These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
123Next page
 

So Hybrids..... changes enough?

Author
Archare
Aliastra
Gallente Federation
#1 - 2011-10-31 19:43:36 UTC  |  Edited by: Archare
Original post fail so I'll let the thread title speak for itself since ppl have run off with it anyways
Tanya Powers
Doomheim
#2 - 2011-10-31 19:46:20 UTC
There was an issue with your post.

But to answer the main question (tread name): NO
Dunmur
Tempered Logic
#3 - 2011-10-31 23:22:41 UTC
NOT EVEN CLOSE
Koniss
Advanced Technology
#4 - 2011-10-31 23:35:48 UTC
NO GIVE ME A 200% DAMAGE BOOST ON BLASTER AND 300% ON RAILS OR ITS NOT WORTH SKILL HYBRIDS BECAUSE THEY SUX MINMATAR AND AMARR ALWAY WIN AND I JUST GOT THE WEAKEST RACE WITH THE WEAKEST WEAPONS CCP SUX SO MUCH YADDA YADDA


ps: hybrid changes are fine give them time and people will start to use them again the BEST change about hybrids is the reduced fitting stats.
Gypsio III
State War Academy
Caldari State
#5 - 2011-10-31 23:36:11 UTC
Didn't address:

Ability to get into blaster range.
The minimal DPS advantage over Pulse and ACs if you can get to range.
The non-viability of long-range sniping.
The problem of Tachyons on optimal-bonused hulls even if ranged sniping was viable.

There is still no reason to fly a blasterboat or a railboat - their specialist jobs are still done about as well by other, much more flexible ships. Absurdly, the greatest beneficiary will be ACs thanks to the insane boost to Hail.

The problem is that hybrids have well-defined roles, while lasers and ACs are too flexible, too good in too many situations. Now, you can boost hybrids by making them more flexible too, but you just end up with homogenised weapons, and everybody knows that this is bad. But the only alternative is to nerf lasers and ACs, to stop them encroaching on and usurping hybrids' roles. But CCP simply doesn't dare to do this, it's too vulnerable after the summer's screwups, it can't afford another threadnought from the short-sighted "wahh wahh no nerfs" crowd.

All we can really hope for is to watch this "fix" fail then come back in six months, when CCP is stronger.
Barbelo Valentinian
Federal Navy Academy
Gallente Federation
#6 - 2011-10-31 23:45:17 UTC
Koniss wrote:
the BEST change about hybrids is the reduced fitting stats.


Amen, it's been quite frustrating as I've started cross-training, seeing how easily top T2 racial stuff fits for other races, compared to Gallente. This really brings hybrids in line.
To mare
Advanced Technology
#7 - 2011-11-01 00:09:06 UTC
Koniss wrote:
the BEST change about hybrids is the reduced fitting stats.


we still have to see how much fitting cost is reduced but just this change do alot, we finally might be able to do a 2rep 2cap booster setup on the hyperion w/o electron blaster, no more cpu problem on the mega the thorax could become a beast sporting a decent tank and awesome dps, this will benefit the deimos too even if it will still have other problems like people that are too afraid of KB stats to go short range with a HAC.
the gallente frigs will be the FOTM (especially with the incoming AF boost).
tracking bonus its also a nice ad we will be able to use void with 90% of the tracking of actual antimatters and the mega will have a absurd tracking for a BS.
the increased speed for blaster boat its a major change, very risky for minmatar, imho a agility boost was a better thing for blaster boats where you have to manouver in short ranges.
cap reduction is a minor change and wont effect the game that much (it just help small ships when you dont have a space for a cap booster) but its still a boost
Calapine
Xeno Tech Corp
#8 - 2011-11-01 01:24:55 UTC  |  Edited by: Calapine
To mare wrote:
Koniss wrote:
the BEST change about hybrids is the reduced fitting stats.


we still have to see how much fitting cost is reduced but just this change do alot, we finally might be able to do a 2rep 2cap booster setup on the hyperion w/o electron blaster


Your post got me curious, so I looked into EFT and using the claimed 12% reduction in pg-need (cited in the dev blog), an 8-Ion-Blaster Dual-Rep Hyperion is possible, provided an one heavy one medium cap booster setup is used.

Quote:
[Hyperion, Winterversion]

Ion Blaster Cannon II, Federation Navy Antimatter Charge L
Ion Blaster Cannon II, Federation Navy Antimatter Charge L
Ion Blaster Cannon II, Federation Navy Antimatter Charge L
Ion Blaster Cannon II, Federation Navy Antimatter Charge L
Ion Blaster Cannon II, Federation Navy Antimatter Charge L
Ion Blaster Cannon II, Federation Navy Antimatter Charge L
Ion Blaster Cannon II, Federation Navy Antimatter Charge L
Ion Blaster Cannon II, Federation Navy Antimatter Charge L

Heavy Electrochemical Capacitor Booster I
Medium Electrochemical Capacitor Booster I
Quad LiF Fueled I Booster Rockets
Faint Warp Disruptor I
Fleeting Propulsion Inhibitor I

Damage Control II
Large Armor Repairer II
Large Armor Repairer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Magnetic Field Stabilizer II

Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I
Large Nanobot Accelerator I


Powergrid: 19406/19690
CPU: 748/750


Assuming 1 Magstab that is a 50 DPS or 7% increase in damage done. Effective Range (optimal + 50% Falloff) changes from 6,75 km to 8,75 km compared to the traditional setup using electron blasters.

