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Blasters getting fixed

Author
e eek'd
Native Freshfood
#21 - 2011-10-06 20:11:09 UTC
baltec1 wrote:
We have our own team and everything. Big smile


Zulu said "hybrids" not blasters
baltec1
Bat Country
Pandemic Horde
#22 - 2011-10-06 20:37:02 UTC
e eek'd wrote:
baltec1 wrote:
We have our own team and everything. Big smile


Zulu said "hybrids" not blasters


How dare you doubt me.
Ruah Piskonit
PIE Inc.
Khimi Harar
#23 - 2011-10-06 20:55:06 UTC
The solution would involve nurfing projectiles a little too (the TE buff makes them too good and really only benefits Minis) - so a flat buff would actually just start the buff cycle over again.

Overall, Mini ships should have top speed and gal ships having the best agility allowing them to catch things in a short time but not run them down.

but hay, a hybrid buff is much needed.
Grimpak
Aliastra
Gallente Federation
#24 - 2011-10-06 21:20:00 UTC
Ruah Piskonit wrote:
The solution would involve nurfing projectiles a little too (the TE buff makes them too good and really only benefits Minis) - so a flat buff would actually just start the buff cycle over again.

Overall, Mini ships should have top speed and gal ships having the best agility allowing them to catch things in a short time but not run them down.

but hay, a hybrid buff is much needed.



no need to nerf projectiles tbh. just let them being flexible while blasters are damage kings (atm they just do a bit more damage)

[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

Gypsio III
State War Academy
Caldari State
#25 - 2011-10-06 22:36:20 UTC
Grimpak wrote:
Ruah Piskonit wrote:
The solution would involve nurfing projectiles a little too (the TE buff makes them too good and really only benefits Minis) - so a flat buff would actually just start the buff cycle over again.

Overall, Mini ships should have top speed and gal ships having the best agility allowing them to catch things in a short time but not run them down.

but hay, a hybrid buff is much needed.



no need to nerf projectiles tbh. just let them being flexible while blasters are damage kings (atm they just do a bit more damage)


I think ACs track too well, even before the inevitable TEs. They're supposed to be used in falloff, they don't need or deserve blaster-like tracking.
Grimpak
Aliastra
Gallente Federation
#26 - 2011-10-07 00:20:51 UTC
Gypsio III wrote:
Grimpak wrote:
Ruah Piskonit wrote:
The solution would involve nurfing projectiles a little too (the TE buff makes them too good and really only benefits Minis) - so a flat buff would actually just start the buff cycle over again.

Overall, Mini ships should have top speed and gal ships having the best agility allowing them to catch things in a short time but not run them down.

but hay, a hybrid buff is much needed.



no need to nerf projectiles tbh. just let them being flexible while blasters are damage kings (atm they just do a bit more damage)


I think ACs track too well, even before the inevitable TEs. They're supposed to be used in falloff, they don't need or deserve blaster-like tracking.


if ACs track too well, then we also need to nerf pulses. they track too well too Straight

jokes aside, it's not that ACs track too well, it's just that blasters have bad tracking.

also since times immemorial I remember AC's having the best tracking of all short-range weapons. the 125mm AC was for a long time (and still is?) the best tracking weapon ingame.

[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

Julius Foederatus
Federal Navy Academy
Gallente Federation
#27 - 2011-10-07 04:02:43 UTC
Ruah Piskonit wrote:
The solution would involve nurfing projectiles a little too (the TE buff makes them too good and really only benefits Minis) - so a flat buff would actually just start the buff cycle over again.

Overall, Mini ships should have top speed and gal ships having the best agility allowing them to catch things in a short time but not run them down.

but hay, a hybrid buff is much needed.


Other way around, Gallente need to be the marathon runners, minnies need to be the sprinters. Having the shortest range guns on anything but the fastest ships makes absolutely no sense.
Wylee Coyote
Imperial Academy
Amarr Empire
#28 - 2011-10-07 04:28:45 UTC  |  Edited by: Wylee Coyote
Julius Foederatus wrote:
Ruah Piskonit wrote:
The solution would involve nurfing projectiles a little too (the TE buff makes them too good and really only benefits Minis) - so a flat buff would actually just start the buff cycle over again.

