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Balancing Feedback: Hybrid Turrets

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Author
Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#921 - 2011-11-17 05:11:48 UTC  |  Edited by: Zarak1 Kenpach1
Hybrid Turrets

Reduce CPU usage:

XL Turrets: -5 CPU
L Turrets: -3 CPU
M Turrets: -2 CPU
S Turrets: -1 CPU

** Exception: 75mm Railguns (they already have very low CPU requirements.)

Reduce Powergrid usage:

All hybrid turrets: -12% Powergrid usage. Rounded to nearest whole number.

** Exceptions: Light Electron Blasters, Light Ion Blasters, 125mm Railguns, 75mm Railguns (they already have very low Powergrid requirements.)

Reduced Capacitor usage:

All hybrid turrets: -30% capacitor use

Tracking Speed Increase:

All blaster turrets: +20% to Tracking speed

** Exception: XL turrets (they already have good tracking when compared to other XL turrets)

Railguns

Damage Increase:

All railgun turrets: +10% to Damage modifier

** Exception: XL turrets (they already have good damage when compared to other XL turrets)

Hybrid turret ships

While I am hesitant to boost individual ships right now, I do think that a small speed boost to hybrid turret ships in general is needed. You will notice that a few hybrid turret ships are not mentioned here. The ones that are not listed are either fast enough already or they have range bonuses to hybrid turrets, which means that they are meant for longer range combat and as such should not need a velocity boost as much as other hybrid turret ships.

Max Velocity +10 on the following ships:

Arazu, Astarte, Brutix, Catalyst, Deimos, Dominix, Dominix Navy Issue, Enyo, Eos, Falcon, Guardian-Vexor, Helios, Incursus, Ishtar, Lachesis, Maulus, Megathron, Megathron Federate Issue, Megathron Navy Issue, Thorax, Tristan, Utu, Vexor, Vexor Navy Issue, Vigilant

Max Velocity +5 on the following ships:
Cormorant, Federation Navy Comet, Hyperion, Kronos, Sin, Vindicator


Inertia Modifier -5% on the following ships:

Adrestia, Arazu, Ares, Astarte, Atron, Brutix, Catalyst, Celestis, Cormorant, Daredevil, Deimos, Dominix, Dominix Navy Issue, Eagle, Enyo, Eos, Eris, Exequror Navy Issue, Falcon, Federation Navy Comet, Ferox, Guardian-Vexor, Harpy, Helios, Hyperion, Incursus, Ishkur, Ishtar, Kronos, Lachesis, Maulus, Megathron, Megathron Federate Issue, Megathron Navy Issue, Merlin, Moa, Phobos, Raptor, Rokh, Sin, Taranis, Thorax, Tristan, Utu, Vexor, Vexor Navy Issue, Vigilant, Vindicator, Vulture

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): -25% falloff from -50%
Also added this in the OP of this thread recently

* Hybrid turret reload time will be 5 seconds.
* Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges)
* Blaster damage +5% (except XL turrets)
* Railgun tracking +5% (except XL turrets)
erfta
State War Academy
Caldari State
#922 - 2011-11-17 05:44:26 UTC
>.< just spent 20 minutes reading the last 5 pages twice, this thread is full of circular arguments

no one reads the TOS not even the guy that writes it. this is sig worthy http://massively.joystiq.com/2011/11/09/mortal-online-plagiarizes-eve-onlines-terms-of-service/1#c35015206

Spugg Galdon
Federal Navy Academy
Gallente Federation
#923 - 2011-11-17 10:13:18 UTC  |  Edited by: Spugg Galdon
Although I agree with CCP's tentative approach to the rebalancing of the game I also at the same time feel they (only just) haven't done enough to make a difference. In a few months time I have a feeling CCP won't have any real data on what their changes to hybrids have achieved as still no one will be using them.

