These forums have been archived and are now read-only.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

Turret Balancing THE FIX!!!

Author
Fade Azura
Weaponized Autists Cartel
#1 - 2011-12-26 13:01:30 UTC  |  Edited by: Fade Azura
The Fix ....


decrease artillery Alpha by 50% and increase artillery ROF by 100% ... they will do the same dps as before but lose the huge alpha strike advantage. making hybrid and laser long range turret systems more appealing then they are now.(arties probably still be better or at worst equal)

Give hybrids and lasers selectable damage type ammo like projectiles .... there is no reason not to do this ... it would bring balance as everyone could use whatever type ammo they wanted.

Gallente ships have to be the fastest and speed increased on caldari turret boats ... no other solution for blasters ... Minmatar can keep the best agility. but gallente(and caldari hybrid boats) need to be the fastest because of how blasters work. otherwise the whole system fails like it is now.

Remove all penalties from all t2 ammo for everyone .... these penalties are stupid and cause people to not use it in favor of faction ammo more often then not .... the best ammo needs to be the best ammo period.

these 4 simple fixes would bring the game into balance IMO

Suggestions and feedback are welcome DISCUSS
Fade Azura
Weaponized Autists Cartel
#2 - 2011-12-26 13:10:26 UTC  |  Edited by: Fade Azura
Rank by kills on Eve Kill for month of December



Rank

Ship

Kills



1

Drake

146484



2

Maelstrom

104528



3

Hurricane

95847



4

Abaddon

57580



5

Tengu

40461



6

Tornado

33809



7

Armageddon

28081



8

Tempest

26204



9

Scimitar

25815



10

Sabre

21159



11

Cynabal

18523



12

Huginn

18015



13

Hound

16332



14

Thrasher

16199



15

Vagabond

15963



16

Rapier

15059



17

Loki

14177



18

Rifter

14073



19

Zealot

13786



20

Rokh

13604

As you can see Gallente have actually got worse on the killboards after the buff.

NOT 1 SHIP IN THE TOP 20! i bet any of the ships in top 5 have more kills then all of the gallente ships combined.
Liam Mirren
#3 - 2011-12-26 13:19:40 UTC
Yes, lets make everything the same...

Excellence is not a skill, it's an attitude.

Fade Azura
Weaponized Autists Cartel
#4 - 2011-12-26 13:23:40 UTC
all the races would still retain the benefits of their specific turret systems

Hybrids - most dps worst range for blasters and vice versa for rails

Projectiles - No cap useage

Lasers - dont have to reload as much and have more cargo space
Large Collidable Object
morons.
#5 - 2011-12-26 13:26:42 UTC
No - whilst there is dire need for balancing, equalizing all turrets will take away flavour and render them undistinguishable from each other.

EMP, Fusion PP and Hail need to be nerfed by cutting their base DPS by ~ 10-15% and increasing their fitting requirements by 5-10 %. It remains to be seen if that's enough or not - after observing the effect for a few months and Minmatar dominance is not effectively hampered, TE fallof bonus needs to be nerfed. This way, arties and ACs would keep their flavour without being as OP as they're now.

Rather than buffing gallente ships, armor rig penalties need to be looked at. Caldari Hybrid boats are primarily rail boats - they may need a little speed boost to kite more effectively, but not much.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Fade Azura
Weaponized Autists Cartel
#6 - 2011-12-26 13:29:09 UTC  |  Edited by: Fade Azura
[quote=Large Collidable Object]No - whilst there is dire need for balancing, equalizing all turrets will take away flavour and render them undistinguishable from each other.

EMP, Fusion PP and Hail need to be nerfed by cutting their base DPS by ~ 10-15% and increasing their fitting requirements by 5-10 %. It remains to be seen if that's enough or not - after observing the effect for a few months and Minmatar dominance is not effectively hampered, TE fallof bonus needs to be nerfed. This way, arties and ACs would keep their flavour without being as OP as they're now.

Rather than buffing gallente ships, armor rig penalties need to be looked at. Caldari Hybrid boats are primarily rail boats - they may need a little speed boost to kite more effectively, but not much.[/quote


your changes would have pretty much the same effect as mine man lol. your just changing diffrent modules and making it more complicated

and the turrets would be far from equalized with my changes ... they would be BALANCED not equalized

the flavors would remain the same the only thing that is being equalized is selectable damage types for ammo. which to be honest should have been done for everyone not just minmatar.... give me 1 good reason why minmatar should have it and noone else ...... that what i thought .... everyone pretty much omni tanks for pvp anyway ... so you would just change ammo to EM for fighting shield boats and explosive for armor boats and im sure the drake would still mostly use kinetic ect ect ...

if anything it would create MORE flavor ... in no way whatsoever would it lessen the flavor of each races turrets.

