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Hybrid buff? What are you all talking about???

Author
MukkBarovian
School of Applied Knowledge
Caldari State
#81 - 2011-09-16 04:26:23 UTC
Nano Pest crew signing in.

If you don't know what you're going to be fighting 10s in advance of the battle you're probably in deep **** anyway. If you don't figure out what ammo to use beforehand thats because you made a play error. Being able to fire the right damage type is so important that I will sometimes switch in combat. Although in combat terms 10s is a long time and you have to be firing a long time or into a deep hole to make up for the ammo change time.
Dray
C.O.D.E
#82 - 2011-09-16 11:18:08 UTC
baltec1 wrote:

Biggest issue with blasters many face is tracking at very close range. This might be overcome by computer magic. CCP could make the guns track targets better the closer they get so in effect, blasters would get the same tracking no matter the range.


Sort tracking for my money, Gallente BS5 was the first bs skill I maxxed specifically for the mega and whilst I can't remember when I last flew one I do remember nothing in Eve making me happier in the pants than when some one is toe to toe with your Mega thinking he might actually walk away from the fight victorious.

Then I met Mr Nos Domi ESQ. Ugh
Fabulous Virgil
Pator Tech School
Minmatar Republic
#83 - 2011-09-16 13:47:27 UTC
it's the ships not the guns, blasters do tons more damage than other weapon systems. The issue is that minmatar ships without the guns are superior to others, they're faster, more agile and have perfect bonuses, they get alot of utility slots too while remaining competetive in DPS. add to that that autocannons have stupid low fitting requirements, sick tracking, damage type selection and great tracking. nobody would complain about this if the ships were apropriate, if you can fit a 1600mm plate on a Rupture and give it tier 2 medium sized guns without ANY fitting issues then something's ******* wrong.
Grimpak
Aliastra
Gallente Federation
#84 - 2011-09-16 16:04:36 UTC
Fabulous Virgil wrote:
it's the ships not the guns, blasters do tons more damage than other weapon systems.


the blasters' only do "tons more damage than other weapon systems" on paper.


in reality, their damage is only a bit more than pulses, while they have much, much less range than them (pulses do <10% less damage for <300% more range when compared to blasters, and let's not get into their relative tracking. it would make things even worse).

and don't even compare them to AC's. their flexibility makes them much more combat worthy than blasters.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Jill Antaris
Imperial Academy
Amarr Empire
#85 - 2011-09-16 17:10:19 UTC
Fabulous Virgil wrote:
it's the ships not the guns, blasters do tons more damage than other weapon systems.


They don't. Even if you look at the raw dps it isn't impressive given her non existent range, leave alone her inability of actually projecting it at close range since the web nerf.

Fabulous Virgil wrote:
The issue is that minmatar ships without the guns are superior to others, they're faster, more agile and have perfect bonuses, they get alot of utility slots too while remaining competetive in DPS. add to that that autocannons have stupid low fitting requirements, sick tracking, damage type selection and great tracking. nobody would complain about this if the ships were apropriate, if you can fit a 1600mm plate on a Rupture and give it tier 2 medium sized guns without ANY fitting issues then something's ******* wrong.


The rupture always was this way. The blaster ship died already one year before the changes to projectiles. It is basically a niche ship class, that is pretty much useless in his own niche outside of frigs, by very poor game design(what created 100+ sites of people pointing out the problems while Nozh and Zulu pointing out how little they know about her own game).

Even if you add a few more DPS they would be still terrible at point blank because of his inability to force and hold targets in peak dps scenarios and by her inability to deal with undersized hulls by brute force in solo pvp.
MeBiatch
GRR GOONS
#86 - 2011-09-16 17:11:36 UTC
for me its not really that dps thats wrong with blasters its more the damage per shot or alpha(bust) damage that i would like to see increased...

imagine nuetron blaster cannons doing arty alpha while still doing blaster dps...

this would be great to accent what blasters are good at like gate camps and undock games...

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

Ugh ti-di pooping makes me sad.