I few months ago Company of Heroes was getting a major rebalance update and one of the Devs made some comments on the balance process. They mentioned that it was far better, as in more efficient, to make something that was currently very underpowered completely overpowered. Then dial it back gradually until it was where they wanted it to be. This way they found that the balance process was incredibly quick to complete as something that is OMGWTFBBQPWNEDMYASSROFL is very clear and easy to gradually draw back until balance is achieved. Instead we have a buff that is very conservative and everyone on the most part feels that blasters and the hulls designed to fit them are still very "meh".

Now I'm not suggesting that CCP make blasters and their respective ships stupidly OP and FOTM on TQ or even SISI. However if they first made them OP on their internal test server, played with them, nerfed them back down near to balanced status but still a little OP for TQ. It would be far easier for us to test them and say that "A,B and C are too good but X,Y,Z are nearly spot on". This would get us to the Balanced solution far far quicker.

Also. CCP. PLEASE!!! Look at ammo and make it more gooderer. Projectiles have fantastic choice where as Energy and Hybrids have two choices (soon to be 4 but all T2 eurrrgh)
I would love something like:


Multifrequency (short range EM) : Remains as is except high EM low Thermal
Infra-red (Short rng Thermal) : As MF but with hi thermal damage
Gamma (short range hi RoF) : +50% RoF -50% Damage -50% optimal
X-Ray (Short Range hi tracking) : -50% optimal +10% tracking low dmg
Ultraviolet (Mid range Mid dmg) : +25% optimal
Standard (V.Low Cap Use Mid Rng) : +25% optimal -50% cap use -20% damage
Microwave (Sniper/Alpha low RoF) : +50% dmg -50% Rof +40% optimal +15% Cap use
Radio (Extreme long range) : +60% optimal

Antimatter (Short rng Thermal) : Remains as is with High Thermal low Kinetic damage (75% Therm 25% Kin)
Lead (Short rng Kinetic) : As AM with hi kinetic low Thermal (75% Kin 25% Therm)
Uranium (Short rng Hi RoF) : +50% Rof -50% dmg -25% optimal -25% falloff
Plutonium (Short rng Hi tracking) : -25% optimal & falloff +10% tracking low dmg
Thorium (Hi falloff low optimal) : +50% Falloff (Mid range ammo that is ship specific [Gallente])
Iridium (Hi optimal Low falloff) : +50% Optimal (Mid range ammo that is ship specific [Caldari])
Tungsten (Sniper/Alpha low RoF) : +50% dmg -50% Rof +40% optimal & falloff +15% Cap use
Iron (Extreme long range) : +60% Optimal & fall off
SMT008
Deep Core Mining Inc.
Caldari State
#924 - 2011-11-17 11:13:52 UTC
Spugg Galdon wrote:

Multifrequency (short range EM) : Remains as is except high EM low Thermal
Infra-red (Short rng Thermal) : As MF but with hi thermal damage
Gamma (short range hi RoF) : +50% RoF -50% Damage -50% optimal
X-Ray (Short Range hi tracking) : -50% optimal +10% tracking low dmg
Ultraviolet (Mid range Mid dmg) : +25% optimal
Standard (V.Low Cap Use Mid Rng) : +25% optimal -50% cap use -20% damage
Microwave (Sniper/Alpha low RoF) : +50% dmg -50% Rof +40% optimal +15% Cap use
Radio (Extreme long range) : +60% optimal

Antimatter (Short rng Thermal) : Remains as is with High Thermal low Kinetic damage (75% Therm 25% Kin)
Lead (Short rng Kinetic) : As AM with hi kinetic low Thermal (75% Kin 25% Therm)
Uranium (Short rng Hi RoF) : +50% Rof -50% dmg -25% optimal -25% falloff
Plutonium (Short rng Hi tracking) : -25% optimal & falloff +10% tracking low dmg
Thorium (Hi falloff low optimal) : +50% Falloff (Mid range ammo that is ship specific [Gallente])
Iridium (Hi optimal Low falloff) : +50% Optimal (Mid range ammo that is ship specific [Caldari])
Tungsten (Sniper/Alpha low RoF) : +50% dmg -50% Rof +40% optimal & falloff +15% Cap use
Iron (Extreme long range) : +60% Optimal & fall off


/Signed ! It looks great.
Morgan North
Dark-Rising
Wrecking Machine.
#925 - 2011-11-17 12:00:52 UTC
What if Hybrid ammo gave different bonuses based on the weapon being loaded was either Blaster or Railguns?