Overall, Mini ships should have top speed and gal ships having the best agility allowing them to catch things in a short time but not run them down.

but hay, a hybrid buff is much needed.


Other way around, Gallente need to be the marathon runners, minnies need to be the sprinters. Having the shortest range guns on anything but the fastest ships makes absolutely no sense.


It doesn't makes sense, if you think blasters are the only hybrids and completely ignore using (bonused) drones. If you factor in things like those and (hopefully) light/medium ecm drones (from the new ecm drones hint), suddenly the redone hybrids and new ecm drones would be overpowered on anything but slowboat gallente (and caldari) ships.
MeBiatch
GRR GOONS
#29 - 2011-10-07 05:39:59 UTC
here are the fixes for hybrids:

blasters:

concept shotguns (short range arties...)

1. Increase base damage by 50%
2. Decrease rate of fire by 30%
3. Increase falloff by 50%
4. increase tracking by 37.5%

railguns: Concept long range auto cannons

1. Increase base damage by 15%
2. Increase rate of fire by 15%
3. decrease activation cost by 40%
4. increase falloff by 50%
5. increase tracking by 37.5%

ammo:

Simular boost that projectile ammo got

concept choice between what damage type you want to do between thermal and Kinetic (i.e. antimater does 80% thermal damage 20% kin damage, uranium does 80% kin damage and 20% thermal damage)

also include a tracking bonus built into the ammo

Caldari boost:
remove the optimal range bonus for hybrid turrets and replace with a rate of fire bonus

gallente boost:
remove the falloff bonus and tracking bonus and replace with a mass reduction bonus per level

change the internal rep bonus to include a bonus incomming remote rep

General fix:
change the speed reduction affect on armor rigs and replace with an agility reduction
change reload time from 10 seconds to 5 seconds

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

Ugh ti-di pooping makes me sad.

Gypsio III
State War Academy
Caldari State
#30 - 2011-10-07 07:51:53 UTC
Grimpak wrote:

if ACs track too well, then we also need to nerf pulses. they track too well too Straight

jokes aside, it's not that ACs track too well, it's just that blasters have bad tracking.

also since times immemorial I remember AC's having the best tracking of all short-range weapons. the 125mm AC was for a long time (and still is?) the best tracking weapon ingame.


Pulse also tracking too well is a point of view that I'm sympathetic to. The Pulse tracking boost may have been worthwhile in the nano age, but ships have slowed, so I think it could be reverted.

Blasters do need more tracking. A lot more frankly, at least 50%. But AC tracking is a separate issue and, IMO, leads to problems that we can't solve just by changing blaster tracking. My worry is that ACs are simply too good at applying damage in the ranges where blasters should be king, and they still will be too good there even if blasters get, say, 50% more tracking and 10% more raw damage. This is a result of ACs' very high tracking, the selectable damage and the favoured fits of shield AC boats, rammed full of TEs and gyros.

The good mobilities of AC boats make them very good at being blasterboats in principle - they have the ability to get to optimal and apply great DPS. Of course, people normally prefer to kite outside web range, but using a AC boat like a blasterboat is an option, and they do it pretty well. Too well, I think. But we'll have to see what CCP proposes.
Aamrr
#31 - 2011-10-07 08:01:31 UTC
Pulses tracking too well? Seriously? Even after the modest boost they received, they remain the short-range turret with the worst tracking in the game. Autocannons have a 28% tracking advantage over pulse lasers. Even with its 37.5% tracking bonus, a Mega Pulse Nightmare only gets a 7.4% tracking advantage over an 800mm Maelstrom.

I'm all for looking at nerfs as an alternative to buffs, but let's keep things focused on facts rather than biased perception.
Grimpak
Aliastra
Gallente Federation
#32 - 2011-10-07 08:29:22 UTC
Aamrr wrote:
Pulses tracking too well? Seriously? Even after the modest boost they received, they remain the short-range turret with the worst tracking in the game. Autocannons have a 28% tracking advantage over pulse lasers. Even with its 37.5% tracking bonus, a Mega Pulse Nightmare only gets a 7.4% tracking advantage over an 800mm Maelstrom.

I'm all for looking at nerfs as an alternative to buffs, but let's keep things focused on facts rather than biased perception.



relative trackingP


for the ranges they have, they have awesome tracking.

