These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Test Server Feedback

 
  • Topic is locked indefinitely.
 

Balancing Feedback: Hybrid Turrets

First post First post
Author
Pinky Denmark
The Cursed Navy
#1441 - 2011-12-19 11:47:42 UTC  |  Edited by: Pinky Denmark
Thx for the notice - will you be sharing your thoughts in time for us as a player base to give feed back and still have time to reflect on those?
Also will you be able to hint what you are NOT working on since lots of ideas and suggestions have been put up for debate about minmatar/gallente speed/mass/agility, hybrid ammunition, changes to tracking computer/enhancers affect on fall-off, ship bonuses, signature resolution and unique advantages? Big smile

Pinky
Tanya Powers
Doomheim
#1442 - 2011-12-19 13:39:41 UTC
Julia Connor wrote:
Just keep asking and you'll get what you want but please can you stop stating the obvious OVER and OVER and OVER again?



You know, after 3 years of talking and hundreds of pages of feedback seems they were not clear enough.

Also the supposed hybrids balance announced for this expansion AND announced IN the expansion video is not there.

So has you can see, it's still not clear so you have to repeat it again and again and again until someone (?) that can do something gets it.
Fon Revedhort
Monks of War
#1443 - 2011-12-19 13:49:14 UTC  |  Edited by: Fon Revedhort
CCP Tallest wrote:
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.

I'm willing to suggest you stop iterating on hybrids for a while to address other issues - cynoes, passive tank (too good for 0 isk investement), rigs and so on. Oh, and fix tracking enhancers already.

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

Archare
Aliastra
Gallente Federation
#1444 - 2011-12-19 16:50:39 UTC
Pinky Denmark wrote:
Thx for the notice - will you be sharing your thoughts in time for us as a player base to give feed back and still have time to reflect on those?
Also will you be able to hint what you are NOT working on since lots of ideas and suggestions have been put up for debate about minmatar/gallente speed/mass/agility, hybrid ammunition, changes to tracking computer/enhancers affect on fall-off, ship bonuses, signature resolution and unique advantages? Big smile

Pinky

^this
Some general new framework or direction as to what is currently being looked at could make the discussion refreshing.
tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#1445 - 2011-12-19 18:24:23 UTC
and plz when u think about balance dont think like
paper, rock, scisors, sword, bow, leather shirt, heavy armor......

but focus on making it more realistic thats why we play here
Real Life modern warfare isnt about spaceships but u can still see how it would be realized if it was :)
MeBiatch
GRR GOONS
#1446 - 2011-12-19 19:01:52 UTC
CCP Tallest wrote:
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.


yay i had a feeling you were on a hiatus untill january... i just did not want to tell anyone cuss i am bitter... Blink

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

Ugh ti-di pooping makes me sad.

tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#1447 - 2011-12-19 19:18:29 UTC  |  Edited by: tEcHnOkRaT
Fon Revedhort wrote:
CCP Tallest wrote:
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.

I'm willing to suggest you stop iterating on hybrids for a while to address other issues - cynoes, passive tank (too good for 0 isk investement), rigs and so on. Oh, and fix tracking enhancers already.


nerf passive tank ? that would be another boost towards minmatar
and just wondering how u make it that it costs u 0 isk :D or do u simply fly it as a blank hull
Hamox
The Scope
Gallente Federation
#1448 - 2011-12-20 00:31:39 UTC
CCP Tallest wrote:
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.


Thank you for your feedback, it is good to read from time to time that you are working on it.
Good things need their time and as long as you feed us here and there a little bit we will be patient and we will also try to help you as good as we can :)
Let us know what direction you want to balance and we will deliver you free bug testing even before the changes are made on Sisi. We have many well experienced players here that will give you good ideas and thoughts so that you can improve your pre-balancing even before the changes go live on Sisi and later on TQ.
We all know that the whole game is very complex and changes have many effects, some as intended but some aren't. We are more than happy to give you any support :)
Pinky Denmark
The Cursed Navy
#1449 - 2011-12-20 10:13:03 UTC
I'd rather we get this balanced and done before taking on new projects like the balance between buffer and active tank (because balance between shield and armor is still knife sharp except for rig penalties).

  1. Hybrids
  2. Minmatar/Gallente balance on speed/mass/agility (as part oh hybrid balance)
  3. Perhaps Tier 3 speed and agility (they're faster than HACs wtf? Give them BC mass/agility/speed)
  4. Then other things...

