls even wear bikinis there?

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! 

Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#1423 - 2011-12-16 06:39:28 UTC
do you honestly think anyone will give two ***** about your rabble rousing when there is hookers and blow afoot?
The Djego
Hellequin Inc.
#1424 - 2011-12-16 08:02:07 UTC  |  Edited by: The Djego
Zachis wrote:

If they added in a signature radius component to the damage from turret ammo, similar to the missile damage formula, I think this would go a long way toward solving this issue. Currently, signature radius only applies to the turret tracking formula. Which means, if a BS sized weapon can track a frigate, long range or webbed, that frigate is going to take full damage.

This change alone would allow them to more easily balance hybrids and blaster boats without making them too effective against small targets.


No just because you can hit something doesn't mean you can apply full damage to it. Actually this is very rare outside of specific peak dps game play. In a peak dps situations most frigs wouldn't survive under 1 or 2 volleys of any close range BS weapon in eve since you would look at 2-4k hits even after resists. This didn't even happen back in the days with 90% webs, there is no such thing to archive against a target that is ten times harder to track than a BS.

Damage scales from 2-150% depending on how good you can hit, archiving 100+% in a BS even against a BC is very hard and requires mwd sig bloom, 4+ the range of a blaster bs and dropping transversal pretty much to zero by manual piloting(a nano pest or oracle can do it today) in solo/small gang pvp. All this combined is basically a 2000% tracking boost and you will never pull something like this off with blasters since the web/scram changes in QR. Back in the days blaster ships actually where the benchmark when it came to this play style since they where a lot more effective at close range against all kind of targets(similar as minmatar hulls today by using dualneuts at close or the range to do it).

Lacking this ability is also a big part of why the ships are far less useful for the nearly any scenario where a blaster ship would make sense in the traditional way compared to the alternatives today. A blaster BS is just as unpractical in a bigger fight than a frig(outside of the tackler role), it isn't very effective in catching people, it isn't as good at dealing with the huge majority of his targets in solo/small gang pvp(what means the target will be smaller) as other hulls. Technically getting some dps with a mega on a frig at close range isn't even a problem, since preventing a BS from tackling a frig isn't hard or challenging and in bigger fights, before the blaster BS would be in range you would have already died by getting gutted alive at medium range by acs or lasers or have so many drones, target painters or webs on you that it doesn't matter if you get shoot by blasters, lasers or acs, the result is the same in all cases.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

DickbeardThePirate
Aliastra
Gallente Federation
#1425 - 2011-12-16 09:17:50 UTC
Further increase the speed and decrease the inertia of gallente ships by maybe 5 or 10%.

Up blaster base damage by like 10-15% more. I think the range and tracking is pretty adequate right now.

I mean the gallente shotgun has gone from useless to viable but not nearly preferable to other combat methods, it just needs that little extra push to actually be good.
Pinky Denmark
The Cursed Navy
#1426 - 2011-12-16 11:03:01 UTC
It would be a huge mistake to increase the damage on blasters and railguns...
But we do still need more adjustments on ships, railguns and ammunition.
tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#1427 - 2011-12-16 12:49:10 UTC
Pinky Denmark wrote:
It would be a huge mistake to increase the damage on blasters and railguns...
But we do still need more adjustments on ships, railguns and ammunition.


a huge mistake ? is that people would start thinking about actually using them instead of doing some offline training for the next 4 months and getting projectile turrets and minmatar bs skills to lvl 5, i dont see how it might benefit enyone maybe ccp is happy that they get free money without getting more serverload, but for the playerbase there is less people to fight with or just to blow up

and if ur afraid u will see geddon fleets with hybrid guns on them then they are already there but not becouse they are so good but becouse geddon has a very big ehp and to put hybrids on them is just a secondary choise (becouse u only trained for the worst turret system in game- the hybrids)
Pinky Denmark
The Cursed Navy
#1428 - 2011-12-17 13:25:00 UTC
If you need to boost hybrids further you need to do it through the ships supposed to use them... People are already starting to think about using hybrids in all aspects of Eve. It will ofcourse take a long time for the players to adjust skillwise and as such it will be natural to continue see lots of minmatar ships and autocannons for a long time (Minmatar has been I-win for a serious long time)

