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

Author
Onictus
Federal Navy Academy
Gallente Federation
#41 - 2011-11-07 08:31:31 UTC
Hot Tubes wrote:



Hybrid/gallente buff

# Increase base top speed of gallente ships to be the highest of all. They should, with prop module, be able to scream in a straight line towards something and catch it. Keep agility as it is now. With good piloting they can still be avoided by minnie ships. Like in a bull fight, you don't run in a straight line away from the ******* bull, you run perpendicular to it as it can't turn as fast.

# Reduce the speed reduction incurred by using trimarks and armour plates.

# Reduce the capacitor requirement of firing hybrids. Reduce reload time to 5 seconds (to facilitate using Null on approach then when/if you snag someone a change to a close range ammo doesn't **** you over).

# For small blasters, increase base optimal range. It's slightly nuts to have an optimal of 500m roughly when you're piloting an interceptor which will refuse to orbit any closer than 1000m+ unless you practically stop the damn ship.

# Tracking boost to all blasters. Ballpark figure of 20%

# 5-10% dps boost, probably erring towards 5% due to the freak of nature known as the Vindicator.


To be fair a lot of this has been adressed.

On SiSi right now.

-30% Hybrid cap consumption: This alone doubled cap endurance on a couple of my ships.
+20% tracking.......Neutron Mega tracking @ 0.096 no TEs, standard R/R fit.
....which brings me to
reduced fitting requirements.

I didn't putz around very long, and I have imperfect fitting skills (no AWU V)

Full rack of Ions on a dual repper brutix
Full rack of Ions on a dual repper Hype ..no fitting mod at all

Oh yeah, and you can FINALLY squeeze a heavy neut onto a double plated mega OR fit a rack of 425mm rails without faction modules.


Rails got a 10% damage boost but I couldn't be arsed to to go fly around and find anyone to shoot at. While interesting, they are still going to track like ass, and pulse + scorch will still be WAY WAY better than 425s with an variant of short range ammo loaded.
Rhianna Ghost
Ghost Industries Inc.
#42 - 2011-11-07 10:39:29 UTC
Kudos to the OP, and bump, for what its worth...
MichaelWest
The Athenaeum
#43 - 2011-11-07 12:39:45 UTC
I will say I dont know enough about hybrids to comment on how well they are or how crappy they are. Enough people are having problems with them, and coming out with well writen suggestions/compants, and comments that I will give them the benifit of the doubt that they are lacking in comparison to the other systems.

Now I will say in the last video from CCP that I do belive CCP Tallest made a comment they do plan on tweeking the numbers based on feedback from the players from Sisi.

Anyhow thats my two cents. Good job OP for a well written out thread.
Noisrevbus
#44 - 2011-11-07 15:34:55 UTC  |  Edited by: Noisrevbus
It's alot of words just to outline popular belief. Since this is a summary thread of sorts though, let me add my somewhat conflicting (slightly more optimistic and simple) recurring perspective in summary as well. I will keep it as centered and basic as possible, so we'll start out with some general assumptions to conclude definitions...


  1. In a game like EVE there is a framework, of mechanics and the total sum of tools, that define the sandbox and influence trend.

  2. This framework has a parenting effect of causality on tweaks and balance. Thus changing frame and balance figures at once is usually ill advised as B is based upon A, they are relative.

  3. Since there is a parenting effect however, one has to assume that the framework is deliberate (a conscious choice) made to enhance and make the content within it better.



Let's apply some examples to the abstract in the following statements:


  • The longest distance of "warp TO" is 100km, the shortest distance of "warp FROM" is 150km. Coupled with the (buff of the-) probing mecanics, this is the general framework that define "Sniping range" today, and an example very influential on Hybrid balance.

  • If the warp-to would be 200km and the warp-from 250km, all of a sudden 200-250km is the framework that define "sniping", and ships like the Rail Rokh, Cruise Raven and Rail Eagle would have their nische and appeal reinforced.

  • However, (2009-) mobile sniping in the 100-150km frame is far more entertaining for everyone than (2007-) static sniping in the 200-250km frame, where more ships can affect each other and more elements are involved in their operation. One has to conclude that the changes were a conscious choice to improve gameplay.


