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New dev blog: Hybrid weapon and Tech II ammo balancing

First post First post
Author
CCP Tallest
C C P
C C P Alliance
#21 - 2011-10-31 14:40:43 UTC
Tristan North wrote:
Please specify in that blog if it is an Agility Nerf or Agility Buff.
Most players are confused about it.


The agility change is an agility buff. The ships will be more agile.

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Perdition64
Aliastra
Gallente Federation
#22 - 2011-10-31 14:40:57 UTC  |  Edited by: Perdition64
I feel blasters need to do more damage so they can deal faster in their relative ranges compared to AC's. An agility buff is good news, as is the speed buff, as damage projection is somewhat easier with the changes. However, even considering damage projection, the TTK of blasters compared to other weapon systems is too long, especially when those comparisons are done when the blaster boats are within their optimal range. Considering that these comparisons don't even take into account travel time into optimal range for blaster boats, and yet blaster boats are still losing out, I feel that justifies an increase to blaster damage, to lower the TTK.

Railguns T2 "spike" ammo could do with a +10% multiplier on damage too. This would make rails a competitive alternative for sniper ships; extreme range, lesser damage than its peers, but not too low.
Chad VanGaalen
Straylight Systems
Who Dares Wins.
#23 - 2011-10-31 14:42:43 UTC
CCP Tallest wrote:
Tristan North wrote:
Please specify in that blog if it is an Agility Nerf or Agility Buff.
Most players are confused about it.


The agility change is an agility buff. The ships will be more agile.


Awesome.

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Akrasjel Lanate
Lanate Industries
#24 - 2011-10-31 14:43:58 UTC
I fly Gallente ships. Blink

CEO of Lanate Industries

Citizen of Solitude

Ender Black
Caldari Provisions
Caldari State
#25 - 2011-10-31 14:45:21 UTC
CCP Tallest, though not as tall as me, is indeed best Tallest Big smileBig smile

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Pod Goo also publishes editorials, guest blogs, and guides for free.  Just email [email protected] your material.

Jasmin Kron
Hedion University
Amarr Empire
#26 - 2011-10-31 14:45:24 UTC
no changes in current consumption? Sad
R0ot
Caldari Provisions
Caldari State
#27 - 2011-10-31 14:45:36 UTC
Having several hyrbid characters I would like to say I love you CCP.
Jack Dant
The Gentlemen of Low Moral Fibre
#28 - 2011-10-31 14:45:50 UTC
Quote:
Javelin, Gleam and Quake (all sizes): Removed tracking speed penalty, added 25% tracking speed bonus

Close range ammo you can actually use at close range? Who are you and what did you do to the real CCP? Shocked

Also, this was mentioned ages ago, but the names of Spike and Javelin are counterintuitive.

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Tesseya
VooDoo Warriors
Legion of xXDEATHXx
#29 - 2011-10-31 14:46:12 UTC
it was boost hybrids or projectile?

/me looking to new bonuses Hail and Gleam

if it boost hybrids, then it so LOAL.
In the end CCP make light fitting hybrids in gallente ships. oh wai - it boost? This is not a boost - a vital necessity
What should have been done long ago. CCP late in this changes.

i want cancel my SP in hybrids skill.
Give me back my SP in hybrid gunnery!

Under the guise of boost again Gallente boost Matar

/facepalm
MeBiatch
GRR GOONS
#30 - 2011-10-31 14:47:10 UTC  |  Edited by: MeBiatch
question if the shi[ps are faster and more agile wont that mean they will orbit faster thus meaning they would need even more tracking? something tells me 20% is not close enough...

plus the eagle is still going to be the worst hac... so what you go from 190 dps at 160km with spike to 209 dps at 160km... its still chipping paint at that range...

spike needs a boost aswell!

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Ugh ti-di pooping makes me sad.

Schmell
Russian Thunder Squad
Against ALL Authorities
#31 - 2011-10-31 14:49:28 UTC  |  Edited by: Schmell
Wow, it sucks so very much. As i feared - it was in chaos dump and it will be pushed to release.