Also I see no value in your argumentation - just lol...
tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#1429 - 2011-12-17 13:37:38 UTC  |  Edited by: tEcHnOkRaT
Pinky Denmark wrote:
If you need to boost hybrids further you need to do it through the ships supposed to use them... People are already starting to think about using hybrids in all aspects of Eve. It will ofcourse take a long time for the players to adjust skillwise and as such it will be natural to continue see lots of minmatar ships and autocannons for a long time (Minmatar has been I-win for a serious long time)

Also I see no value in your argumentation - just lol...


lol or not but we both agree that (hybrids/hybrid using ships) still need some boost

and as the devs are already at it they could also take a look at drones/drone ships some caldari and amar ships :)
Nikuno
Atomic Heroes
#1430 - 2011-12-17 22:13:43 UTC
1 Drake 112715
2 Hurricane 61620
3 Abaddon 40951
4 Tengu 29786
5 Tornado 22717
6 Maelstrom 22443
7 Armageddon 18986
8 Scimitar 16075
9 Tempest 15259
10 Sabre 13866
11 Cynabal 12945
12 Thrasher 11957
13 Huginn 11252
14 Vagabond 10721
15 Rokh 10221
16 Loki 10198
17 Rapier 9947
18 Zealot 9833
19 Hound 9751
20 Rifter 9454

1 Heavy Missile Launcher II 45896
2 425mm AutoCannon II 19316
3 1400mm Howitzer Artillery II 12441
4 Mega Pulse Laser II 12010
5 200mm AutoCannon II 10599
6 720mm Howitzer Artillery II 8857
7 220mm Vulcan AutoCannon II 8776
8 150mm Light AutoCannon II 7951
9 125mm Gatling AutoCannon II 7303
10 800mm Repeating Artillery II 6860
11 Heavy Pulse Laser II 6736
12 425mm Railgun II 3338
13 'Arbalest' Siege Missile Launcher 3333
14 Heavy Neutron Blaster II 3297
15 'Malkuth' Heavy Missile Launcher I 3146
16 Light Neutron Blaster II 3041
17 Focused Medium Pulse Laser II 2490
18 280mm Howitzer Artillery II 2385
19 Dual 180mm AutoCannon II 2373
20 Neutron Blaster Cannon II 2345

Well apart from PL's use of the novelty rokh, still no-show for hybrid using ships, and still a complete absence of gallente hybrid ships even allowing for the use of the rokh.
Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#1431 - 2011-12-18 02:42:50 UTC
yikes
Archare
Aliastra
Gallente Federation
#1432 - 2011-12-18 03:50:21 UTC
Hrm... well other than constantly bumping this thread I wondering where CCP wants to go with blasters now. Are they satisfied with their performance as a weapon system? Are they *ahem* working as intended? On paper before ship bonuses are factored in do they perform within a tolerable difference? There is a lot of fumbling in the dark lately since the changes came live and not very much good information. If some direction or information as far as the status of hybrid weapons, and the platforms that carry them and whether or not anymore changes are coming would be appreciated as it's been 2 weeks since they changes came to TQ and over a month on the test server.


TLDR: bump, Some input plz CCP to spur discussion.
Pattern Clarc
Citeregis
#1433 - 2011-12-18 10:28:52 UTC  |  Edited by: Pattern Clarc
Instead of blanket boosts to hybrids, wouldn't mind ships like the Hyperion get 7.5% damage bonus and a slot layout change, maybe the rokh losing a low, gaining a mid and having its resists bonus changed to damage. Etc.

Phobos, Hyperion, Ishtar and talos still need more grid

Tier 1 battlecruisers need improved fittings, extra slots.

Active tanking bonus needs to be dealt with

Myrmidon, Eos, need more drones, improved warfare bonuses.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Dare Devel
State War Academy
Caldari State
#1434 - 2011-12-18 11:28:09 UTC
The effectiveness of the hybrid buff was perfectly clear before the release of Crucible. One could judge it from the pages of dissatisfaction expressed by hybrid user(s) when they were released into singularity.