Overall, i'd say that the recent years profileration away from extremes, reinforcing a vivid and interactive medium range has been for the better. It's just a question of letting balance catching up. If the game designers mean for a certain ship to be the best in a given role, it will obvisouly need to be adapted to what the framework define as that role. Having ships based around 2007 mechanics in a 2009 environment is about as useful as being god, giving someone gills and putting them on a dry lakebed - no matter if there actually was a lake there in the past.


Short range can be defined through the other general form of framework:
Where is the highest concentration of stopping power?

Ranges in a game like EVE overall are usually tied to breakpoints of what elements occur in said range. A ship tailored around 25km is related to the effects that occur in it's range, a ship that end up between ranges of heavy influence has little value or use of it's peak optimal. With medium neuts, unbonused webs and scrams, as well as other effects outside of primary racial weapon systems all occuring around the 10km breakpoint, it's not a far fetched to conclusion to define that as short range. Very few other effects (barring Blaster damage, Autocannon optimals or frigate-size combat) appear at a closer range, and certainly not with a higher concentration.

That reason, and that reason alone, is why i was always "pro range" in the "range vs. damage" discussion. I still belive that Blaster PvP will thrive, if led to dominate the full extent of the range it's intent on dominating (intent by the definition above then of course; short range, 0-10km). The best illustrative example is that it would enable blaster ships to fringe other ships in their optimal. The problem as things stand is that one of their tactical advantages is currently used against them (infer the popular 7-8km pulse example).

By extension that would also have positive bi-effects such as empowering ships with unusual or somewhat malplaced bonuses, allowing you to capitalize on those bonuses, when they are not the reason you reach intended effect - but beyond them. Range bonuses are typical examples, where the bonus itself become more empowering if it move you from short range into another. The weapon system is not meant to obscure another, but a ship with eg., a dual range bonus should inherently be able to contend (in short, blasters should not obscure autocannons, but there's nothing wrong in an Eagle hitting AC base ranges).

If you can dominate a defined 10km range then tracking and damage only has to be inline with that, something many Gallente ships are not as far from as seem to be popular belief.


Addendum:

Scaling:
This isn't really a Hybrid issue, but it's related to the damage discussion and is always an important factor, as the Projectile buffs illustrated. Most short range (blaster-) ships that are considered good have the addition of drones. From the Taranis to the Thorax and Brutix, over Comets, Dramiels and Daredevils and including hybrid drone-hybrid boats such as the Ishkur and Myrmidon. This does not manifest itself among Battleships, so when comparing the Megathron to the Armageddon you do not see the damage gap available in the Deimos or Thorax when compared to class-specific counterparts. Just as with projectiles, the problem is isolated to the Battleship class and will have negative implications if you deal with it across the board. A very simple solution is nerfing bandwidth on non-gallente Battleships, a more difficult solution would be nerfing smaller-class drone-components and improving raw damage. There's already a balance in place to be used - bandwidth bridge damage.

Fitting:
This used to be my primary pet peeve, but considering that CCP has already adressed it (yet i don't know if it's been adressed to content, that remains to be seen - and should be fine tuned over time rather than slopped over), i am leaving it be for now. As other people have mentioned (Prometheus from Hydra-fame made a good set of posts over on FHC about it), this is the most positive change so far in the test-server data.
Magosian
Center for Advanced Studies
Gallente Federation
#45 - 2011-11-07 17:51:46 UTC
After reading the above post provided by Noisrevbus, I can't help but be sympathetic to those who said "TLDR." This, along with popular feedback, made me go back through my original posts and underlined key statements. I still urge readers to digest the whole thing, but if you absolutely cannot, I humbly implore you to skim over what is underlined, please. Thank you for your time, BTW. Cool

Noisrevbus, I read through your post twice, and I'm still at a loss as to the point. Care to elaborate?
m0cking bird
Doomheim
#46 - 2011-11-07 20:31:35 UTC
Does anyone know what the fock, Noisrevbus, is chatting about? Sometimes, some people, this game, just oh my god = /

You get me?
m0cking bird
Doomheim
#47 - 2011-11-07 20:31:42 UTC  |  Edited by: m0cking bird
D post, because the new forum is bugged
Nimrod Nemesis
Doomheim
#48 - 2011-11-07 21:05:25 UTC
m0cking bird wrote:
You get me?