Pinky
Fon Revedhort
Monks of War
#1450 - 2011-12-20 13:38:29 UTC  |  Edited by: Fon Revedhort
You can not 'have it done' without addressing core issues. And if one keeps boosting hybrids mindlessly they will easily become OP after he fixes:

- TE's
- EHP values provided by shield extenders and plates; also base EHP values
- shield extenders not imposing speed/mass penalty (which is just stupid and results in overtanked ship being as fast and agile as active tanked one - wtf)
- base range of heavy missiles (80 km before any rigs - wtf)

That's why I say we'd better start doing small steps in many directions rather than try achieving a mythical balance between bare weapons.

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

tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#1451 - 2011-12-20 13:55:48 UTC
Fon Revedhort wrote:
You can not 'have it done' without addressing core issues. And if one keeps boosting hybrids mindlessly they will easily become OP after he fixes:

- TE's
- EHP values provided by shield extenders and plates; also base EHP values
- shield extenders not imposing speed/mass penalty (which is just stupid and results in overtanked ship being as fast and agile as active tanked one - wtf)
- base range of heavy missiles (80 km before any rigs - wtf)

That's why I say we'd better start doing small steps in many directions rather than try achieving a mythical balance between bare weapons.


- EHP values provided by shield extenders and plates; also base EHP values // what exactly is wrong with that ?

- shield extenders not imposing speed/mass penalty // why should it ? its just an electromagnetic field around ur ship

- base range of heavy missiles (80 km before any rigs - wtf) // flightttime, therefore alot of vasted cycles, less dps then other weaponsystems, and so on.... (have u ever even used heavy missiles ?)
Nikuno
Atomic Heroes
#1452 - 2011-12-20 15:49:24 UTC
tEcHnOkRaT wrote:
Fon Revedhort wrote:
You can not 'have it done' without addressing core issues. And if one keeps boosting hybrids mindlessly they will easily become OP after he fixes:

- TE's
- EHP values provided by shield extenders and plates; also base EHP values
- shield extenders not imposing speed/mass penalty (which is just stupid and results in overtanked ship being as fast and agile as active tanked one - wtf)
- base range of heavy missiles (80 km before any rigs - wtf)

That's why I say we'd better start doing small steps in many directions rather than try achieving a mythical balance between bare weapons.


- EHP values provided by shield extenders and plates; also base EHP values // what exactly is wrong with that ?

- shield extenders not imposing speed/mass penalty // why should it ? its just an electromagnetic field around ur ship

- base range of heavy missiles (80 km before any rigs - wtf) // flightttime, therefore alot of vasted cycles, less dps then other weaponsystems, and so on.... (have u ever even used heavy missiles ?)


-EHP. I'd leave as is. It seems a lot until you fly in a fleet, and then it's not enough to prevent you being 1-volleyed. It'll never be possible to alter it to be able to suit all styles of play from solo to large fleet, so if active tanks get a bit of a tweak (where it currently makes no sense with certain ship bonuses) we have tanking for both ends of the spectrum that actually works well enough.

-shield extenders shouldn't impose mass? why not?
--For 'realism': Aren't they generated by massive machines you install?(Check armour repairers, armour repair rigs, etc which don't add any hp at all) Why should adding mass even slow you down in space? It just reduces acceleration, not achievable velocities.
--For game play: Because it makes good sense in trying to balance the current trend for shield buffers that leave your speed unaffected and skew game play heavily away from armour being viable at the same type of game style.
tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#1453 - 2011-12-20 16:14:09 UTC
Nikuno wrote:
tEcHnOkRaT wrote:
Fon Revedhort wrote:
You can not 'have it done' without addressing core issues. And if one keeps boosting hybrids mindlessly they will easily become OP after he fixes:

- TE's
- EHP values provided by shield extenders and plates; also base EHP values
- shield extenders not imposing speed/mass penalty (which is just stupid and results in overtanked ship being as fast and agile as active tanked one - wtf)
- base range of heavy missiles (80 km before any rigs - wtf)

That's why I say we'd better start doing small steps in many directions rather than try achieving a mythical balance between bare weapons.


- EHP values provided by shield extenders and plates; also base EHP values // what exactly is wrong with that ?