Besides if you call flavor everyone flying in minmatar ships then i think you need to get your taste buds checked bro
Large Collidable Object
morons.
#7 - 2011-12-26 13:43:03 UTC  |  Edited by: Large Collidable Object
Except that high alpha for arties, selectable damage types, being capless and having high falloff whilst typically being fit on the best skirmish boats is what defines projectiles. Just as working on the extreme ends of ranges and DPS whilst being limited to two decent damage types defines hybrids and scorch defines lasers.

Arties would keep their high alpha, but fall back in overall dps to make up for that advantage. Just as Amarr and Gallente should be stuck with their damage types but compenstae for that lack of flexibility by dealing higher overall dps compared to projectiles.

Also, just buffing Gallente speed wouldn't fix the imbalance between shield and armor tanking and render Amarr sub-bs even more useless than they are now compared fo the other races.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Alara IonStorm
#8 - 2011-12-26 13:48:07 UTC
The reson Artillery is so heavily used right now is that the DRF (Big Maelstrom Users) are in civil war. Those are not 100000 Kills but 100000 Maelstroms on kill Mails. Each kill that they get has 50+ Maels on it. Smaller Gang Ships that kill in small numbers don't appear because there are only 2-3 on each mail.

As for your fix do you really think Arty is the reason Beams and Rails see little fleet action. You think Selectable Dmg Types are the reason they are not used. It is Scorch... EM Dealing Scorch that hits to fleet range Scorch. It is a higher tracking DPS Pump that can hit as far as it needs to for great dmg and melt face at closer range. That Alpha you want to get rid of is what keeps Artillery in the game, not what keeps beams and rails out.

Finally it is not Artillery that is keeping Gallente out of large fleets and incidentally the Top 20. Abbadons have close range weapons that hit to fleet ranges and resists bonuses that help Logi Rep them. Maels have there Alpha and the High Resists of 4 Active Hardeners with Lows full of Gank and Range. What does Gallente have, Mega short on CPU as it is for Rails, the Hyperion has 6 Lows to manage Gank and Tank and the Domi is a sitting duck with Sentries and Heavies are too slow for fleets. Gallente dos not have a viable Fleet Battleship, buffing Scorch and Nerfing Artillery is not going to help that.

At most your suggestion will make the Rokh viable the Maelstrom useless and the Abbadon king of Fleet Warfare.
Fade Azura
Weaponized Autists Cartel
#9 - 2011-12-26 13:50:58 UTC
those are not the definitions of the races turrets .. here ill repost it for you like i did after i my first post so you can understand CORRECTLY how the races turrets are SUPPOSED to be defined

Hybrids - most dps worst range for blasters and vice versa for rails

Projectiles - No cap useage

Lasers - dont have to reload as much and have more cargo space

this is what defines the races diffrent turrets ... the rest is a balancing issue which is fixed by my suggestions.

BTW artillery even with my changes would still by far have the highest alpha .. 2x that of railguns ... and you call that equalizing? NOPE

ITS CALLED BALANCING!
Fade Azura
Weaponized Autists Cartel
#10 - 2011-12-26 13:54:31 UTC  |  Edited by: Fade Azura
Alara IonStorm wrote:
The reson Artillery is so heavily used right now is that the DRF (Big Maelstrom Users) are in civil war. Those are not 100000 Kills but 100000 Maelstroms on kill Mails. Each kill that they get has 50+ Maels on it. Smaller Gang Ships that kill in small numbers don't appear because there are only 2-3 on each mail.

As for your fix do you really think Arty is the reason Beams and Rails see little fleet action. You think Selectable Dmg Types are the reason they are not used. It is Scorch... EM Dealing Scorch that hits to fleet range Scorch. It is a higher tracking DPS Pump that can hit as far as it needs to for great dmg and melt face at closer range. That Alpha you want to get rid of is what keeps Artillery in the game, not what keeps beams and rails out.

Finally it is not Artillery that is keeping Gallente out of large fleets and incidentally the Top 20. Abbadons have close range weapons that hit to fleet ranges and resists bonuses that help Logi Rep them. Maels have there Alpha and the High Resists of 4 Active Hardeners with Lows full of Gank and Range. What does Gallente have, Mega short on CPU as it is for Rails, the Hyperion has 6 Lows to manage Gank and Tank and the Domi is a sitting duck with Sentries and Heavies are too slow for fleets. Gallente dos not have a viable Fleet Battleship, buffing Scorch and Nerfing Artillery is not going to help that.

At most your suggestion will make the Rokh viable the Maelstrom useless and the Abbadon king of Fleet Warfare.



