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Everything [I know] is wrong with Hybrid Turrets - Long - CCP Please Read!

Author
Magosian
Center for Advanced Studies
Gallente Federation
#1 - 2011-11-04 20:10:49 UTC  |  Edited by: Magosian
First, let me say I don't consider myself to be the end-all-beat-all source on the way things work in EVE, nor would I say my experience encompasses entirely the slew of scenarios as to how things work and how things SHOULD work. I would appreciate any input from fellow players and forum users on anything I have discussed here as I will be the first to admit I have not seen, experienced, or "lived" as much of this game as I would like. In other words, while I can comment on many things I have discovered from my own, personal experience, I fully admit some of the things I am about to discuss come from second-hand information, especially in the field of large fleet pvp and its use of capital vessels. Still, I feel reading forum posts, websites, watching videos, and examining killboards paints a pretty good picture of how it works. It is also a worthwhile to mention I never expect ALL of the suggestions in here to be applied to increase hybrid turret viability and popularity. There is no doubt, applying ALL suggestions people make would quickly turn hybrid turrets into the "i-win" button of EVE, and this is not what I want to happen. If anything, I hope the reader walks away from this article with the notion that SOME of these changes are what is needed, certainly not all.

In addition, I absolutely appreciate the recent efforts made by CCP, specifically the "getting back to basics" attitude which has taken hold recently, due to some relatively recent events which resulted in a significantly disgruntled playerbase *cough*. I also believe the immediate addressing of hybrid turrets is a direct result of this attitude. Unfortunately, I get the impression CCP does not understand why anything needs to be done in the first place. This is clearly evident in the changes proposed. Having said this, I would like to point out: listening to the playerbase to give you incentive to change things doesn't stop after deciding to act on its harsh mood. More to the point, if you're going to do something, do it right [by giving heavy consideration to threads such as this one], and if you're willing you admit you've made a mistake by either ignoring the players or failing to communicate to the players, DO NOT REPEAT YOUR MISTAKE JUST AFTER REALIZING THE MISTAKE! :)

Anyway, enough of that crap.

I don't think there is any doubt hybrid turrets need some serious work to not only make them viable, but a desirable, and even an optimal choice when choosing it as a weapons platform, given a certain set of criteria. Killboards, alliance tournaments, player feedback, and market activity clearly show hybrid turrets are not popular. This should result in two questions:

-Why aren't hybrid turrets popular?
-What can be done to change this?


In a nutshell, the first question has an easy answer. Hybrids don't provide any fundamental benefit to the pilot in its application. Yes, hybrids are the only weapon that provide a combination of kinetic and thermal damage. Yes, blasters have the highest base damage of all weapon systems in the game. However, real-eve-world application of these turrets quickly prove to be largely ineffective when compared to their projectile and laser counterparts. This is why they are not popular.

In regards to the second question, I fully admit, providing pliable answers is NOT an easy thing because it involves several auxillary conditions and restrictions, but this is why I am taking time to lay it all out as best I can.
Magosian
Center for Advanced Studies
Gallente Federation
#2 - 2011-11-04 20:11:07 UTC  |  Edited by: Magosian
I. Hybrids are not only the most inhibiting turrets available, but also lack fundamental benefits in its characteristics.

This is simple. Hybrids require ammo/reload, require capacitor to activate and run, have a fixed damage type, have terrible base values to determine effective range, and equally pull from lackluster optimal and falloff statistics in order to determine that real-world, effective range. On top of this, the base stats of hybrid turrets is deplorable, often sporting the shortest ranges of all weapon types. Simply put, a hybrid-using pilot inherits the most drawbacks without any significant gain or benefit. This is in stark contrast to other turret types:

-Projectile turrets as a whole offer options like switching damage types, no cap use, and due to focusing on falloff to dictate effective range, projectiles are viable at greater variety of ranges. Artillery provides incredible alpha damage, which opens the door for things like suicide ganking and hurricane/maelstrom alpha fleets. While autocannons are not the absolute kings in damage numbers [although they're pretty close], the ability to choose damage types while still maintaining great tracking and effective range easily outshines this SLIGHT reduction in base damage. All the while, projectile turrets are fit on the fastest ships in the game. This results in projectiles being a top choice for small fleets and solo work, with a moderate desire for large fleets due to high alpha capability. Both groups benefit entirely due to no cap requirements.

