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New dev blog: Hybrid weapon and Tech II ammo balancing

First post First post
Author
Captain Africa
GRIM MARCH
#1201 - 2011-11-24 09:44:51 UTC  |  Edited by: Captain Africa
Dev if you want to save the blaster ...then please read this thread ....you might just go WTF !Blink

EVE Forums » EVE Technology and Research Center » Features & Ideas Discussion » "Captain the drone is at 0 "..... Warp
MooCowofKow
EVE University
Ivy League
#1202 - 2011-11-24 22:57:09 UTC
Why did you forget about my blaster Tengu? :(
Tanya Powers
Doomheim
#1203 - 2011-11-25 00:04:20 UTC
MooCowofKow wrote:
Why did you forget about my blaster Tengu? :(


Because he doesn't want to land on top of my Proteus but my Proteus told me he would like to fit HML's, what do you think?
MooCowofKow
EVE University
Ivy League
#1204 - 2011-11-25 01:07:33 UTC
Tanya Powers wrote:
MooCowofKow wrote:
Why did you forget about my blaster Tengu? :(


Because he doesn't want to land on top of my Proteus but my Proteus told me he would like to fit HML's, what do you think?


Then what's the point of having a hybrid subsystem on the Tengu?
Rip Minner
ARMITAGE Logistics Salvage and Industries
#1205 - 2011-11-25 05:08:24 UTC
MooCowofKow wrote:
Tanya Powers wrote:
MooCowofKow wrote:
Why did you forget about my blaster Tengu? :(


Because he doesn't want to land on top of my Proteus but my Proteus told me he would like to fit HML's, what do you think?


Then what's the point of having a hybrid subsystem on the Tengu?



To prove the Proteus is the best blaster ship in it's class?

Is it a rock point a lazer at it and profit. Is it a ship point a lazer at it and profit. I dont see any problems here.

Tanya Powers
Doomheim
#1206 - 2011-11-25 20:24:46 UTC
MooCowofKow wrote:
Tanya Powers wrote:
MooCowofKow wrote:
Why did you forget about my blaster Tengu? :(


Because he doesn't want to land on top of my Proteus but my Proteus told me he would like to fit HML's, what do you think?


Then what's the point of having a hybrid subsystem on the Tengu?



The answer is rails.
Zepa
Real Indians
#1207 - 2011-11-26 00:42:45 UTC
Explosion Radius Fury Cruise Missile is terrible.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#1208 - 2011-11-27 04:55:24 UTC
http://www.eveonline.com/devblog.asp?a=blog&nbid=3012

Quote:
Tech II Ammo

I did some comparison between the tech II ammo types and found that one hybrid ammo type did indeed need some work. I also found that the other turret types had some very underwhelming ammo. Rather than limit myself to only boosting the hybrid ammo, I will also be making some changes to other tech II ammo types. Javelin is quite obviously underpowered. The correlating laser and projectile ammo, Gleam and Quake, are equally underwhelming and they all need some change. Additionally, Hail sticks out as terribly underpowered.

Javelin (all sizes): Removed cap penalty
Javelin, Gleam and Quake (all sizes): Removed tracking speed penalty, added 25% tracking speed bonus
Hail (all sizes): Removed falloff penalty



Hail is terribly underpowered? Its falloff bonus is removed? Winmatar's effective range is pretty much all falloff. Now they'll do more damage than EMP/Fusion/Phased Plasma with the same range, and +25% tracking....

And the Blasters will still be stuck with void with the same -50% falloff modifier that they just removed from Hail.

Meanwhile, null is stuck with the lowest range boost of any of the T2 range boosting ammo (for the short ranged variant of eahc weapon type).
Gallente still won't be able to catch Winmatar to get within blaster range. If they do, T2 autos will spit out much more DPS due to hail doing much better applied DPS.
Caldari rails will be buffed though, yay for only 2 viable races.
Drakes and Canes may become Drakes, Feroxs and Canes.
Woot!

If you are going to get rid of the falloff penalty to hail, do the same to the penalty to Void, and optimal penalty of gleam.
Give null+50% to falloff, what is this +25% BS?
Liam Mirren
#1209 - 2011-11-27 05:29:17 UTC
Verity Sovereign wrote:
CCP has a hardon for Minmatar and the "hybrid buff" actually buffs projectiles even more, making them more silly than ever. In the mean time the Gallente issues still aren't solved.