No. Drink bleach.
Aimy Louis
The Scope
Gallente Federation
#49 - 2011-11-07 21:06:15 UTC  |  Edited by: Aimy Louis
What if the thing blasters need the most is more active tanked ships around ?
Against buffer tanks a 15% increase in DPS may not be very helpful if the other ship had time to apply damage before you get in range.
However against active tanked ones that 15% increase may do a much bigger difference since part of the DPS is soaked by the reppers and this 15% will mean you chew trough the tank much faster.

An example may explain things much better :
Say ship A can tank 1 000 DPS and ship B do 1200 DPS while ship C can put out 1400 DPS.
Ship C would chew through ship A's tank twice as fast as B.
Of course this isn't ingame figures but I think it explains the situation quite well.

I'm no elite pvper but I think making active tanking more useful (and thus more often used) in small scale pvp would be a great way to give blasters more of an edge in this kind of engagements.

edit: By the way, if active armor tanking worked better, the problem about Gallente ship's plates slowing them down would be less significant
Noisrevbus
#50 - 2011-11-07 21:49:47 UTC  |  Edited by: Noisrevbus
Magosian wrote:

Noisrevbus, I read through your post twice, and I'm still at a loss as to the point. Care to elaborate?


I can understand that some elaboration may be necessary, since it's essentially two years of related discussion condensed to a single post. It's difficult elaborating on it as a whole though, as it would quickly fall to the problems i criticized your set of initial posts for then. I tried being as concise, and built the post up as clear, as i could - but it will naturally never be more than a summary.

I'll try to help the arguments on their way, but i need to adress specifics to avoid digestion issues.

Is there anything in particular that put you off when reading the post, that you'd like me to explain a bit better?
Sanguine Belroth
Aliastra
Gallente Federation
#51 - 2011-11-08 03:39:34 UTC
That was a bit TLDR. I got through the first post.... And part of the second. Pls use bullet points :P

I can ONLY use blasters with this toon. And yes, when flying a Myrmidon, I KNOW that projectiles would be better. But damnit. When that drake finally runs out of cap, and I catch up to him, I will rip him to pieces with my mighty blasters.

I for one am very happy with the proposed changes.
Blaster boats do ok, an Enyo can take down a Dramiel.

I dont' want to see the game turned on its head, I don't want to see any drastic changes.
But less cap usage is awesome.
Now the Rokh might actually be really useful, in both Fleet and PVE.

I am stoked about the upcoming changes and new ships.

bring it
Magosian
Center for Advanced Studies
Gallente Federation
#52 - 2011-11-08 04:49:37 UTC
Noisrevbus wrote:
Is there anything in particular that put you off when reading the post, that you'd like me to explain a bit better?


Just one really, seems you touch on the proposed changes a few times, yet take no significant disposition. If there is any one thing I am trying to say about them, it's that it's nowhere near enough. Your post neglected to convince me of your thoughts on the matter, either way. So...?
Magosian
Center for Advanced Studies
Gallente Federation
#53 - 2011-11-08 05:27:14 UTC
Sanguine Belroth wrote:
That was a bit TLDR. I got through the first post.... And part of the second. Pls use bullet points :P


I did, not forum friendly ones, but I did. I even went back and underlined more things.

Sanguine Belroth wrote:
I can ONLY use blasters with this toon. And yes, when flying a Myrmidon, I KNOW that projectiles would be better. But damnit. When that drake finally runs out of cap, and I catch up to him, I will rip him to pieces with my mighty blasters.


Ok awesome, you admitted to knowing projectiles are better, and since drakes don't need cap for anything, I'm assuming what you're really doing here is sarcasm, and slower ships tend to, by default, get eaten alive by faster ships.

Sanguine Belroth wrote:
I for one am very happy with the proposed changes.
Blaster boats do ok, an Enyo can take down a Dramiel.