-Lasers provide instant crystal swapping, virtually no ammo needed, and strength in effective range due to focusing primarily on optimal. This optimal benefit is even more evident in pulse lasers with scorch crystals, effectively transforming short-range, high-damage pulse lasers into long range weapons. The benefits of instant swapping of crystals and the non-existent requirement of ammo (in terms of cargo space and for all you "faction/t2 crystals are ammo!!!!!" people, an insignificant diminishing ammo supply while the turrets are active) results in a logistical fantasy for large fleets, corporations, alliances, and high-visibility nullsec activity. Couple this notion with Amarr ships providing the highest effective hit point buffers in the game, there is no question lasers are the most effective option for the aforementioned participants. Moderate effectiveness can also be had with small gangs and the solo pilot due to the sheer dominance of optimal range in laser turrets. This has resulted in a fair popularity in nano'd Harbingers with scorch'd pulses and I don't think there is any disputing how amazing a properly-fitted Imperial Navy Slicer is in action.

It is ABSOLUTELY IMPERATIVE hybrid turrets not only offer the pilot something which no other weapon type offers, but that special something has to be easily applicable! Projectiles natively get alpha. They natively get cap free use. Lasers provide incredible scorch ammo and instant swapping of crystals to dictate effective range. The pilot has to do virtually NOTHING, or sometimes absolutely NOTHING, to obtain these benefits. I cannot stress how important this is!! Adding something unique to hybrids which natively provide the pilot with some passive benefit WILL make or break its rise in popularity. Here are some suggestions:

-perfect strike damage is automatically applied to the target's weakest resist.
-% of the damage done also natively drains the same amount of the target's capacitor.
-unique t2 ammo, I mean game-changing base damage, range, omni-damage, etc.
-hybrids use a crystal ammo variant similar in function to lasers AND cost no cap, but retain their deplorable effective range and fixed damage types.

Please don't read into the above examples too much. The entire point is, CCP needs to start thinking outside the box while in parallel dismissing the notion that making hybrids viable remains solely within pre-existing, ingame statistics and conditions. Hybrids do not uniquely benefit the pilot in any way, this is the biggest problem and if it is ignored, players' opinions of hybrid turrets will never change.
Magosian
Center for Advanced Studies
Gallente Federation
#3 - 2011-11-04 20:12:39 UTC  |  Edited by: Magosian
II. Hybrids do not benefit as much from auxillary devices as much as their turret counterparts.

This is a more complicated perspective on the problem, but I think once this segment is read and understood, the statement is hard to dispute. The best way I can do is to simply list "auxillary devices" and why hybrids literally fall short.

-Ships: I'm happy to see CCP propose speed and agility increases to Gallente ships because it means they understand the problem doesn't entirely lay with hybrid turrets. However, it seems like the concept of Minmatar ships being the fastest ships in the game is something CCP refuses to change, and that is simply unacceptable. I haven't tested any of the proposed changes but I don't think I need to either. It's quite clear to me if hybrids are to maintain their effective ranges, then they need to be on the fastest ships in the game. It's that simple. Looking at the proposed changes, Minmatar ships will still fly circles around Gallente ships from ranges and speeds which hybrids can't be effective, thus addressing the problem still falls too short of the goal. Amarr and Gallente ships are now somewhat matched in speed and controlling fighting range, but Amarr still have the advantage of applying scorch damage at longer ranges and switching to conflaguration instantly once shorter ranges are at play. What is key here however, is the Amarr ship is still fully capable of maintaining effective ranges for scorch; armor speed penalties will prevent Gallente ships from significantly closing the gap on Amarr ships.

-Ammo: It wasn't long ago when projectile turrets received an overhaul for being largely ineffective as well. The overhaul addressed the viability of ammo: a dramatic change to the types available, expanding their versatility as well as significant increase to a projectile turret's fully-loaded capacity. I think it's safe to say hybrids require a very similar effort into its ammo types, but more so, hybrids require specific attention PARTICULARLY to T2 ammo for both railguns and blasters. Null ammo is still a joke; nothing compared to scorch and barrage. Void is OK, but again, the base range stats of blasters are so poor, it's virtually useless, too.