[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

Lugalzagezi666
#33 - 2011-10-07 08:30:56 UTC  |  Edited by: Lugalzagezi666
Aamrr wrote:
Pulses tracking too well? Seriously?


Dont bother, you have no chance of explaining to ac/blaster fanboys, that till they get a lock in their harbi, target frig /or lets say fleet stabber, because they all fly minmatar to "play underdogs" ofc/ will be long time inside your scram range and laughing his ass off if you brought only conflag so loved by eft warriors.

Then enjoy your pulses tracking too well.

E:
Grimpak wrote:
relative trackingP
for the ranges they have, they have awesome tracking.


I said you have no chance.LolLol

Good luck keeping your range in space bricks you pros to "range tank" and "get best of relative tracking."
Grimpak
Aliastra
Gallente Federation
#34 - 2011-10-07 10:15:16 UTC
Lugalzagezi666 wrote:
Aamrr wrote:
Pulses tracking too well? Seriously?


Dont bother, you have no chance of explaining to ac/blaster fanboys, that till they get a lock in their harbi, target frig /or lets say fleet stabber, because they all fly minmatar to "play underdogs" ofc/ will be long time inside your scram range and laughing his ass off if you brought only conflag so loved by eft warriors.

Then enjoy your pulses tracking too well.

E:
Grimpak wrote:
relative trackingP
for the ranges they have, they have awesome tracking.


I said you have no chance.LolLol

Good luck keeping your range in space bricks you pros to "range tank" and "get best of relative tracking."

P

[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

Zoe Alarhun
The Proactive Reappropriation Corporation
#35 - 2011-10-07 10:44:01 UTC
Small Electron Tracking: 0.365 rad/sec
Small Gatling lasers: 0.308125 rad/sec
Small 125mm tracking: 0.417 rad/sec

Lasers have worse tracking that blasters.

Heavy electrons: 0.12 rad/sec
Focused Medium Pulses: 0.09 rad/sec
Dual 180mm: 0.139656 rad/sec

Lasers have the worst tracking.

Large Electrons: 0.05 rad/sec
Dual heavy pulse lasers: 0.0375 rad/sec
Dual 425mm: 0.057132 rad/sec

Lasers have the worst tracking.

In addition to this some Gallente and Minmatar hulls come with a tracking bonus as well. Lasers have some of the best optimals but their ships struggle more than the Minmatar ones to hold those range/traversals. Blaster tracking is mostly fine. There are many other things they can rather do to improve it.
baltec1
Bat Country
Pandemic Horde
#36 - 2011-10-07 10:49:26 UTC
Zoe Alarhun wrote:
Small Electron Tracking: 0.365 rad/sec
Small Gatling lasers: 0.308125 rad/sec
Small 125mm tracking: 0.417 rad/sec

Lasers have worse tracking that blasters.

Heavy electrons: 0.12 rad/sec
Focused Medium Pulses: 0.09 rad/sec
Dual 180mm: 0.139656 rad/sec

Lasers have the worst tracking.

Large Electrons: 0.05 rad/sec
Dual heavy pulse lasers: 0.0375 rad/sec
Dual 425mm: 0.057132 rad/sec

Lasers have the worst tracking.

In addition to this some Gallente and Minmatar hulls come with a tracking bonus as well. Lasers have some of the best optimals but their ships struggle more than the Minmatar ones to hold those range/traversals. Blaster tracking is mostly fine. There are many other things they can rather do to improve it.


med and large blasters suffer from bad tracking at the close ranges they operate in so while on paper you are right, in reality you are wrong.
Zoe Alarhun
The Proactive Reappropriation Corporation
#37 - 2011-10-07 10:52:51 UTC
Can't say I've used Large Blasters, but mediums seem to track fine (ions and electrons). Shield thorax doesn't have web and still does well at applying delicious damage. Larges I'm guessing are like any BS weapon with shite tracking.
Grimpak
Aliastra
Gallente Federation
#38 - 2011-10-07 10:57:39 UTC  |  Edited by: Grimpak
Zoe Alarhun wrote:
Blaster tracking is mostly fine.



no it isn't.
at the ranges they operate their tracking is quite bad for a supposed point-blank weapon.