- shield extenders not imposing speed/mass penalty // why should it ? its just an electromagnetic field around ur ship

- base range of heavy missiles (80 km before any rigs - wtf) // flightttime, therefore alot of vasted cycles, less dps then other weaponsystems, and so on.... (have u ever even used heavy missiles ?)


-EHP. I'd leave as is. It seems a lot until you fly in a fleet, and then it's not enough to prevent you being 1-volleyed. It'll never be possible to alter it to be able to suit all styles of play from solo to large fleet, so if active tanks get a bit of a tweak (where it currently makes no sense with certain ship bonuses) we have tanking for both ends of the spectrum that actually works well enough.

-shield extenders shouldn't impose mass? why not?
--For 'realism': Aren't they generated by massive machines you install?(Check armour repairers, armour repair rigs, etc which don't add any hp at all) Why should adding mass even slow you down in space? It just reduces acceleration, not achievable velocities.
--For game play: Because it makes good sense in trying to balance the current trend for shield buffers that leave your speed unaffected and skew game play heavily away from armour being viable at the same type of game style.



u dont need machinery to generate stronger em fields, just some extra batteries and shield extenders add only half the hp of armor plates, most shieldbased ships are anyway slow exept winmtar, and as an extra if u fit a passive shield tank ur out of cap and need to wait 10 mins until it recharges
YuuKnow
The Scope
#1454 - 2011-12-21 01:07:14 UTC
I'm generally in either Faction or Tech 1 Bships. My megathron's are performing adequately with the new hybrid changes. Doesn't seem like anything too unbalanced IMHO.

I would propose that if additional tweaking is needed, it be made on a ship by ship basis in terms of racial bonuses, turret/launcher capacity... not to the whole hybrids class in uniform.

on a side note, perhaps it would have been more interesting to tweak "hybrids" by not tweaking hybrids at all, but rather increasing the unique racial personalities of ships that used the hybrids. AKA, giving more drone space to the Gallante, or giving more launchers to Caldari with misile damage bonuses added into the simultaneous hybrid damage bonuses.

just my 2 cents (isk)
Fon Revedhort
Monks of War
#1455 - 2011-12-21 03:57:19 UTC  |  Edited by: Fon Revedhort
Nikuno wrote:
tEcHnOkRaT wrote:
Fon Revedhort wrote:
You can not 'have it done' without addressing core issues. And if one keeps boosting hybrids mindlessly they will easily become OP after he fixes:

- TE's
- EHP values provided by shield extenders and plates; also base EHP values
- shield extenders not imposing speed/mass penalty (which is just stupid and results in overtanked ship being as fast and agile as active tanked one - wtf)
- base range of heavy missiles (80 km before any rigs - wtf)

That's why I say we'd better start doing small steps in many directions rather than try achieving a mythical balance between bare weapons.


- EHP values provided by shield extenders and plates; also base EHP values // what exactly is wrong with that ?

- shield extenders not imposing speed/mass penalty // why should it ? its just an electromagnetic field around ur ship

- base range of heavy missiles (80 km before any rigs - wtf) // flightttime, therefore alot of vasted cycles, less dps then other weaponsystems, and so on.... (have u ever even used heavy missiles ?)


-EHP. I'd leave as is. It seems a lot until you fly in a fleet, and then it's not enough to prevent you being 1-volleyed. It'll never be possible to alter it to be able to suit all styles of play from solo to large fleet, so if active tanks get a bit of a tweak (where it currently makes no sense with certain ship bonuses) we have tanking for both ends of the spectrum that actually works well enough.

Current craploads of EHP don't mean anything in blob warfare either, so that's a poor excuse of leaving proper PvP in fubar (overtanked) form.
I find it quite funny how they first state 'fights don't last long enough' and boost ehp only to find out that 'atries have lost their alpha-strike appeal' and boost them in turn, too. Given how popular they are atm and how clueless CCP members have often been in the past, I'm quite scared that they might consider boosting EHP once again, which would just kill all the joy of proper PvP while providing next to nothing for blobs.

That's why I say:
- fix EHP (and corresponding mods)
- fix arties (dominion was an absurd)

Adopting a fundamental rule that a heavily tanked ship (of massive EHP) is to be slow will make the game better by an order of magnitude. At the moment only overtanked armour boats are slow, while shield overtanking comes with no proper penalties (signature radius by no means is equal to the same reduction in speed).