-Tracking enchancers, tracking comps, rigs and implants which boost range: a pilot who chooses to enhance effective range of hybrid turrets does not get the benefit of having to boost only falloff (like a pilot using projectiles) or only optimal (like a pilot using lasers). Hybrid users must boost both, which means not only do they have to chase down twice as many things which boost range, but the actual numbers which boost the range aren't applied to large numbers, thus the bonus applied isn't as great. I'll use the hardest-hitting T2 medium short range turrets as an example, accepting optimal + falloff as the effective range. I will also apply 50% increases (or in EVE terms, a 1.5x multiplier) to a single range stat: optimal or falloff, whichever results in the greatest effective range, then I will apply that same bonuses to both optimal and falloff:
Magosian
Center for Advanced Studies
Gallente Federation
#4 - 2011-11-04 20:12:48 UTC  |  Edited by: Magosian
Single bonus:

-425mm Autocannon II
base range stats: 2400 optimal 9600 falloff
1.5x to falloff
2400 optimal + 1.5x9600 falloff = 16.8km effective range

-Heavy Pulse Laser II
base range stats: 12000 optimal 4000 falloff
1.5x to optimal
1.5x12000 optimal + 4000 falloff = 22.0km effective range

-Heavy Neutron Blaster II
base range stats: 3600 optimal 5000 falloff
1.5x to falloff
3600 optimal + 1.5x5000 falloff = 11.1km effective range Ugh

Double bonus:

-425mm Autocannon II
base range stats: 2400 optimal 9600 falloff
1.5x to falloff
1.5x2400 optimal + 1.5x9600 falloff = 18.0km effective range

-Heavy Pulse Laser II
base range stats: 12000 optimal 4000 falloff
1.5x to optimal
1.5x12000 optimal + 1.5x4000 falloff = 24.0km effective range

-Heavy Neutron Blaster II
base range stats: 3600 optimal 5000 falloff
1.5x to falloff
1.5x3600 optimal + 1.5x5000 falloff = 12.9km effective range Ugh

This is a best-case scenario. Most situations where pilots increase effective range, they're using items boosting both optimal and falloff (TEs and TCs for example). The result is a magnification of blaster weakness, i.e. prime stats, like optimal for lasers or falloff for autocannons, are healthy values from the start, and their counterpart stats (optimal for autocannons and falloff for pulse lasers) are small enough so bonuses to them are moot. Hybrids fall somewhere between, applying increases to small numbers results in small numbers, falling incredibly short of competing at an "effective range."

These numbers help better understand fundamental issues with hybrid turrets [CCP], particularly blasters, as it's not just range:

-pulse lasers clearly have range advantage, but this is offset by the turrets' cap use, sub-par tracking, and a slight reduction to speed on amarr ships.
-autocannons counter range advantage by capfree turrets, fastest ships, choosing damage type, and the option to force pulse lasers to track beyond their means.
-blasters have highest dps but the fact remains: slower ships, laughable range, and no unique benefits means they don't play the rock-paper-scissors game AT ALL.
-in an effort to meet the effective ranges of other turrets, hybrid turret ships end up handicapping themselves in other areas to compete. This occurs when the pilot is forced to fit twice as many TEs/TCs just to be somewhat close to matching the range of projectiles and lasers.
-the philosophy of "in your face dps" of blasters is a direct contradition of armor tanks. A blaster user must survive the trip to the target as range decreases, which means he needs more tank. But in order to increase tank, armor must be increased, which means reduced speed. For every step forward you end up taking a step backward. There is no better example of the flaw in the "philosophy" of Gallente offense than this one, which brings me to my next point.
Magosian
Center for Advanced Studies
Gallente Federation
#5 - 2011-11-04 20:13:00 UTC  |  Edited by: Magosian
III. Current hybrid turrets can provide benefits, however, they are not in tune with the playability, mindset, or philosophy of EVE Online.

This may seem a little strange to encounter in a forum post which is, at its core, a "BUFF HYBRIDS!@&%@!$" plea, but I want to show I am doing my best to be objective about the whole thing.