I'm talking specifically about range bonuses, allowing -some- ammo types to increase the optimal of blasters by a scale of 200% to 500%, and thusly hit at the usual "kiting" ranges.

If we left Anti-matter as it is, and instead buffed Iron, Tungsten and Lead optimal ranges to the usual kiting ranges (Around 10, 15 and 20 Km), but applied that change only to Blasters, you could see that speed wasn't necessary, merely time to swap ammonition based on the engagement range. However, these bonuses would be tied to Blasters specifically, not to Railguns.
Pinky Denmark
The Cursed Navy
#926 - 2011-11-17 12:06:44 UTC
I fully agree - This will not buff hybrids statwise but it will give it some edge and it's a chance to straighten out the weird cap bonuses on the ammo.

Apart from that all we need is something to make the rails unique - the blasters has the massive dps and sweet tracking buff but look at long range weapons...
Artillery : no cap, select damage type, 3-4x alpha
Beams : best dps, tachyons, instant reload, best tracking
Railguns : average/good dps, average reload time, not the worst tracking anymore, best range

Well it might be enough - but only if all the ships gets special attention.

Gallente mass/agility boosts to compensate for armor use and gets blasters into range?
A look into why caldari railgun ships don't get used (bonus and for Rokh maybe a medslot)?
Active tanking. Rarely used for anything but PvE. (make crystal implants for hitpoints and boost active reps 50%)?

Pinky
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#927 - 2011-11-17 13:29:16 UTC  |  Edited by: Vincent Gaines
Pinky Denmark wrote:
A look into why caldari railgun ships don't get used (bonus and for Rokh maybe a medslot)?


When I would use an Eagle or Rokh (usually out of boredom) my frustration would be simple. I'd get range, easily. I'd hit, and often hit well. But damage was crap. DPS is low and Alpha is low.

See, Arties have great Alpha but lower DPS. Beams have meh alpha but nice DPS. Either way I see the damage I'm doing because after I hit and all modifiers taken into account, there is still a net amount of damage.

I really wish I had EFT or pyfit (whatever it's called) so I can compare DPS/Alpha at range.. Eagle vs. Zealot vs. Muninn

Not a diplo. 

The above post was edited for spelling.

Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#928 - 2011-11-17 13:56:33 UTC
eagle doesnt get used because it has a double optimal bonus instead of buff to both ROF and damage unlike all the other sniper platforms. that ship simply cannot perform comparably in sniper hac fleets
Grimpak
Aliastra
Gallente Federation
#929 - 2011-11-17 13:59:59 UTC
Zarak1 Kenpach1 wrote:
eagle doesnt get used because it has a double optimal bonus instead of buff to both ROF and damage unlike all the other sniper platforms. that ship simply cannot perform comparably in sniper hac fleets



you also max out the fittings by just slamming 5 250mm rails in it.


altho this will be solved on this patch.

[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

Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#930 - 2011-11-17 14:02:30 UTC
i'll check it out when i'm not on my linux machine but, if the 250's do push it into mid 300's or higher then the problem is solved
Zizeria
Systems Overwatch
#931 - 2011-11-17 14:46:19 UTC
In the real world the US navy is developing rail guns to replace standard ship based deck guns because of there greater range, and damage. The ammount of kinetic energy a rail gun can impart is stagering when compaired to more traditional weapon systems, to the point where the shell has no need for an explosive payload. In reality rails should have superior damage and range to any naval gun that uses a chemical propellant. The curent disadvantages are power requirements and ROF due to the cap charge time, as well as increced maintenance requirements from magnitic forces inflicting high amounts of stress on the rails.