Hello gallente, your medium size is still useless ****. And no, pg and cpu decrease wont help you much to fit neutron blasters to deimos and megathron

And S, M and L railguns still dont have place in current meta game (beam dont have it either funnily enough). All Hail (and quake) MINMATAR
Sarmatiko
#32 - 2011-10-31 14:49:51 UTC
Wait a second.
If this dev blog about how poor was gallente compared to minmatar in the past and now you are boosting feds AND minnies at the same time, does it mean that gallente still sucks my long howitzer barrel?

ps: in before whine proposal about addition of explosive lazors. P
Perdition64
Aliastra
Gallente Federation
#33 - 2011-10-31 14:50:11 UTC
MeBiatch wrote:
question if the shi[ps are faster and more agile wont that mean they will orbit faster thus meaning they would need even more tracking? something tells me 20% is not close enough...

plus the eagle is still going to be the worst hac... so what you go from 190 dps at 160km with spike to 209 dps at 160km... its still chipping paint at that range...

spike needs a boost aswell!


This, this and alll this. :D

Oh, and uh..maybe watch out for the Rokh.

Blaster Rokh could get pretty mean...
TheButcherPete
Blackbase Incorporated
#34 - 2011-10-31 14:53:07 UTC
Woot! Gallente weaponry finally mean something in combat, hooray CCP!
Now, when are my 6m in drone SP going to mean something? :P


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Razor Blue
The Scope
Gallente Federation
#35 - 2011-10-31 14:54:31 UTC
Like i posted in Ships & Modules forum:

Can you not take look at the T1 hybrid charges too?

Like you did with projectiles

Bernard Schuyler
Thundererz
#36 - 2011-10-31 14:54:55 UTC
Dierdra Vaal wrote:
Quote:
Before we start looking at armor tanking issues or individual ships, Hybrid weapons as a whole need to be boosted up to a level where using them becomes desirable.


What made you decide the weapons themselves were the issue, rather than the ships (hybrid ship maneuvrability, tracking bonuses, engagement ranges, etc)? I'd be very interested to see what research process you guys use to find the 'weak spots' in current balancing/game design problems.



Well, if the weapons were good, and the ships were bad... Wouldn't we be seeing people employing hybrids on non-Gallente vessels?

It seems to be more the case that people are avoiding using the weapon systems themselves as much as possible, rather than the ships.
Tippia
Sunshine and Lollipops
#37 - 2011-10-31 14:55:23 UTC
Tesseya wrote:
it was boost hybrids or projectile?

[…]

Under the guise of boost again Gallente boost Matar
Sarmatiko wrote:
Wait a second.
If this dev blog about how poor was gallente compared to minmatar in the past and now you are boosting feds AND minnies at the same time, does it mean that gallente still sucks my long howitzer barrel?
No, Minmatar is not being boosted.

Short-range ammo for long-range weapons is being boosted, since they suffer the same issue as blasters do: they're meant to be used at short range, but don't (or didn't) have the tracking to support this role.
M1AU
The Scope
Gallente Federation
#38 - 2011-10-31 14:55:33 UTC
I'm not exactly sure if this is enough. But it's a start.
Jitabics
Doomheim
#39 - 2011-10-31 14:56:07 UTC
Ok, now please nerf gallente ships.
Thanks.
Madner Kami
Durendal Ascending
#40 - 2011-10-31 14:57:48 UTC
CCP Tallest wrote:
Tristan North wrote:
Please specify in that blog if it is an Agility Nerf or Agility Buff.
Most players are confused about it.


The agility change is an agility buff. The ships will be more agile.


Not wanting to rain on your much appreciated parade, just wanting to make sure it does what it's supposed to do (because I like the changes for the most part): You guys realize, that "higher agility" means a >lower< agility modifier in your equations and data-base, right? The data we got from the SiSi files had it exactly the other way around, lowering agility by increasing the agility mod on those ships you named...