Imagine for a moment EVE had several locations where pilots have to navigate a labyrinth of tunnels in very large asteroids, or on small moons. These tunnels are rarely longer than 30km in any single/straight stretch before bending into another stretch of tunnel or being a dead end altogether. These tunnels are not very wide either, no more than 10km in diameter. Also imagine these tunnels prevented weapon systems from operating WITHOUT line of sight; that is to say, you pretty much have to be in the same straight stretch of tunnel as your target in order to shoot it. Imagine HUNDREDS of these tunnels interconnected to form a very complicated, twisty subterranean maze. Now ask yourself if hybrids would be worth using in such circumstances.

Obviously, the above scenario doesn't exist in EVE, and the only thing which comes close is station camping, but I think it's safe to say a weapon system is in pretty poor shape when the BEST it can offer, and frankly the ONLY thing it can offer, is an edge in dogfights where all the participants are in docking range. And frankly, I think the advantage is not only marginal, but largely debatable.

Even more so, the design of Gallente/Caldari ships in addition to hybrid turret short-comings means, quite frankly, engaging a ship in combat is an "ALL OR NOTHING" transaction. You are absolutely risking everything you have on that engagement, because it's unlikely the opposing ship of equal size will be slower than you. In other words, in such a scenario, the defender has two options: attempt to run away OR maintain the engagement. Not only does he have these two options, but simply HAVING the two options means the pilot can change his mind at several points during the fight. Blaster users very very rarely get these two options, and because of this, they very very rarely get to change their mind.

If anyone at CCP is STILL lost as to what the problems with hybrid turrets are, or how to possibly address them, please pay PARTICULAR attention to this, and for those of you who know nothing about firearms, just skip it.

Imagine for a moment it's midnight we have a bird's eye view of a perfectly flat desert. The field and range of vision on this desert is great, essentially there are zero obstructions between any relevant points on this desert. There is a straight, stretch of road on this desert, running east-west, which is two kilometers long (damn euros!), and there is a soldier stationed at each kilometer marker. At kilometer marker zero, on the east end of the road, is a soldier who is armed with a 300 winchester magnum, semi-automatic hunting rifle. In the middle of the road, at the one/middle kilometer marker, is a soldier armed with a 500 S&W revolver, which by the way, is probably the only handgun in the world which can easily kill any land-roaming creature on earth. At the west end of the road, the two kilometer marker, is a soldier armed with a scoped 7.62x51 NATO bolt-action sniper rifle, along with tracer rounds, incendiary rounds, and armor-piercing rounds.

Only one soldier is allowed to leave the desert alive, and they are all aware of this. Shooting starts simultaneously at sun-up.

The answers aren't necessary, but the questions are absolutely paramount:

-who is at the biggest disadvantage, even before a shot is fired? Why?
-can you say with absolute certainty who will make it out alive? Why or why not?
-who represents the projectile turret?
-who represents the laser turret?
-who represents the hybrid turret? Sad

Now that I've laid this out: if you happen to work for CCP and have been assisting in making hybrid turrets a more palatable weapons platform, yet you have no idea what I have just described to you, get off whatever team/effort/position put you there in the first place, and find someone at CCP who CAN make some sense of this. You are not qualified make any pertinent decisions regarding turrets or their use. Moving on....



IV. Some players can hinder the effort of buffing hybrids turrets to a viable and desirable state.

Yes. You. Stop Talking. Stop telling people increasing damage on hybrids is the only thing they need, for you have clearly overlooked all of the other problems: lacking short range, crappy ammunition options, no unique traits, slower ships...they are many.Stop saying you are happy with the agility and speed buffs, because you didn't take the time to look at Minmatar ships and realize the changes are effectively moot, all the while, hybrids will retain all of their handicaps and still provide no unique benefit to the pilot. Stop saying the tracking increases to blasters is sufficient as you must be a Gallente pilot who has, somehow, never flown a blaster boat with a web. Stop saying the marginal increases to railgun damage are sufficient because you obviously have never flown a Maelstrom, Abaddon, and Hyperion, all fit for long range combat, all within hours of each other. Stop saying you weren't aware hybrids were deficient in any way, because you also failed to mention the only thing you shoot are NPCs. Stop saying hybrids are weaker by design because Gallente have drones, for you have not only admitted to ignoring the lacking fitting stats and the lacking bonuses of drone boats, but you have also successfully:

-ignored, selectively, the limitations put forth on droneboats via bandwidth.
-forgotten the significant nerfing of the Myrmidon/Moros and the unforgiving disembowelment of the Eos.
-slapped the proverbial face of Caldari pilots.