PS; Tornado is also pretty LOL


Yup.

Excellence is not a skill, it's an attitude.

MooCowofKow
EVE University
Ivy League
#1210 - 2011-11-27 06:17:07 UTC
Verity Sovereign wrote:
http://www.eveonline.com/devblog.asp?a=blog&nbid=3012

Quote:
Tech II Ammo

I did some comparison between the tech II ammo types and found that one hybrid ammo type did indeed need some work. I also found that the other turret types had some very underwhelming ammo. Rather than limit myself to only boosting the hybrid ammo, I will also be making some changes to other tech II ammo types. Javelin is quite obviously underpowered. The correlating laser and projectile ammo, Gleam and Quake, are equally underwhelming and they all need some change. Additionally, Hail sticks out as terribly underpowered.

Javelin (all sizes): Removed cap penalty
Javelin, Gleam and Quake (all sizes): Removed tracking speed penalty, added 25% tracking speed bonus
Hail (all sizes): Removed falloff penalty



Hail is terribly underpowered? Its falloff bonus is removed? Winmatar's effective range is pretty much all falloff. Now they'll do more damage than EMP/Fusion/Phased Plasma with the same range, and +25% tracking....

And the Blasters will still be stuck with void with the same -50% falloff modifier that they just removed from Hail.

Meanwhile, null is stuck with the lowest range boost of any of the T2 range boosting ammo (for the short ranged variant of eahc weapon type).
Gallente still won't be able to catch Winmatar to get within blaster range. If they do, T2 autos will spit out much more DPS due to hail doing much better applied DPS.
Caldari rails will be buffed though, yay for only 2 viable races.
Drakes and Canes may become Drakes, Feroxs and Canes.
Woot!

If you are going to get rid of the falloff penalty to hail, do the same to the penalty to Void, and optimal penalty of gleam.
Give null+50% to falloff, what is this +25% BS?


T2 rails are still bad, hybrid Tengu is useless, Eagle is useless.
PJRiddick
CherryHill
#1211 - 2011-11-27 17:37:36 UTC
im gonna try this one more time, i replyed to this a bit ago bot for some reason the post didnt post,...>guess im a dumbass<

ANYWAY,...with that in mind,...

ill try to keep this short. I was looking over the specs for the long range T-2 ammo, and from what im seeing, its in the same group as the plutonium if memory serves me. Seeing that the T-2 ammo or SPIKE is a +80 but the tracking is .25, the only real advantge AFTER the patch coming will be the extra damage that the ammmo itself gives.
With the Spike ammo and its short comings in the past, being .25 on tracking, ive stuck to the T-1 ammo only because it hits better and is a lot more accurate at range.
With the upgrades to the weapons and the ammo, will this long range ammo hit any better?,...will i need to stick to the t-1 ammo or the faction ammo?

CCP,...take the tracking penelties off the SPIKE please,...Thank you
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#1212 - 2011-11-27 20:32:35 UTC
a 75% tracking penaly does seem excessive

If one has 1.8x the range, than at optimal one needs 1/1.8 = 0.555 x the tracking speed to have the same hit quality as before.

I would like to see the long range T2 ammo for beams, rails, and arty have a 0.56x tracking multiplier instead of a 0.25 multiplier.
Diehard Nuck
Diehard Nuck Corp
#1213 - 2011-11-27 23:44:58 UTC
Came to read about the hybrid buff - really enjoyed reading about a small, practically useless hybrid buff and the nice AC ammo buff.

Looks like CCP has decided that the lore dictates Gallente should crosstrain or become miners.
Otto Schultzky
Garoun Investment Bank
Gallente Federation
#1214 - 2011-11-28 04:51:39 UTC
After 60+ pages of "discussion" I am not holding my breath that Gallente/ Caldari hybrid weapons "platforms" will get a meaningful improvement.

So to whom it may concern in CCP game balancing department. If you can't make Gallente/ Caldari hybrid ships/ weapons "better" with out braking existing game balance, at least make them cheaper. Where their approximate mineral cost would reflect their combat effectiveness.

In a current state most hybrid ships larger that a frigate and smaller then capitals are like "white elephants that sent to hunt for elephant guns".
Phoenix Torp
Almost Absolute
#1215 - 2011-11-28 08:02:49 UTC
There is other thread for testing in SiSi and feedback
https://forums.eveonline.com/default.aspx?g=posts&t=29692

http://eveboard.com/pilot/Phoenix_Torp

quasarabyss
Deep Core Mining Inc.
Caldari State
#1216 - 2011-11-29 22:15:02 UTC
Pattern Clarc wrote:


Also, don't forget caldari...