Wait, WHAT? Didn't you just admit....hrm.... Sad

You're sure it won't stay more like this?

http://eve.battleclinic.com/killboard/killmail.php?id=14544659

I cannot personally accept your comment on the Enyo and Dramiel as consistent behavior, unless the Dramiel pilot was incredibly underskilled and/or afk. The above killmail reflects the most likely result of such an encounter, before or after the proposed changes, and it has everything to do with faster ships with longer ranged weapons, both of which are on the side of the Dramiel. Because CCP's proposed changes neglect to significantly adjust either of these two facets for the "losing" side, I don't see how the outcome will be different in the future.

On test, you're saying you can run down a Dramiel with an Enyo EVERY TIME? Are you absolutely sure you didn't just post this random match between Enyo and Dramiel due to recent events and decide to present it without providing any evidence? Besides, is it even relevant to have a t2 gunship attack the fastest ship in the game? I would have put a hell of a lot more weight into a comment which pitted a Daredevil against a Dramiel, or an Enyo against a Wolf/Jaguar. Whatever point was to be made by your scenario escapes me.

"I dont' want to see the game turned on its head, I don't want to see any drastic changes."

I do.

"But less cap usage is awesome."

No cap usage is even better. Train projectiles and see the light......OR stick to your original comment where you admitted other turrets are better, and for no other reason than THIS ONE, give my original posts some real consideration.

"Now the Rokh might actually be really useful, in both Fleet and PVE."

Rokh has always been useful in PVE. No one is going to take a Rokh over any Amarr BS for any pvp fleets, even if you could somehow armor tank a Rokh and still give it respectable damage. "Why" was already explained beyond your stopping point of my original posts.

"I am stoked about the upcoming changes and new ships."

I am not.
Meil Nomi
Gravity Salvage
#54 - 2011-11-08 12:31:26 UTC
After reading this thread and never having used Hybrid Turrets before I think I should have spent the last week and a half training up Projectile turrets instead. I was looking for a way to make Federation and Republic enemies a bit easier since we all know Amarr, while mighty in armor only has two damage types. Should I hang around and wait for the fix to go through, or should I jump on Projectile turrets? I've been relying on my drones for damage vs Federation&Republic or just skipping those missions altogether those two factions are the only time I have issues with lvl 4's.
Skippermonkey
Deep Core Mining Inc.
Caldari State
#55 - 2011-11-08 13:10:17 UTC
bump for DEV reply

COME AT ME BRO

I'LL JUST BE DOCKED IN THIS STATION

Grimpak
Aliastra
Gallente Federation
#56 - 2011-11-08 13:24:12 UTC
Meil Nomi wrote:
After reading this thread and never having used Hybrid Turrets before I think I should have spent the last week and a half training up Projectile turrets instead. I was looking for a way to make Federation and Republic enemies a bit easier since we all know Amarr, while mighty in armor only has two damage types. Should I hang around and wait for the fix to go through, or should I jump on Projectile turrets? I've been relying on my drones for damage vs Federation&Republic or just skipping those missions altogether those two factions are the only time I have issues with lvl 4's.

if it's for pve, train up for a raven.

[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

Meil Nomi
Gravity Salvage
#57 - 2011-11-08 13:37:14 UTC
Grimpak wrote:
if it's for pve, train up for a raven.


I might as well, it will get me a few Elite Certificates since I will have to train up Shield Tank skills too. Thanks :)
Noisrevbus
#58 - 2011-11-08 13:53:17 UTC  |  Edited by: Noisrevbus
Magosian wrote:
Noisrevbus wrote:
Is there anything in particular that put you off when reading the post, that you'd like me to explain a bit better?


Just one really, seems you touch on the proposed changes a few times, yet take no significant disposition. If there is any one thing I am trying to say about them, it's that it's nowhere near enough.


Yes, and that is the conflicting part of my post.

