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New dev blog: Hybrid weapon and Tech II ammo balancing

First post First post
VooDoo Warriors
Legion of xXDEATHXx
#41 - 2011-10-31 14:58:47 UTC
CCP had to introduce another module to the Gallente - a battering ram. Purely for lulz.
Hirana Yoshida
Behavioral Affront
#42 - 2011-10-31 14:59:05 UTC
ChromeStriker wrote:
...But, and its a big one, as you have said this isn’t going to be enough to bring them up to par with projectile and laser ships, that will only happen with more of a look at the hybrid ships themselves....

Wouldn't you rather do it incrementally and assign some of the boost to the ships so we don't end up with a repeat of the projectile boost fiasco (autos > all regardless of hull and Winmatar just plain better).

This will make hybrids very competitive again, rest should come from individual hulls if you ask me.

PS: Nerf the goddamn projectiles already! .. nix some damage of all the ammo!
#43 - 2011-10-31 15:00:17 UTC
I understand that you don't want to buff these too much, but.. well, I'm glad I can still fly Hurricanes.

Morel Nova
Genos Occidere
#44 - 2011-10-31 15:01:12 UTC  |  Edited by: Morel Nova
I like it overall, but a few reflections:
1. I still think blasters need a flat 10% or so damage buff up close, perhaps even 20% to make them competitive, as it is now an armor hurricane will out-dps a brutix and be more agile/faster (not sure if that last one changes with this), and it still has decent range. Tracking boost isnt much of a boost considering any AC ships you fight will have dual TE most of the time, so will still track just as well as you. I did some rough calculations some time ago of vagabond vs deimos, both standard fits and deimos needs to catch and get to optimal within 15 seconds to win that engagement. that is a very short period of time and it didnt even factor in the vagabonds tracking advantage.
2. Hail doesnt need its ranged penalty removed. not sure where you got the idea that it was under performant. its been the only close range t2 ammo thats been useful the last few years.
Charles Edisson
Gallente Federation
#45 - 2011-10-31 15:03:17 UTC
Much as I love these new changes (I have 2 Gallante toons) CCP need to do something about their insider trading. I love the fact that somehow from a new Dev blog today all the ammo types that have just had boosts anounced were bought up off the market 7 days ago. Players that are involved in the balancing/development ideas should not be able to make huge sums of isk out of inside trading.
Siberius Maxim
Royal Amarr Institute
Amarr Empire
#46 - 2011-10-31 15:03:30 UTC
Hmm ... no speed and agility buff to the Proteus? You guys think its too speedy now?
#47 - 2011-10-31 15:03:45 UTC
This is what i want to see for hybrids:

blaster base damage goes up by 50%
rate of fire reduced by 30%
tracking increased by 40%

damage increase by 10% (already done)
rof decreased by 10%
activation cost reduced by 20%

ammo change:

damage is being split between therm/kin plus a tracking boost built into the ammo

so plutonium does 80% therm 20% kin with a 1.05% incrase to tracking

spike needs 20% increase to base damage

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

Ugh ti-di pooping makes me sad.

Otherworld Enterprises
Otherworld Empire
#48 - 2011-10-31 15:04:08 UTC
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Creat Posudol
German Oldies
#49 - 2011-10-31 15:04:27 UTC
Madner Kami wrote:
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...

Yes, please whoever implements this change please google first how your attributes work, wouldn't want this to go live with an accidental nerf Roll

I could've even gotten behind a nerf to be honest, for that to work the speed buff is way to small though. This would require the ships to be (much) faster then minmatar, but not able to whizz around enemies. Only get in close extremely fast, then just dps the hell out of whatever is there.
The proposed changes might also work just as well, time will tell (or sisi...)
JC Anderson
#50 - 2011-10-31 15:04:45 UTC  |  Edited by: JC Anderson

I have a feeling we will be seeing a lot more of them.
Kraven Drakenovic
Garoun Investment Bank
Gallente Federation
#51 - 2011-10-31 15:06:39 UTC
What i dont understand is why there hasnt been any change to railgun tracking... 6 mil in rails bs 5 and my mega still cant track for peanuts against MISSION L4 Battle ships... its supposed to be the best tracking vessel in the gallente fleet alaas sadly more damage might be a good idea but not really useful if that high damage salvo just gives him a nice breeze ( by high dmg i mean higher than current)Evil and im left killing battle ships with hammer II's in a turret boat... care for a little explanation on that Ccp. Cause if the mega struggles to mission track the main reason im loathe to fitout a hyperion for missioning least the mega gets a tracking bonus
Morn Hyland
Amnion Partners
#52 - 2011-10-31 15:06:50 UTC
The problem with hybrids rails is that long range medium damage is that the range >150km is supposed to allow several shots at the target before they can get into range. See your I was there vid for how you think it still works. The reason for all tachyon / 425mm based fleets disappearing was on grid scanning. Long range today is in the projectile sweet spot around 100km where the shorter distance is compensated by good alpha and that the other fleet cannot just warp to your location.

I don't see how your changes will fundamentally change this - and I suspect Eagles will still be on sale in Jita at less than there bpo build cost after Christmas.
Pandemic Legion
#53 - 2011-10-31 15:06:53 UTC
At least they finally admitted that the Falcon is meant to be a blaster brawler.
Critically Preposterous
#54 - 2011-10-31 15:07:01 UTC
not even a 10 or 15 % range increase? hybrid range is just horribad... unacceptable!
Largo Coronet
Caldari State
#55 - 2011-10-31 15:08:58 UTC
This post is relevant to my interests and I would like to subscribe to your newsletter.

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Morel Nova
Genos Occidere
#56 - 2011-10-31 15:09:14 UTC
JC Anderson wrote:

I have a feeling we will be seeing a lot more of them.

for blaster, probably not. it already had good tracking, its weakness is range so it will still die to most AC fitted frigates. rail taranis will have gotten better though
Stan Kirby
Iris Covenant
The Gorgon Empire
#57 - 2011-10-31 15:09:16 UTC  |  Edited by: Stan Kirby
Minmatar or projectile boost:
- +100% artillery burst damage
- overpowered cynabal, machariel, dramiel
- huge falloff bonus from TE and TC.

Gallente/hybrid boost:
- blasters tracking speed +20% .... LOL Lol
- railguns +10% damage ... megaLOL Lol

CCP fail... again.
White Flow
School of Applied Knowledge
Caldari State
#58 - 2011-10-31 15:09:38 UTC

I don't actually fly Gallente, but anything that gets LESS Canes and Drakes all over the place must be a good thing!!

Nova Fox
Novafox Shipyards
#59 - 2011-10-31 15:10:26 UTC
Best blog evar!

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Koghrun Amman
Caldari Provisions
Caldari State
#60 - 2011-10-31 15:11:22 UTC
Finally! I can fly a Ferox or Rokh without at least one low slot dedicated to an RCU. They called me crazy when I shunned the Drake in favor of the Ferox; well, we'll see who has the last word.
Also, this change makes the Hybrid Rigs viable with railguns, where as before the multiplier on the already massive grid requirement was prohibitive.