Just stop talking.
Magosian
Center for Advanced Studies
Gallente Federation
#6 - 2011-11-04 20:13:10 UTC  |  Edited by: Magosian
V. The perspective, philosophy, and effort from CCP about hybrid turrets needs to change.

I mean, there is just isn't any other way to say it. Refusal to make Gallente ships the fastest in the game, which would single-handledly provide a palatable solution to this entire issue, is very telling. It shows there are too many people at CCP who are either too afraid of fundamental change or are simply clinging onto old ideas and philsophies which no longer apply to a game which needs to constantly evolve to maintain interest and engagement.

Assuming Gallente ships were the fastest in the game, hybrid turrets themselves would still:

-suffer the most drawbacks (cap use, ammo use, fixed damage type, terrible range, sub-par increases to base turret stats)
-not provide any unique benefit to the pilot (lacking: alpha, cap-free use, quick ammo swap, dominant range)

Furthermore:

-Minmatar ships would still be the most agile.
-Gallente ships would still have sub-par EHP and probably end up being slower than Minmatar ships if armor EHP was to be significantly increased via armor.
-Amarr ships would still provide incredible EHP buffers and still the ships of choice for large fleets, i.e. lasers would not suffer.
-Caldari ships, well, they need work too... :)

I am NOT suggesting this be the answer to buff hybrid turrets, but it seems pretty clear to me this provision would be a simple and relatively smooth one. I honestly do not see this breaking anything, and I think the remaining handicaps of hybrids end up providing a good amount of balance. I can't help but think CCP's refusal to make such a change is solely based on preserving an old-fashioned Minmatar trait which has overstayed its welcome, not backed by anything logical or fair. Speaking of logical and fair:

-it is a logical argument to state it would be fair for blasters to have the longest effective ranges due to inherently having the highest number of drawbacks, coupled with being on some of the slowest ships.
-it is a logical argument to state it is only fair to ensure Gallente ships be the fastest ships in the game if hybrid turret range remains unchanged.
-it is a logical argument to state hybrid turrets need a fundamental, unique, AND game-changing attribute given to them to make them a desirable turret to use overall as they are the only turret which lacks this at present.

I realize you can't give hybrids ALL of these things, but if you want to do this right, you have to give them SOME. As it stands, CCP hasn't given hybrids anything like this. I cannot shake the feeling CCP really has no idea what the real problems are. Please, please CCP, if a job is worth doing, it's worth doing right, and it's worth doing right the first time. Take this article to heart, stop beating around the bush, and do it right.
Herr Wilkus
Aggressive Salvage Services LLC
#7 - 2011-11-04 21:36:33 UTC
TLDR;

Posting in a Gallente whine-thread.
Hybrids are getting buffed, but aren't going to be FOTM. Accept it.
Naomi Knight
Ministry of War
Amarr Empire
#8 - 2011-11-04 21:42:54 UTC  |  Edited by: Naomi Knight
Herr Wilkus wrote:
TLDR;

Posting in a Gallente whine-thread.
Hybrids are getting buffed, but aren't going to be FOTM. Accept it.

crap forum

so nobody wants them to be fotm , just to be on par with ac ships and pulse ships
Magosian
Center for Advanced Studies
Gallente Federation
#9 - 2011-11-04 21:46:34 UTC
Herr Wilkus wrote:
TLDR;

Posting in a Gallente whine-thread.
Hybrids are getting buffed, but aren't going to be FOTM. Accept it.


It's interesting to hear you to say "Accept it," as have the exact same amount of skillpoints spent in hybrids, lasers, and projectiles. You must have missed the point.
Alara IonStorm
#10 - 2011-11-04 21:48:43 UTC
Herr Wilkus wrote:
TLDR;

Posting in a Gallente whine-thread.
Hybrids are getting buffed, but aren't going to be FOTM. Accept it.