AlleyKat
The Unwanted.
#87 - 2011-09-16 20:52:13 UTC
Jill Antaris wrote:


They don't. Even if you look at the raw dps it isn't impressive given her non existent range, leave alone her inability of actually projecting it at close range since the web nerf.

Even if you add a few more DPS they would be still terrible at point blank because of his inability to force and hold targets in peak dps scenarios and by her inability to deal with undersized hulls by brute force in solo pvp.


This is why the ships needs bonuses/statistics applicable to the design of the guns.

The Vindicator and the Vigilant have a 10% web bonus - only blaster ships need that.
The Vindicator also has an 8% large hybrid tracking bonus...if you follow the design logic for that, one can make a reasonable leap that it was designed to be a blaster ship. Oh, and it's faster than a megathron, too.

To make it better, they upped the web effectiveness and added an extra 3% to the tracking - pretty much ensuring the DPS would be very high - especially when you add 37.5% damage bonus to it.

Read that again - to make a close range Blaster ship better, they increased its ability to trap people and deal damage...hmm, wonder why that would work?

What does the Rokh get? 10% Optimal Bonus...which helps, and one might argue that it was designed to be a sniper-boat, but would be nice to have the option for UCaP with the Rokh, as it is 'like the only BS Caldari ship which has PvP, solo or otherwise.

Wouldn't it be nice to have the only PvP Caldari BS actually mean something, as opposed to being a wasted ship addition?

But, one of the worst things of all is the damage you can deal.

If you take the TOTAL base net of ALL resists of every ship in the game, it plays out like this:

EM 33%
Therm 38%
Kin 42%

Exp 34%

So, in case you are not aware of what this means - the only two damage types that Hybrids use are the two highest resists in the entire game.

Even worse than that, the first damage layer you need to peel through works out like this:

EM 6%
Therm 30%
Kin 48%

Exp 53%

So....is it even worth me going on about this any longer?

Fix the ships.

AK

PS:

Just to point out the obvious to those that might have missed it - if you boost the guns, the Vigilant and the Vindicator would be overpowered...'like adding Garlic to a romantic meal for two, instead of turning on the romantic lighting...

This space for rent.

Fabulous Virgil
Pator Tech School
Minmatar Republic
#88 - 2011-09-16 20:57:37 UTC  |  Edited by: Fabulous Virgil
Jill Antaris wrote:
Even if you add a few more DPS they would be still terrible at point blank because of his inability to force and hold targets in peak dps scenarios and by her inability to deal with undersized hulls by brute force in solo pvp.


that's pretty much summing up what i said. hybrids are a niche, but there's absolutely nothing wrong with close range big dps guns. the problem is that the ships that carry them are ******* useless, which, again, comes down to speed, agility, fitting requirements. complaining about not being able to deal with undersized hulls is stupid, you're fiew years late for this discusion, you have drones and you should be able to manouver your ship properly, if there's an issue here, it's lack of utility slots and capacitor to support that. 220mm rupture gonna have exactly the same tracking as electron blaster thorax, it all comes down to having a neut and being faster which lets you lower the transversal.

the issue here is that on one side you have fast, agile and relatively low DPS ships like the Minmatar hulls, and on the other side you have slow ships with dps, range and big tank like the amarr ships and caldari missle boats, there's no need for blaster boats in this equation. if ccp wants to keep their uniqueness they should really just make blaster ships be fast, agile, have small tanks but huge dps then there's payoff when you catch sometihing and it's not impossible to do, just like serpentis ships are now, just without the web bonus. then if you catch a nano ship you have a web advantage on him and you can make up for the damage he did to you up to that point. it's gonna come down to fixing the hulls and giving proper bonuses and won't have much to do with the guns themselves simply because they're fine as they are now
Grimpak
Aliastra
Gallente Federation
#89 - 2011-09-16 21:40:59 UTC
AlleyKat wrote:
Just to point out the obvious to those that might have missed it - if you boost the guns, the Vigilant and the Vindicator would be overpowered...'like adding Garlic to a romantic meal for two, instead of turning on the romantic lighting...



then cut their optimals and falloffs even further. I know damn well that by asking a huge damage boost that can make ships overpowered.

that's why I said that by increasing damage massively, you need to decrease weapons range even further.

blasters should be much, much more damaging than they are today, with the caveat that they can't even scratch your paint beyond 10km.

that's how I always thought blasters should be.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Cambarus
The Baros Syndicate
#90 - 2011-09-16 21:56:30 UTC
Just throwing this out there, but a vindi/vigilant would still get their asses kicked by their angel counterparts for general pvp uses. The vindi would look OP on paper, until you realize that having to commit to a fight in a pirate BS is kind of a big deal.

