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What do you think of the hybrid buff?

Author
Sphit Ker
Ministry of War
Amarr Empire
#1 - 2011-11-30 10:16:05 UTC
There is no obvious thread about his. Never not post etc.

What do you think of the hybrid buff?

Are you happy with it so far?
Do you want more?
Is it overdone?
Is it underdone?
Does it make a measurable difference?

etc.

Share your thoughts.

It knows what you think.

Zoe Alarhun
The Proactive Reappropriation Corporation
#2 - 2011-11-30 10:19:27 UTC
It's a good start. Lots of testing to see what more needs to be done if anything.
Songbird
#3 - 2011-11-30 10:21:46 UTC  |  Edited by: Songbird
I think blaster damage was never the problem - AC's and pulse have 40 km range with fairly high damage ammo. We just wanted more falloff and more optimal.


OTOH frigs that use hybrids are better than ever and they were never bad to begin with.
Onictus
Federal Navy Academy
Gallente Federation
#4 - 2011-11-30 10:24:51 UTC
Meh

Other than a bait ship and fights that are sure to be on a station I'm still not bothering with blasters.
Emily Poast
The Whipping Post
#5 - 2011-11-30 11:26:38 UTC  |  Edited by: Emily Poast
The 5 second ammo swap is really nice. I swapped it 3 times in a single fight last night. There is a reason to actually carry one load of void/javelin now. Rails are still a little tight, but actually fittable on their intended hulls. The speed changes are a start.

Honestly, if they now fix the problem with armor tanking and speed penalties on Gal ships, I think that might do it. Still too early to tell.
Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#6 - 2011-11-30 11:51:48 UTC
Time will tell, sooner or later, time will tell.

.

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Headerman
Native Freshfood
Minmatar Republic
#7 - 2011-11-30 12:16:12 UTC
Wacktopia wrote:
Time will tell, sooner or later, time will tell.

.


Congratulations professor! With Hitler removed....

Australian Fanfest Event https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=90062

Arcathra
Technodyne Ltd.
#8 - 2011-11-30 12:23:15 UTC
I like the changes. Lots of improvements.

Now I can finally carry a descent amount of ammunition with me and have some cargo space for loot Big smile

The other changes are good and help a bit with the problems of hybrids in general. But to really get them into competition with the other weapon systems again there has more to be adjusted than the weapons itself.

It is definitively a good start!
Zarnak Wulf
Task Force 641
Empyrean Edict
#9 - 2011-11-30 13:13:07 UTC
CCP Tallest wrote:
As you may have noticed, I have been afk for the last week or so.
I am back at work now and will try to address the concerns that have been expressed while I was away.

As Soundwave and Affinity have explained for me in my absence, the cutoff date for changes that make it into the Crucible expansion has already passed (and had already passed when I went away).

As it turned out, I only had time to do one extra pass on the changes after they hit SISI. These changes (to the changes) were based on your feedback from this thread. There were many other suggestions here that I would love to do, but didn't have enough time to do them properly for this release. In the future, I will make sure that I have more time to make changes based on your feedback. The feedback that you was posted after the cutoff is far from worthless. I've read every single post and written down notes for future reference.

What we have now is a start. After Crucible come out, I will definitely be doing further balancing.
Here are some of the things relating to hybrid ships that we will be looking further into in the coming weeks/months:

* Further tweaking of individual ships.
* Tech II ammo needs a better look at, especially Null-Scorch-Barrage.
* Active tanking vs passive tanking. And by extension, armor tanking vs shield tanking.
* Small and Medium Webifier drones.
* Give tech I hybrid ammo variations for each range, like projectile ammo. Maybe the same for lasers.
* Something to help blaster ships get into range. There are several good suggestions on how to do this; Webifier range bonus, MWD speed bonus, change the armor rig penalty, increase base speed or even a new type of module. We might do some of them, all of them or something completely different.

p.s. I have also updated the OP with the final list of changes.

Funksoolee13c
Ministry of War
Amarr Empire
#10 - 2011-11-30 15:06:04 UTC
Blasters got a buff they needed. Thank you CCP for making it fun and possible to kill winmatar ships in something.
mama guru
Yazatas.
#11 - 2011-11-30 16:50:13 UTC
T2 close range ammo workover for rails/arty/beams was the best part.


Hybrids needed a cut in cap, some more tracking and easier fittings. But these are balancing tweaks, not an attempt at seriously changing them. Railguns are pretty fine where they are now, the megathron could use a CPU boost so we see that ship return to fleets. Beyond that blasters need a more defined role in pvp.

You cant balance blasters by making gallente the only fast race. The only real alternatives are a huge buff to blaster range, or a nerf to pulse lasers and autocannon range to bring them back as close range turrets. I'd prefer the former.

EVE online is the fishermans friend of MMO's. If it's too hard you are too weak.

Jill Antaris
Imperial Academy
Amarr Empire
#12 - 2011-11-30 17:16:47 UTC
Sphit Ker wrote:
There is no obvious thread about his. Never not post etc.


Really?

Sphit Ker wrote:
What do you think of the hybrid buff?


It is pointless, it is only a mix of useless things thrown together without any real focus or even the baseline idea what to fix or simply to look about what made them so awful(been 3 years but eve search still finds the threads relative quick) and start with this.
Nunchuck Norris
#13 - 2011-11-30 17:38:51 UTC
soon enaugh , daredevil will be the new fotm
Zarnak Wulf
Task Force 641
Empyrean Edict
#14 - 2011-11-30 18:25:04 UTC
Nunchuck Norris wrote:
soon enaugh , daredevil will be the new fotm


http://www.youtube.com/watch?v=eNr0WXQ3Ho4
Julia Connor
P R O M E T H E U S
From Anoikis
#15 - 2011-11-30 18:42:46 UTC
Any increase in range should result in a nerf to tracking.
SpaceSquirrels
#16 - 2011-11-30 18:44:00 UTC
It's good slight more tweaks to specific guns/systems. And then tweak the individual ships. or re examine bonuses. People Blasters are suppose to have the highest damage but shortest range. People compare them to pulses and autos and seem to think all those should also be ultra short range and super high DPS. So essentially only cap, and damage type changes. However after that what's the difference?

Nothing you'd have clones for weapons systems. So a wider range of systems to fit roles needs to remain. Does that mean there shouldn't be tweaks? No, but tweak it so each system fits a different role with a different trade off.