Caldari Pilot here, I used to train Hybrids until i realized how fruitless it was.

Looks like Hybrids are back on the menu.

Also, CCP have begun to work on CCP, the effect on the game itself is an indicator of a greater trend. A positive trend that I hope remains in place for a long time.
Fingers crossed for more expansions like this one.

(Insert witticism here)

d3an0
Doomheim
#1217 - 2011-12-01 12:22:03 UTC
Blasters need more dps and alpha so when they finally do get the enemy pinned down, they really do face melt.

Gallente ships also need more speed bonuses and buffs so getting into range is actually possible when not warped in at 0. None of the silly falloff and optimal bonuses, that'd just ruin blasters purpose, although null and void could use some work.
Takeshi Yamato
Ministry of War
Amarr Empire
#1218 - 2011-12-01 18:22:33 UTC  |  Edited by: Takeshi Yamato
Buffing blaster dps through the roof won't solve anything. The problem is simply that the race with the shortest range does NOT have the fastest ships like it should. It's really basic stuff. Armor rigs and plates reducing speed while being pretty much required in PvP certainly don't help either. Further evidence for what I'm saying can be seen on the frigate level: blaster frigates are and were not gimped because they can catch up to their target, furthermore, combat usually takes place within web range.

Also, once upon a time, Autocannons didn't have ridiculous falloff and had to actually get close to webbing range to deal enough damage.
Rip Minner
ARMITAGE Logistics Salvage and Industries
#1219 - 2011-12-02 06:12:37 UTC
Verity Sovereign wrote:
a 75% tracking penaly does seem excessive

If one has 1.8x the range, than at optimal one needs 1/1.8 = 0.555 x the tracking speed to have the same hit quality as before.

I would like to see the long range T2 ammo for beams, rails, and arty have a 0.56x tracking multiplier instead of a 0.25 multiplier.



This! The math dont lie.

Is it a rock point a lazer at it and profit. Is it a ship point a lazer at it and profit. I dont see any problems here.

Tanya Powers
Doomheim
#1220 - 2011-12-02 16:57:58 UTC
Takeshi Yamato wrote:
Buffing blaster dps through the roof won't solve anything. The problem is simply that the race with the shortest range does NOT have the fastest ships like it should. It's really basic stuff. Armor rigs and plates reducing speed while being pretty much required in PvP certainly don't help either. Further evidence for what I'm saying can be seen on the frigate level: blaster frigates are and were not gimped because they can catch up to their target, furthermore, combat usually takes place within web range.

Also, once upon a time, Autocannons didn't have ridiculous falloff and had to actually get close to webbing range to deal enough damage.



Indeed, as it stands right now it's difficult to ask for more dps on blasters or rails without watching carefully and individually each ship.

Has you rightly said small blasters/rails are fine and by the way they were already before, they were the ones that needed no revamp at all but only ships tweaks.

Proportionally speaking between small and large guns, putting numbers out of my arse (just because I can but I will avoid) I'd say that blaster ships need a lot more speed, maybe a small increase in DPS and rails really a lot of DPS love.

While for blasters I think now that is about tweaking ships bonus that CCP will manage to bring them back to the light, Rails really suffer from the lack of alpha.
I don't think the best way to compare rails with other weapon system, or even watching independently each weapon system is to watch numbers over time because of something basic in the game: engagement time
You can't compare the dps of rails vs arty when one can instantly pop cruisers and the other one needs 5 shots then say that over time Rails have the biggest DPS.

Who shoots for 1hour a single BS?
Who shoots BC's or cruiser for over 30mn? -hell even 3minutes, unless is structures ...

Average fight without logistics is about 30s to about 100sec (self rep bait tanks etc) so in my humble opinion you can't just pick numbers over time (how much time by the way).
I guess long range weapons should be balanced around "target X" at "distance Y" with perfect skills and shooting for "Z" seconds based on average life time of ships using that kind of weapon system.

Then we would probably see that missiles need a huge dps improvement (travel time before applying dps) and rails are underground very deep looking for enraged hamsters.

Just some point of view about what actually is already done. More stuff will be done (I hope) so maybe and I hope I'll start using my racial ships and guns in fleets without read "gtfo with that shift and bring something useful"