Perspective - Mechanics:
I assume you saw through the form of the post, with an abstract outline followed by examples explained from two different angles. Initially i tried to point to how my perspective tend to differ from alot of discussion on these forums that focus on comparing weapon systems to each other - instead i compare them to the environment they are meant to function in. In very short and simple terms i gave you a background to the perspective and terminology separating mechanics (rules, laws of physics, framework, sandbox) from content (tweakable balance, figures, stats). I pointed to how mechanics create the environment and are always above (parent to) the content you fill it with: i even went as far as to say that it defines certain keywords that exist in the context created:

eg., What is long range? The mechanics define it.

I used one bulleted example to explain how that relates to what is considered "long" range (or sniping, as a tactic), relevant to Railguns and i used a more discursive example to explain how breakpoints issued by other elements (or effects, from modules or otherwise) than the weapons themselves define ranges at shorter distances.

Example: breakpoint, element
If i throw out a couple of distance figures, say: 53km, 24km and 17km - you are likely to directly recognize one of them. That is because one of them is a very iconic element that help define a given breakpoint. Having your weapon system match that breakpoint and your ship have stats that are advantageous in that environment is usually the staple of a good ship. Whereas if your ship has trouble adapting or your reach end up between breakpoints you are usually forced to adapt out of your optimal.


Conflicting - Volume:
People who suggest that the Hybrid system need alot more volume in figures to stay competetive in relation to the other - and come up with overblown solutions to achieve that, such as double the web strength, double the damage or double the tracking - usually think in terms of working against the mechanics and environment they create, leading to overly complicated and difficult to maintain balance scenarios.

To elaborate on that: Blasters are considered a short range weapon system. Short range is not defined b the reach of Blasters themselves, but by a concentration of elements existing in that range. Maintaining that large and medium Blaster ranges should exist under (-be shorter than) the effect of things like medium neuts, warp scramblers and webifiers means that the system is punishing itself by not working in relation with the tools available to support it and instead go against the mechanics that define short range. In fact, if your optimal is only half that of your intented environment, you are only half as effective as you should be. Doubling up stats to overcome poor relation to mechanics, is usually a bad choice that manifest itself when the environment changes.

Example:
A good example of that you can see in the Prometheus (who take a stance similar to mine) against Marlona and Pattern on FHC discussion: with how overtracking will simply make it too easy to kill things that are designed to get under your guns instead. That is more likely to make Blaster PvP counteract Frigate PvP, instead of ensuring that Blaster PvP can dominate it's short range environment against equal size opponents intended for other ranges.

Blasters are meant to keep Autocannons at web and scram fringe, not be kited by either them or Pulses at the very same range. Making sure base reach Blasters are the definitive option up to that range, do not interfere with the role of Pulse or Autocannon as some would lead you to belive - it is still within the very definition of short range - as opposed to being in falloff already where your environment begin and having tracking issues (as you are supposed to) when things get under 50% of that defined short range, where radial and angular velocity take precedence over transversal. No 100% damage, tracking or web bonus is going to be a sufficient replacement for logic.


Summary:
If you rebalance Blaster and Rails to excel in the full extent of what the current mechanics define as short (~0-10km) and long (~100-150km) range - they do not need vast improvement in volumous figures. However, CCP need to sit down and look at their sandbox first and decide wether the existing mechanics should define short and long in the manner they do. They should not dabble with figures and stats unless they are absolutely certain that the frames of the sandbox are in the position they want to build from. The #1 problem of Hybrids today is that they are still balanced with figures related to old mechanics, when long and short was defined differently - there's no point tweaking them until the developers themselves are clear on their own definitions.

This post is actually way, way worse than my first one - but at least it elaborates on it.

Have the key arguments become clear?
ie., why i keep referring to short and long, why they are defined at the ranges they are?
Magosian
Center for Advanced Studies
Gallente Federation
#59 - 2011-11-08 16:43:32 UTC
Noisrevbus wrote:
Yes, and that is the conflicting part of my post.

Perspective - Mechanics:
I assume you saw through the form of the post, with an abstract outline followed by examples explained from two different angles. Initially i tried to point to how my perspective tend to differ from alot of discussion on these forums that focus on comparing weapon systems to each other - instead i compare them to the environment they are meant to function in. In very short and simple terms i gave you a background to the perspective and terminology separating mechanics (rules, laws of physics, framework, sandbox) from content (tweakable balance, figures, stats). I pointed to how mechanics create the environment and are always above (parent to) the content you fill it with: i even went as far as to say that it defines certain keywords that exist in the context created:

eg., What is long range? The mechanics define it.