Cala

Pain is short, and joy is eternal.

Grimpak
Aliastra
Gallente Federation
#9 - 2011-11-01 01:36:43 UTC
proposed changes are just halfway there. they still only have marginally better dps for much less range atm.

[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

1600 RT
#10 - 2011-11-01 01:43:34 UTC
Grimpak wrote:
proposed changes are just halfway there. they still only have marginally better dps for much less range atm.

yeah me too want moar pls ccp go overboard with hybrid boost and maybe why not nerf amarr and minmatar while you are at it?


Roll
Grimpak
Aliastra
Gallente Federation
#11 - 2011-11-01 01:48:12 UTC
1600 RT wrote:
Grimpak wrote:
proposed changes are just halfway there. they still only have marginally better dps for much less range atm.

yeah me too want moar pls ccp go overboard with hybrid boost and maybe why not nerf amarr and minmatar while you are at it?


Roll



of course they should cut range of blasters even further.

they should do face-melting dps inside a 10-15km bracket, but beyond that, they should have a hard time scratching paint out of an old barn.

damage projection of blasters should be done by the ships themselves and not the guns. that's the counter-balance point of having a gun that can wtfpwn anything inside its optimal.

[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

Ruah Piskonit
PIE Inc.
Khimi Harar
#12 - 2011-11-01 01:49:18 UTC
Gypsio III wrote:
Didn't address:

Ability to get into blaster range.
The minimal DPS advantage over Pulse and ACs if you can get to range.
The non-viability of long-range sniping.
The problem of Tachyons on optimal-bonused hulls even if ranged sniping was viable.


1) Agility on Blaster boats is being reduced - as it should be tbh - Minmatar are the fastest in the straight, Gallente get to speed faster.

2) 200% is a lot. and thats the base stats. Pulse is only good with scorch and the fitting/cap use for them are major disadvantages. ACs are too good - but thats because the TE is a second damage mod and the ammo changes should have been for hybrids and not for projectiles.

3) hu? I guess this is the feeder to Q#4.

4) Tacheons are actually a tier above other large guns - the Mega Beam is the equiv. But then again, look at the fitting and cap use.

and to add - tracking is buffed AND the t2 ammo changes are huge. . .


Overall the changes are huge. Blasters will do a LOT more damage now, Gallente ships will be a lot quicker to max speed, and the reduction in fittings and cap use will allow for a lot more fitting options previously not available. Blasters were and should always remain super close range. I would say that these changes are really good and should do a lot to make blasters really great.

Rails will always do the least DPS at the most range. Artillery will always do the most alpha at the worst ranges, and beams will remain the best middle ground but with major fitting and cap issues.

I would be happy.
Grimpak
Aliastra
Gallente Federation
#13 - 2011-11-01 02:00:28 UTC
Ruah Piskonit wrote:
Blasters will do a LOT more damage now, Gallente ships will be a lot quicker to max speed, and the reduction in fittings and cap use will allow for a lot more fitting options previously not available.



in perfect conditions, they still have only marginally better damage.

and said perfect conditions are still a less mobile target sitting at spit range.

[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

Calapine
Xeno Tech Corp
#14 - 2011-11-01 02:08:06 UTC  |  Edited by: Calapine
Ruah Piskonit wrote:
Overall the changes are huge. Blasters will do a LOT more damage now, Gallente ships will be a lot quicker to max speed, and the reduction in fittings and cap use will allow for a lot more fitting options previously not available.


A Neutron Mega is a still a Neutron Mega. Having a bit more grid left over wont allow it do more damage, unless we get a new type of blaster.

A Deimos is still a Diemost. Saving 12% grid on guns does not open up any fitting options that allow the ship to be anything than an under-performing, over-priced deathtrap.

Cala

Pain is short, and joy is eternal.

Cunane Jeran
#15 - 2011-11-01 02:14:06 UTC  |  Edited by: Cunane Jeran
I honestly believe the changes go far enough and do fix the big issues. I know a lot of people were hoping for some massive power creep and to see Gallente above those Matari and Amarrian folks but I believe in the long run this reserved approach is for the best.

First and foremost, the fitting and cap requirements being lowered. This was well overdue and in some cases beyond a joke, running the numbers and testing some fits the boost we are getting is far more than is on paper.

PvE: We are going to have 1/2 free slots in mids and rigs Take a 425mm Mega, I've gained a Med slot that was originally a cap re-charger, and a rig slot. That's huge! I've never been one of those cap stable people, I have to add. That mid is an extra Tracking Comp, a huge tracking boost over what was previously feasible and the rig? With the PG reduction I'll be slipping a hybrid rig in there.