Ahh ok its just the biggest nullsec coaltion uses these ships as there mainstay and thats messing up the numbers ... ya mmhmm and what about the 15 other minmatar ships in the top 20?

WRONG AGAIN

even with changes arties will still be the most used and will be far from useless ... HOW WOULD THEY BE USELESS? they still got highest alpha in the game and same DPS ....

WRONG WRONG WRONG!

Artillery is the sniper fleet weapon of choice by far they got TWICE the kills of the Amarr lasers this month alone not to mention this whole year. to even try to justify them as being almost underpowered is ridiculously ignorant. LOOK AT THE STATS
Large Collidable Object
morons.
#11 - 2011-12-26 13:58:23 UTC
Fade Azura wrote:
...so you can understand CORRECTLY how the races turrets are SUPPOSED to be defined ...


Interesting - and who is to define that? You?

Wrong.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Grimpak
Aliastra
Gallente Federation
#12 - 2011-12-26 14:08:02 UTC
Fade Azura wrote:
Alara IonStorm wrote:
The reson Artillery is so heavily used right now is that the DRF (Big Maelstrom Users) are in civil war. Those are not 100000 Kills but 100000 Maelstroms on kill Mails. Each kill that they get has 50+ Maels on it. Smaller Gang Ships that kill in small numbers don't appear because there are only 2-3 on each mail.

As for your fix do you really think Arty is the reason Beams and Rails see little fleet action. You think Selectable Dmg Types are the reason they are not used. It is Scorch... EM Dealing Scorch that hits to fleet range Scorch. It is a higher tracking DPS Pump that can hit as far as it needs to for great dmg and melt face at closer range. That Alpha you want to get rid of is what keeps Artillery in the game, not what keeps beams and rails out.

Finally it is not Artillery that is keeping Gallente out of large fleets and incidentally the Top 20. Abbadons have close range weapons that hit to fleet ranges and resists bonuses that help Logi Rep them. Maels have there Alpha and the High Resists of 4 Active Hardeners with Lows full of Gank and Range. What does Gallente have, Mega short on CPU as it is for Rails, the Hyperion has 6 Lows to manage Gank and Tank and the Domi is a sitting duck with Sentries and Heavies are too slow for fleets. Gallente dos not have a viable Fleet Battleship, buffing Scorch and Nerfing Artillery is not going to help that.

At most your suggestion will make the Rokh viable the Maelstrom useless and the Abbadon king of Fleet Warfare.



Ahh ok its just the biggest nullsec coaltion uses these ships as there mainstay and thats messing up the numbers ... ya mmhmm and what about the 15 other minmatar ships in the top 20?

WRONG AGAIN

even with changes arties will still be the most used and will be far from useless ... HOW WOULD THEY BE USELESS? they still got highest alpha in the game and same DPS ....

WRONG WRONG WRONG!

Artillery is the sniper fleet weapon of choice by far they got TWICE the kills of the Amarr lasers this month alone not to mention this whole year. to even try to justify them as being almost underpowered is ridiculously ignorant. LOOK AT THE STATS



here let me SCREAM parts of my POST so that it gets THROUGH.

[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

Alara IonStorm
#13 - 2011-12-26 14:09:39 UTC  |  Edited by: Alara IonStorm
Fade Azura wrote:

Ahh ok its just the biggest nullsec coaltion uses these ships as there mainstay and thats messing up the numbers ... ya mmhmm and what about the 15 other minmatar ships in the top 20?

WRONG AGAIN

Wow slow much...

Take a close look at that list.

9 Scimitar 25815
10 Sabre 21159
12 Huginn 18015
16 Rapier 15059

These Ships presense on the list are because they SUPPORT both Maelstroms, Hurricanes, Tempest and Drake gangs not because they are Minmatar.

As for the Vega, Loki and Cynabal they are up there because they are part of the few Cruisers that work. Outside the EWAR role Speed, Kiting and Sig are what keep Cruisers in the game as is why the Tengu and Loki are up there. Every other Cruiser has it's role swiped by the Nanocane and Nano Drake. The Thrasher is up there because of design flaws in the other Destroyers, 1 Low Cormie, 1 Mid Coecer, no web Caty.

The rest can be explained by Shield Tankings superiority over Armor in small gangs.

Fade Azura wrote:

even with changes arties will still be the most used and will be far from useless ... HOW WOULD THEY BE USELESS? they still got highest alpha in the game and same DPS ....

WRONG WRONG WRONG!