AC's get off the hook because their platforms are more mobile and their falloffs give then some advantage, even considering that they do less damage.

pulses, well, by the time blasters start to do more damage, pulses have already ate a good portion of your HP.

case in point: a pulse geddon outdamages a blasterthron around the 7km mark and up, if using MF and AM. Hard to maintain transversal? you don't need to worry about transversal when you have scorchP specially when you have the advantage of nearly instant range swapping.

no really, ever used a pulsepoc? you really don't need transversal with that one since you're doing damage from 80km and downwards. 60 if you just use scorch.

and you're doing 500dps with just two HS like that btw.


the geddon trades off a bit of range for even more damage, and a bigger dronebay that can use sentries or whatever drones you want to.


edit: totally forgot to say that I don't mind pulses and AC's are like this. tbh let them be like this.

I just want blasters to kill **** so hard they get blasted to the pre-cambrian ages.

[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

Julius Foederatus
Federal Navy Academy
Gallente Federation
#39 - 2011-10-07 11:42:15 UTC
Wylee Coyote wrote:
Julius Foederatus wrote:
Ruah Piskonit wrote:
The solution would involve nurfing projectiles a little too (the TE buff makes them too good and really only benefits Minis) - so a flat buff would actually just start the buff cycle over again.

Overall, Mini ships should have top speed and gal ships having the best agility allowing them to catch things in a short time but not run them down.

but hay, a hybrid buff is much needed.


Other way around, Gallente need to be the marathon runners, minnies need to be the sprinters. Having the shortest range guns on anything but the fastest ships makes absolutely no sense.


It doesn't makes sense, if you think blasters are the only hybrids and completely ignore using (bonused) drones. If you factor in things like those and (hopefully) light/medium ecm drones (from the new ecm drones hint), suddenly the redone hybrids and new ecm drones would be overpowered on anything but slowboat gallente (and caldari) ships.


The tracking on rails sucks, which is why you wouldn't see kitey hybrid setups like that. Think about it, who's going to prefer an arty cane to an AC cane (both shield)? Nobody who isn't looking to alpha stealth bombers or **** like that. For roaming all you see is AC canes. Fact is, blasterboats need to be the fastest or they'll continue to be completely ineffectual in gang warfare.
Lugalzagezi666
#40 - 2011-10-07 11:45:36 UTC
You are posting LIES again, again and again.

NO WAY any blasterboat has ANY tracking issues in its optimal vs similalry sized opponent when same amount of ewar is applied from both sides. Btw only minmatar ships have enough utility/mids to apply more ewar and use their mobility advantage. I can only suggest you : try to use keep at range command if you get tracking issues.

IN FACT, blasterboat can already gain significant advantage using orbit command vs laser turrets /sadly ONLY vs laser turrets/. Using orbit vs ac boats is waste of time. Not only because they track better. Even if they didnt, they still have mobility advantage. Keep in mind, that awesome ac tracking is completely unreasonable, because acs ARE NOT shortrange weapons like blasters and projectile boats in general CAN CONTROL RANGE 90%+ of the time.

Also keep posting that "relative tracking" bullshit while conveniently forgeting the relation to speed/agility/ewar of laserboats. Because they JUST CANNOT KEEP that range to gain advantage from "relative tracking."

Also to your apoc at 80k... wondering why i see more arty maelstroms sitting at 80k these days? Its 11k alpha, 600 dps and selectable damage type? NO! Its because 1337 pvpers like to play underdogs. You know - easy, amarr, caldari, medium, hard, hell, minmatar...Roll

Also show me your geddon fit that outdamages mega from 7k, has bigger dronebay than mega and can kite it. And preferably some gedon that wont get outtracked by mega when it gets to close orbit. Or you are same as lying urman guy, that adjusted his geddon fit for every his post and then after 10 pages managed to finally admit that he used gang bonuses and its ok because it was clear from the start?

Its really terrible how blinded you are and how you are suggesting to continue breaking balance instead of fixing broken things.

Not that if you really understood what is broken about blasterships, we would be leading this debate anyway. Let ccp give your blasterships even 100% more damage, and cyna or vaga will still kite you with just keep at range and orbit. Let them give you 100% more tracking and you will have zero advantage from it vs any ac boat.

Still not getting it or just making smoke on forums so ccp wont "nerf" your favourite pvp instruments?