Look how "edgy" and "cool" you are.

It is not like CCP has admitted that the buff is not enough and is asking for feed back or anything.
Zarnak Wulf
Task Force 641
Empyrean Edict
#11 - 2011-11-04 21:56:09 UTC
Needs a TL;DR version without the reasoning. We all are familiar with the reasoning. Break it down or the ideas will be lost to short attention spans. (Oooooo.... shiny....Blink)
Zachis
Caldari Provisions
Caldari State
#12 - 2011-11-04 22:07:31 UTC
Awesome post! I hope the team doing the hybrid changes reads it thoroughly and comes up with a solution that actually brings hybrids on par with the other turrets.

I had an idea regarding a game-changing mechanic for hybrids.

First, collapse railguns and blasters into 1 turret. Change hybrid ammo to have the optimal, falloff, tracking, damage and cap usage stats. Heck, even add in a rate of fire stat if you want. Basically, the ammo you load determines the stats of the gun. Tweak the stats on the ammo so the close range ammo and long range ammo are balanced to the current projectile and laser stats.

Now it's a true "hybrid" turret and something useful (and unique) that can be adapted on the fly depending on the situation and the ammo in your cargo.

m0cking bird
Doomheim
#13 - 2011-11-04 22:21:24 UTC
Honestly! I didn't read anything you wrote. Other than the Topic, to be honest. Can you summarize this whole thing for the mentally challenge (people like me)?


Thank you!
Smiling Menace
The Scope
Gallente Federation
#14 - 2011-11-04 22:35:41 UTC
m0cking bird wrote:
Honestly! I didn't read anything you wrote. Other than the Topic, to be honest. Can you summarize this whole thing for the mentally challenge (people like me)?


Thank you!


He wants hybrids to be fixed properly.
Herr Wilkus
Aggressive Salvage Services LLC
#15 - 2011-11-04 23:00:52 UTC
Naomi Knight wrote:
Herr Wilkus wrote:
TLDR;

Posting in a Gallente whine-thread.
Hybrids are getting buffed, but aren't going to be FOTM. Accept it.

crap forum

so nobody wants them to be fotm , just to be on par with ac ships and pulse ships



LOL.
Is this the same Naomi that was always arguing against a projectile buff two years ago?
And always chimes in to nerf all thing Minmitar?

Where did the bad Brutor touch you?
Naomi Knight
Ministry of War
Amarr Empire
#16 - 2011-11-04 23:19:47 UTC
Herr Wilkus wrote:
Naomi Knight wrote:
Herr Wilkus wrote:
TLDR;

Posting in a Gallente whine-thread.
Hybrids are getting buffed, but aren't going to be FOTM. Accept it.

crap forum

so nobody wants them to be fotm , just to be on par with ac ships and pulse ships



LOL.
Is this the same Naomi that was always arguing against a projectile buff two years ago?
And always chimes in to nerf all thing Minmitar?

Where did the bad Brutor touch you?

Yes , and looks like i was right that time too , matar boost should have never happened in the first place.
Magosian
Center for Advanced Studies
Gallente Federation
#17 - 2011-11-04 23:45:15 UTC
Naomi Knight wrote:
Yes , and looks like i was right that time too , matar boost should have never happened in the first place.


Agreed, certainly should not have occured to the degree that it did, at least. But, I doubt it'll be changed again now. May as well bring everything else to its level.
Joelleaveek
Center for Advanced Studies
Gallente Federation
#18 - 2011-11-05 01:31:22 UTC
Hard for me to say this, because i really really hate Magosian, but this is a fantastic post.

Clearly lays out the issues. I hope CCP takes note.
Mira Luhtanen
Center for Advanced Studies
Gallente Federation
#19 - 2011-11-05 02:30:33 UTC
tl;dr

Magosian wrote:
let me say I don't consider myself to be the end-all-beat-all source on the way things work in EVE

Lies.
Archare
Aliastra
Gallente Federation
#20 - 2011-11-05 02:31:54 UTC
Well thought out and i think summarizes the overall issues and state of the hybrid platform
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