So in short I guess I want to say rails should hands down out DMG arty, with greater range at the expence of powergrid and ROF.

-Z
Tanya Powers
Doomheim
#932 - 2011-11-17 15:28:29 UTC
I can fit full rack of 1400 Arty on my Tornado but I can't fit more than 4 425mm Rail Gun II on my Talos...

So?
Magosian
Center for Advanced Studies
Gallente Federation
#933 - 2011-11-17 15:29:04 UTC
Zizeria wrote:
In the real world the US navy is developing rail guns to replace standard ship based deck guns because of there greater range, and damage. The ammount of kinetic energy a rail gun can impart is stagering when compaired to more traditional weapon systems, to the point where the shell has no need for an explosive payload. In reality rails should have superior damage and range to any naval gun that uses a chemical propellant. The curent disadvantages are power requirements and ROF due to the cap charge time, as well as increced maintenance requirements from magnitic forces inflicting high amounts of stress on the rails.

So in short I guess I want to say rails should hands down out DMG arty, with greater range at the expence of powergrid and ROF.

-Z



Heh,

If you expected this game to reflect any sort of realism, you're several years late.

"21st century" railguns are getting outmatched by a weapons platform that is several centuries old in addition to another weapons platform which was invented in 1960. Mankind hasn't even invented the "blaster" yet, but rest assured it's getting its ass kicked in EVE by antiquated technologies, too.

Kinda humorous, no? Blink
Naomi Knight
Ministry of War
Amarr Empire
#934 - 2011-11-17 15:39:01 UTC
Magosian wrote:

Heh,

If you expected this game to reflect any sort of realism, you're several years late.

"21st century" railguns are getting outmatched by a weapons platform that is several centuries old in addition to another weapons platform which was invented in 1960. Mankind hasn't even invented the "blaster" yet, but rest assured it's getting its ass kicked in EVE by antiquated technologies, too.

Kinda humorous, no? Blink


oh so my Trireme with 20 archers fitted will be able to beat supercarriers?
Magosian
Center for Advanced Studies
Gallente Federation
#935 - 2011-11-17 16:05:58 UTC
Naomi Knight wrote:
Magosian wrote:

Heh,

If you expected this game to reflect any sort of realism, you're several years late.

"21st century" railguns are getting outmatched by a weapons platform that is several centuries old in addition to another weapons platform which was invented in 1960. Mankind hasn't even invented the "blaster" yet, but rest assured it's getting its ass kicked in EVE by antiquated technologies, too.

Kinda humorous, no? Blink


oh so my Trireme with 20 archers fitted will be able to beat supercarriers?


So long as the arbitrary power creep exists, coupled with a slow counter-balancing process, I'd say it's possible. Big smile
m0cking bird
Doomheim
#936 - 2011-11-17 16:14:01 UTC
I'm finding it pretty funny that CCP didn't go overboard with this boost. Blasters dont have their "TE's". Speed and damge will not be the answer and I'll go into why that is later because I cant be arsed now.
Miriiah
Republic Military School
Minmatar Republic
#937 - 2011-11-17 16:50:09 UTC
Atleast make Null 50% optimal/falloff bonus before this patch goes live?Ugh
Julius Foederatus
Federal Navy Academy
Gallente Federation
#938 - 2011-11-17 16:50:52 UTC
Please don't, we don't want to hear some drake/minmatar pilot tell us how to fix blasters by making them a poor mans version of AC canes.
mate teahupoo
Garoun Investment Bank
Gallente Federation
#939 - 2011-11-17 16:54:29 UTC
I have not been following up with this that much, so this might have been asked already.
If you are going to do this"

Tracking Speed Increase:
All blaster turrets: +20% to Tracking speed"

Then will you buff up TD's to account for the extra 20% we have unaccounted for?
Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#940 - 2011-11-17 16:58:46 UTC
why would they? the reasoning for the improvement was that their tracking was shite for the range they are doing damage at anyways.

tracking disruptors still work as intended and two of these on a blasterboat will still put its tracking way below where it was pre buff