I used one bulleted example to explain how that relates to what is considered "long" range (or sniping, as a tactic), relevant to Railguns and i used a more discursive example to explain how breakpoints issued by other elements (or effects, from modules or otherwise) than the weapons themselves define ranges at shorter distances.

Example: breakpoint, element
If i throw out a couple of distance figures, say: 53km, 24km and 17km - you are likely to directly recognize one of them. That is because one of them is a very iconic element that help define a given breakpoint. Having your weapon system match that breakpoint and your ship have stats that are advantageous in that environment is usually the staple of a good ship. Whereas if your ship has trouble adapting or your reach end up between breakpoints you are usually forced to adapt out of your optimal.


Conflicting - Volume:
People who suggest that the Hybrid system need alot more volume in figures to stay competetive in relation to the other - and come up with overblown solutions to achieve that, such as double the web strength, double the damage or double the tracking - usually think in terms of working against the mechanics and environment they create, leading to overly complicated and difficult to maintain balance scenarios.

To elaborate on that: Blasters are considered a short range weapon system. Short range is not defined b the reach of Blasters themselves, but by a concentration of elements existing in that range. Maintaining that large and medium Blaster ranges should exist under (-be shorter than) the effect of things like medium neuts, warp scramblers and webifiers means that the system is punishing itself by not working in relation with the tools available to support it and instead go against the mechanics that define short range. In fact, if your optimal is only half that of your intented environment, you are only half as effective as you should be. Doubling up stats to overcome poor relation to mechanics, is usually a bad choice that manifest itself when the environment changes.

Example:
A good example of that you can see in the Prometheus (who take a stance similar to mine) against Marlona and Pattern on FHC discussion: with how overtracking will simply make it too easy to kill things that are designed to get under your guns instead. That is more likely to make Blaster PvP counteract Frigate PvP, instead of ensuring that Blaster PvP can dominate it's short range environment against equal size opponents intended for other ranges.

Blasters are meant to keep Autocannons at web and scram fringe, not be kited by either them or Pulses at the very same range. Making sure base reach Blasters are the definitive option up to that range, do not interfere with the role of Pulse or Autocannon as some would lead you to belive - it is still within the very definition of short range - as opposed to being in falloff already where your environment begin and having tracking issues (as you are supposed to) when things get under 50% of that defined short range, where radial and angular velocity take precedence over transversal. No 100% damage, tracking or web bonus is going to be a sufficient replacement for logic.


Summary:
If you rebalance Blaster and Rails to excel in the full extent of what the current mechanics define as short (~0-10km) and long (~100-150km) range - they do not need vast improvement in volumous figures. However, CCP need to sit down and look at their sandbox first and decide wether the existing mechanics should define short and long in the manner they do. They should not dabble with figures and stats unless they are absolutely certain that the frames of the sandbox are in the position they want to build from. The #1 problem of Hybrids today is that they are still balanced with figures related to old mechanics, when long and short was defined differently - there's no point tweaking them until the developers themselves are clear on their own definitions.

This post is actually way, way worse than my first one - but at least it elaborates on it.

Have the key arguments become clear?
ie., why i keep referring to short and long, why they are defined at the ranges they are?


Noisrevbus, I'm still lost. I'll take the blame for not being frank. What I am really wondering is:

1) Are you satisfied with the proposed changes to hybrid turrets and Gallente ships on test?
For the record, my personal answer to this is: HELL NO. What's yours?

2) If not, what do you think needs change to bring them up to par?
Donna Divine
Gilded Goose Brokerage
#60 - 2011-11-08 19:26:31 UTC
His point seems to be that CCP needs to work according tothe following process:

1. define combat rules
2. define combat roles
3. balance weapons and shisp accordingly.

His argument seems to be that CCP last did serious work on 1 and 2 in 2007-2009, and should really redefine the overall picture on those points before making up their mind about blasters, and especially rails.