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

Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#1456 - 2011-12-21 07:04:38 UTC
Fon Revedhort wrote:
proper PvP while providing next to nothing for blobs.


So blobs aren't "proper PvP" now? Jesus.

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.

tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#1457 - 2011-12-21 08:31:14 UTC
there is no pvp in eve, u have a fleet ganking a guy or smaller fleet fighting a bigger fleet.
if u wont a proper pvp u have to arrange it like a duel or a contest.

and what do u wont to achieve with a reduced ehp ? that arties kill everything with an alpha strike ?
cammon wake up everyone will train them and who shoots first wins

i would even suggest to increase ehp so the fights take even a bit more longer and more tactical options becoume available
Nikuno
Atomic Heroes
#1458 - 2011-12-21 10:13:52 UTC  |  Edited by: Nikuno
Fon Revedhort wrote:

Adopting a fundamental rule that a heavily tanked ship (of massive EHP) is to be slow will make the game better by an order of magnitude. At the moment only overtanked armour boats are slow, while shield overtanking comes with no proper penalties (signature radius by no means is equal to the same reduction in speed).


I agree with you entirely on this point. We should either have the situation where the penalty to armour rigs is changed from speed or the penalty to shield rigs is changed to speed, or they rearrange the rigs to be ehp classed for shield and armour with speed penalties / resist classed for shield and armour with sig bloom penalties / armour repairer or shield booster effectors with some other (non-speed) penalty.

As for reducing ehp from current levels though - all this would do would be to broaden the effective alpha to even more weapon types than artillery. Currently artillery is the one weapon type that poses this problem for a fleet (unless numbers are so overwhelming) and as such I really don't mind it being unique. What we need are unique traits that offer advantages to the other weapon types similarly - lasers have this to a degree with instant ammo change, and also with scorch. Hybrids have no such feature and this is what rails desperately need as blasters will never ever be able to compete in large fleets from what I've seen to date.
Fon Revedhort
Monks of War
#1459 - 2011-12-21 10:43:30 UTC
Reducing EHP will come with fixing artillery, which got pushed intro fubar state in Dominion (so were tracking enhancers).

Instant ammo switching is a feature mostly being pulled out as a massive advantage at forums only. Selectable damage types are several times better than this, so is zero cap usage. I'm quite puzzled to see it being mentioned that often. How can one even compare those?

Rails don't need any further boosts as they already outperform beams. As for the 'features', there are hardly any available in the first place.

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

Pinky Denmark
The Cursed Navy
#1460 - 2011-12-21 10:57:08 UTC
Armor plates and shield extenders seems fine to me - The problem is armor repairers and shield boosters doesn't repair/boost enough hitpoints even in small scale pvp as well as. A straight 25-50% boost applied to cycle time and hitpoints pr cycle at the same time changing the bonus on Slave and Crystal implant sets... This means the average active tanks will be much better, but without the implants people no longer have the super insane active shield tanks or monster buffered ships.

About the speed of shield boats the problem is mostly minmatar. Tbh the minmatar and angel cartel ships are too generous with the fitting. Look at the Hurricane easily being able to field biggest autocannons, 2 T2 medium energy neutralizers, mwd, 2 extenders and all the lowslots with gyrostabilizers and tracking enhancers - And still having spare powergrid and especially cpu without any fittting mods or implants. Some minmatar ships need a more balanced aproach to cpu/pg (Hurricane could easily lose 160 powergrid and 65 cpu while the fits stay almost the same as now).

Also it is a shame to have minmatar not only the fastest, but also the most agile, lightest and having plenty capacitor for MWD'ing. As I said before I think a lot of issues would be sorted by reducing the agility and mass on specific gallente blaster ships making them faster accelerating and benefitting well from MWDs, and while minmatar will still be the fastest ships they should have mass added and agility decreased. Also the armor rig penalties should definately have another drawback.

TL;DR =
  • I agree last blaster changes should be made primarily on ammunition and ships
  • Plates and extenders are fine
  • Boost active repairing a lot but nerf slave/crystal implants to prevent monster tanks
  • Review and decrease powergrid/cpu on Hurricane + other minmatar ships
  • Make blaster ships more agile and reduce mass equal to 1 plate
  • Make minmatar ships less agile and increase their mass - but they will still be the fastest
  • Change armor rig penalty

Pinky