PvP: Generally if you like dual rep with blasters you were limited to Electrons or an Electron/Ion mix. Not any more, once again the reductions have added more than what was on paper, by allowing us to fit bigger blasters to existing set ups, and well, the -30% cap reduction is just plain nice in this case.

Then we come to the Rail damage bonus, nothing heavy but it's enough to bring them in line, the damage itself was never terrible, but had issues this is a much needed and welcome buff. It might see them used more in PvP, I've got some experimental fits in mind that might be pretty decent.

Blaster tracking, what can I say, after the web nerf, they needed this though they weren't overly bad or broken, and were always situational. But the extra speed, agility boost and tracking fixes it nicely, more range and more damage, are certainly not needed, if you get caught out by one, faces melt.

Personally I'm rather looking forward to using a Deimos, without being laughed at.
Ruah Piskonit
PIE Inc.
Khimi Harar
#16 - 2011-11-01 02:17:23 UTC
ok, jump down on me then.

i still think its considerable when taken as a whole.

what really happened here is that projectiles got overbuffed - namely the TE and Ammo changes were simply too good when coupled with the low fitting and capless element. i know a lot of people think that lazers are powerful - but remember 3 things - 1) Amarr are the gank/tank race - most of its gunships only have guns. So they naturally have the slightly better gun system and 2) its only with scorch. 3) the fitting and cap use on amarr guns is a major liability in combat.

Overall, I would still be happy. . . I mean, what did you really expect.
Grimpak
Aliastra
Gallente Federation
#17 - 2011-11-01 02:20:03 UTC
Cunane Jeran wrote:
more range and more damage, are certainly not needed



in all honesty, they really should get much more damage, but only if they get less range.

their damage quality is improved, but as I said above, atm in perfect conditions they still do just a tiny 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

Cunane Jeran
#18 - 2011-11-01 02:28:26 UTC
Grimpak wrote:
In all honesty, they really should get much more damage, but only if they get less range.

their damage quality is improved, but as I said above, atm in perfect conditions they still do just a tiny bit more damage.


Less range really wouldn't change that much 20% reduction would be a 100m-750m in optimal, so if it was a large damage boost, the range offset would barely register. Lowering the falloff more would just see us being kitted around in my opinion.
Calapine
Xeno Tech Corp
#19 - 2011-11-01 02:30:20 UTC  |  Edited by: Calapine
Ruah Piskonit wrote:
ok, jump down on me then.


I am not Blink Just polity disagreeing with your argument.


Ruah Piskonit wrote:

what really happened here is that projectiles got overbuffed - namely the TE and Ammo changes were simply too good when coupled with the low fitting and capless element. i know a lot of people think that lazers are powerful - but remember 3 things - 1) Amarr are the gank/tank race - most of its gunships only have guns. So they naturally have the slightly better gun system and 2) its only with scorch.


We are on the same page here. Especially regarding projectiles and scorch. I'll be a bit pretentious and quote my suggested solutions from the 'Are hybrids inherently broken?' thread in GD:

Calapine wrote:

  1. Slightly reduce the TE falloff bonus. (for example from 30% down to 25-20%)
  2. Again, slightly, reduce pulse tracking and reduce scorch DPS. Currently scorch simply obsoletes 2/3 of faction crystals.
  3. Apply the 10% damage buff from Rails to Blasters as well. Don't touch range or falloff, to avoid the mentioned homogenization of weapon systems.
  4. Additionally keep the already announced changes. (Speed buff, agility, fitting)



Ruah Piskonit wrote:
I mean, what did you really expect


A hybrid-fix that deserves the name?

Cala

Pain is short, and joy is eternal.

To mare
Advanced Technology
#20 - 2011-11-01 02:36:01 UTC
Calapine wrote:
Ruah Piskonit wrote:
Overall the changes are huge. Blasters will do a LOT more damage now, Gallente ships will be a lot quicker to max speed, and the reduction in fittings and cap use will allow for a lot more fitting options previously not available.


A Neutron Mega is a still a Neutron Mega. Having a bit more grid left over wont allow it do more damage, unless we get a new type of blaster.

A Deimos is still a Diemost. Saving 12% grid on guns does not open up any fitting options that allow the ship to be anything than an under-performing, over-priced deathtrap.

Cala


the neutron mega will be still able to fit tank & neutrons, but compared to the actual mega you wont have to choose between large cap booster and large neut because you will be able to fit both, plus with the tracking boost of blaster and ship bonus you can use void and still have more tracking than the average BS for a very good damage.
the deimos will be finally able to fit a full rack of neutrons and a 800mm plate w/o any fitting mods or even a 1600 plate and a mix of 3/4ions and 1/2 electrons wich is good (plus the speed/agi bonus help on this), now the problem with deimos its you probably dont wann go in short range with a hac but it have a really damn good tank/gank ratio.

oh and TC/TE buff affect blaster as well even if less than projectile. and its not like that minmatar boats have more slot to fit TE/TC than blaster ships
123Next page