Let's be honest, incursions aside, the vindi is a rather meh pirate ship as it is, people just like to compare it to to t1 BSs for some reason.

That said, of course buffing all the ships using blasters would make blasters work again, but that's highly impractical, especially when their biggest problem is that they really don't do what it is they're supposed to. Mega only does ~6% more dps than a geddon if you include drones, where's this facemelting DPS we're supposed to be seeing?
Izziee
University of Izziee
#91 - 2011-09-16 22:23:58 UTC
My opinion is worth crap since I'm not a long term vet or anything, but I've noticed a huge difference in hybrids compared to other weapons, especially since I've used them longer than any other, have more skills in them than any other, yet even weak skilled weapons do far more damage, I was SHOCKED after training for my domi and jumping in a maelstrom without any skills really to fly it and seeing things explode quite litterally 7-8 times faster, not to mention lower meta on the weapons...

But I love lasers due to the instaswap, I love missiles due to always slamming into my target and I love my autocannons for their tracking and diverse ammo, and I love my arties for the massive whack they do, hell, they even hit more (actually, almost always) than my pathetically sounding umph, higher meta, higher skilled rails, I won't even go into how much I hate blasters...

but how about adding a niche to hybrids like the other weapons, again...a crazy idea, probably not worth much but what if...

Blasters...hybrids even, dealt 10% of their damage done to the shield to armour. So, you hit a shield for 1000, 100 also bypasses straight into the armour.

Or really, I'd just like to see better tracking, maybe shaving off range for rails and adding it to blasters. As well as a better and more diverse damage type ammo list.

Still...10% to armour? ;)
VonKolroth
Anarchist's Anonymous
#92 - 2011-09-17 10:32:42 UTC  |  Edited by: VonKolroth
I started off as a Galliente pilot, then Amarr, then Minmatar; I would have to agree their are more problems with Galliente hulls in actual combat situations, whether it is solo or fleet pvp. The primary problems with Galliente have mostly come down to dictating range. Tracking hasn't always been a tremendous issue to me, because if your in the range to be slinging Blasters your generally using webs as well (though not all Galliente hulls support webs). The absence of agility and speed in the hulls combined with the short range of blasters is the primary problem. I don't think it's as simple as hybrids vs. hulls as much as it's the synergy of the two. I find I'm taking a lot more damage because I didn't have the luxury of turning off my MWD, the cap that cost and it's insane increased signature on something that's already just putting along like a brick. Also, despite the decent amount of armor, the number of plates you use effects speed/agility as well.

What you end up with between the weapon system, tanking type, favored propulsion, and poor tracking for hybrids in general is a bunch of aspects to the entirety of flying Galliente that grate against one another. I believe the nano nerf and projectile buffs (though necessarily), simply went to far. Nano-nerf pretty much killed whatever agility Gall had left (along with it's cap), and projectiles obsoleted blasters altogether. You could basically change anything on a Galliente hull/hybrid to make it a better.

Rails are, well rails in eve. Which basically mean worthless. If Gall are going to fly like a high damage near immobile turret/drone command center that happens to be able to warp around, it might as well be able to hit things that it shoots at. Drones just don't compensate as they can not be used in many forms of pvp in a practical way.

As far as fixing, I think as romantic as Galliente hull flavor is, it's a flawed system idea in circumstantial pvp with the slow high damage powerhouse philosophy. It has always has been to some degree, but the nano-nerf/projectile buff really put Galliente in the fire.