After Crucible release, the stats spoke for itself. Currently no hybrid ships (DPS Class) are in top 20 used, other than the ROKH and 425mm T2 guns, coming in and out of the bottom ten of the top twenty list not so very often.

Based on past/present trend when any buff is new, players use it more in the begining to see how the changes benefit them.
We see a spike there (example Tornado). But for Hybrids we saw none. Still remaind largely unused.

I have mostly used it (currently am using) for PvE. Before crucible I used to fly a blaster ROKH. Now I use a Rail ROKH.
My reason for the switch is with a full rack to 425mm T2 guns I do not have to fit a PG rig anymore. Thats the only benefit for me. With javelin, the range/dps sucks with NPCs beyond 30 km. So I have to use Faction AM that generates 650 dps. I recently spend 5 Mill worth of ammo in Angel Extravaganza mission forcing me to switch over to Normal AM and that has brought my DPS to 500.
I am tired of running after ranged NPCs using Blaster boat thats why I have shunned it for now because using NULL ammo the DPS really sucks as you need from 8-15 volleys to kill a single NPC BS.

We still remain at HYBRIDS ARE STILL FLAT OUT BROKEN.

Time will definitely tell whether it takes CCP another 4 years to notice it ?
Julia Connor
P R O M E T H E U S
From Anoikis
#1435 - 2011-12-18 19:48:47 UTC
Just keep asking and you'll get what you want but please can you stop stating the obvious OVER and OVER and OVER again?
Hamox
The Scope
Gallente Federation
#1436 - 2011-12-18 20:44:11 UTC  |  Edited by: Hamox
It is a little bit disapointing to have no reply from CCP.
Overall CCP communication is not very professional. Remember how this whole thread started? The thread opener was away for 2 weeks and nobody knew, people wondered whats going on...
I don't care anymore if they will do more changes or not but I would like to get an answer.
Being ignored is not a nice thing and I wonder if this company really deserves to get my money???
The Djego
Hellequin Inc.
#1437 - 2011-12-18 21:47:16 UTC  |  Edited by: The Djego
Hamox wrote:
It is a little bit disapointing to have no reply from CCP.
Overall CCP communication is not very professional. Remember how this whole thread started? The thread opener was away for 2 weeks and nobody knew, people wondered whats going on...


We got ignored for month, the first time CCP really started to react, was as CCP Zulu talked about stuff like "I think that blasters will be even better after the patch." in a interview or "live on tape" blog(can't remember, been a while) and unleashed a well deserved **** storm similar to his "our pixels are comparable with 1000 dollar designer jeans" blog. This was during a time you had multiple 20+ site threads on this matter and every pvper stated you right in the face, that the QR changes will nuke blaster ships out of the game. Later we got a response from Nozh, but I rather would erase reading it from my memory, since it was basically the prime example of flawed logic applied to working game concepts that made them useless in the end.

Knock yourself out if you like: Link

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#1438 - 2011-12-18 23:40:48 UTC
Hamox wrote:
It is a little bit disapointing to have no reply from CCP.
Overall CCP communication is not very professional. Remember how this whole thread started? The thread opener was away for 2 weeks and nobody knew, people wondered whats going on...
I don't care anymore if they will do more changes or not but I would like to get an answer.
Being ignored is not a nice thing and I wonder if this company really deserves to get my money???


becouse in the past every time they made a half backed statetment or theory, they released a wave of nerdrage even calling the ccp oficials stupid :)

so now they rather sit back and read ur posts without saying anything until they have a real plan, or they say everything works as intended or do nothing until the flames of rage go down and people adjust there skill training to the new cirkumstances and we all seen how that works out.
tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#1439 - 2011-12-18 23:46:57 UTC
and to be honest the gameplay is already so complex that if u make a change to it, those changes affect alot more then just the intended part. and u would need to study all the implications for months to see the big picture and thats for every single change.
ccp dosnt have the manpower for that

and like it or not but all the past changes favored the minmatar warfare style some intended but most not
CCP Tallest
C C P
C C P Alliance
#1440 - 2011-12-19 10:55:07 UTC
We are here and we are reading your feedback.

We will be iterating on our balancing efforts based on the feedback in this and other threads and will release some more balancing in early 2012.

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