If I was going to "fix" Galliente with the least amount of effort without changing anything else or rolling back other changes that I havn't seen elsewhere (and there are a ton of good ones out there)...

- Better MWD bonuses -

less cap/sig radius penalty and/or more bang for your MWD cycle buck.

- Give Hybrids "Damage Penetration" -

Let Hybrids ignore a certain amount of tank resistance per level of skill or as a ship bonus.

- Give some Galliente some more slots for mods -

Let players sort it out the weaknesses of hulls with versatility. This would also require less stringent fitting requirements obviously. An extra low slot (especially for hybrid platforms) would go a long way for giving players an option to plug their most hated aspect of flying Galliente.

Sent from my Gallente Erabus Titan on -FA- SRP

Joss56
The Scope
Gallente Federation
#93 - 2011-09-18 11:52:12 UTC
Cambarus wrote:
Just throwing this out there, but a vindi/vigilant would still get their asses kicked by their angel counterparts for general pvp uses. The vindi would look OP on paper, until you realize that having to commit to a fight in a pirate BS is kind of a big deal.

Let's be honest, incursions aside, the vindi is a rather meh pirate ship as it is, people just like to compare it to to t1 BSs for some reason.

That said, of course buffing all the ships using blasters would make blasters work again, but that's highly impractical, especially when their biggest problem is that they really don't do what it is they're supposed to. Mega only does ~6% more dps than a geddon if you include drones, where's this facemelting DPS we're supposed to be seeing?


This and a lot more of small irritating details math and crap graphs can't and will never show to prove something is very wrong.
Gypsio III
State War Academy
Caldari State
#94 - 2011-09-18 14:53:11 UTC
Unnecessarily good tracking of lasers and ACs close up means that Pulse and ACs are too effective in the region where blasters are supposed to be king. It also means that blasters are the only short-range turret unable to apply good DPS to smaller ships - lasers and ACs can manipulate range to reduce transversal, but if you try this with blasters you just end up out of range.

If ACs are supposed to be used in falloff, they don't need such good tracking or such high raw DPS. Cut them both, and remove the selectable damage ability of projectiles. And cut down TEs, they're far too good for their CPU use. That just leaves us with the absolute absurdity of the shortest-range weapons on the slowest ships, competing with effective med-range weapons on the fastest ships.
baltec1
Bat Country
Pandemic Horde
#95 - 2011-09-18 15:22:45 UTC
Dorian Tormak wrote:
As soon as this hybrid buff comes out, you morons are gonna be complaining about how OP they are.

1. No one flies Gallente; no one catches Minmatar ships with Gallente ships BECAUSE no one flies Gallente.
2. Hybrid buff.
3. People start flying Gallente.
4. "Wah wah wah, I can't kite with Minmatar ships any more; CCP what did you do???"

Of course, this doesn't apply to your ***** "everybody wins" blob pvp.



I fly gal shipsStraight
Cambarus
The Baros Syndicate
#96 - 2011-09-18 15:43:55 UTC
baltec1 wrote:
Dorian Tormak wrote:
As soon as this hybrid buff comes out, you morons are gonna be complaining about how OP they are.

1. No one flies Gallente; no one catches Minmatar ships with Gallente ships BECAUSE no one flies Gallente.
2. Hybrid buff.
3. People start flying Gallente.
4. "Wah wah wah, I can't kite with Minmatar ships any more; CCP what did you do???"

Of course, this doesn't apply to your ***** "everybody wins" blob pvp.



I fly gal shipsStraight

You fly them in minmatar fleets, it's not your 1 gallente ship that makes the gang successful, it's all the matari ones. Come back when your whole gang can fly gallente ships and still do well, and we'll talk.
baltec1
Bat Country
Pandemic Horde
#97 - 2011-09-18 16:41:50 UTC  |  Edited by: baltec1
Cambarus wrote:


You fly them in minmatar fleets, it's not your 1 gallente ship that makes the gang successful, it's all the matari ones. Come back when your whole gang can fly gallente ships and still do well, and we'll talk.


The curse of being one of a kind.

I am waiting on a shipment of solo vexors thoughTwisted