Not enough Alpha to make an Alpha Fleet out of so people will revert to high tracking Scorch. Roll

Nerfing Arty will not bring Beams and Rails from the waste bin.
Fade Azura wrote:

Artillery is the sniper fleet weapon of choice by far they got TWICE the kills of the Amarr lasers this month alone not to mention this whole year. to even try to justify them as being almost underpowered is ridiculously ignorant. LOOK AT THE STATS

They are not used as Sniper Weapons first of all. They are used in the same ranges as Scorch. Of Course they are more used this then Lasers because the power blocks that use them are in a huge War. As I said nerfing them won't bring back rails and beams because Scorch is better. Last month the Abbadon and Armageddon were ahead of the Meal and Tempest.
Tippia
Sunshine and Lollipops
#14 - 2011-12-26 14:13:51 UTC  |  Edited by: Tippia
What turrets need is a mitigation factor similar to the Damage Reduction Factor / Damage Reduction Sensitivity pair we have in missiles.

We need some mechanism that allows us to apply a non-linear effectiveness curve on, say, tracking to make some turrets immensely better at tracking targets of the right size without actually becoming any better at tracking smaller (or, for extra fun, larger) targets as a result of that tracking change.

This would allow for a different avenue of differentiation and effectiveness scaling which opens up for a lot more role separation between different turret types. Right now, all we really have to play with is more/less DPS vs. Alpha; more/less Optimal vs. Falloff. Tracking is certainly an on-the-paper differentiator, but in order for larger turrets not to be too effective against small targets, that differentiator has to be left small, to the point where you gain far better tracking benefits by using longer range. Something more is needed to let that attribute stand out more without causing unwanted side-effects.
Fade Azura
Weaponized Autists Cartel
#15 - 2011-12-26 14:17:03 UTC
i did not create that defination of the benefits of the different turrets CCP did. and yes i can define it like that because thats how they are defined ...

and the FLAVORS as you call them have changed MANY times since this game was released many years ago ... just because you define the last year or 2 doesnt define the how the flavors are supposed to be or orginally were ....or even mean that its the best way. its ok im sure you would rather contradict me with your own personal prefrences and you have every right to do so just as i have the right to contradict it right back and stick by my original proposition.


Im sticking by with what i said as i believe its the best course of action ... you can disagree if you like ... but i do think we can all agree that more changes need to be done.

hope you guys had a good christmas =)
Fade Azura
Weaponized Autists Cartel
#16 - 2011-12-26 14:23:57 UTC  |  Edited by: Fade Azura
Alara IonStorm wrote:
Fade Azura wrote:

Ahh ok its just the biggest nullsec coaltion uses these ships as there mainstay and thats messing up the numbers ... ya mmhmm and what about the 15 other minmatar ships in the top 20?

WRONG AGAIN

Wow slow much...

Take a close look at that list.

9 Scimitar 25815
10 Sabre 21159
12 Huginn 18015
16 Rapier 15059

These Ships presense on the list are because they SUPPORT both Maelstroms, Hurricanes, Tempest and Drake gangs not because they are Minmatar.

As for the Vega, Loki and Cynabal they are up there because they are part of the few Cruisers that work. Outside the EWAR role Speed, Kiting and Sig are what keep Cruisers in the game as is why the Tengu and Loki are up there. Every other Cruiser has it's role swiped by the Nanocane and Nano Drake. The Thrasher is up there because of design flaws in the other Destroyers, 1 Low Cormie, 1 Mid Coecer, no web Caty.

The rest can be explained by Shield Tankings superiority over Armor in small gangs.

Fade Azura wrote:

even with changes arties will still be the most used and will be far from useless ... HOW WOULD THEY BE USELESS? they still got highest alpha in the game and same DPS ....

WRONG WRONG WRONG!

Not enough Alpha to make an Alpha Fleet out of so people will revert to high tracking Scorch. Roll

Nerfing Arty will not bring Beams and Rails from the waste bin.
Fade Azura wrote:

Artillery is the sniper fleet weapon of choice by far they got TWICE the kills of the Amarr lasers this month alone not to mention this whole year. to even try to justify them as being almost underpowered is ridiculously ignorant. LOOK AT THE STATS

They are not used as Sniper Weapons first of all. They are used in the same ranges as Scorch. Of Course they are more used this then Lasers because the power blocks that use them are in a huge War. As I said nerfing them won't bring back rails and beams because Scorch is better. Last month the Abbadon and Armageddon were ahead of the Meal and Tempest.


well you just basically defined how gallente got no place in nullsec warfare and everyone is using minmatar ships cause they compliment each other so well and overshadow anything gallente can put out there .... am i right? ... thats needs to be changed ... all races ships should be equally viable .... more balance is needed. and the change to arties i proposed is not a nerf as their dps will remain the same and they still have highest alpha by a long shot. will it make rails more viable? absolutely .... would that mean people would use them in fleets? SADLY probably still not use rails =(
Roscojameson
The Scope
Gallente Federation
#17 - 2011-12-26 17:17:12 UTC
Fade Azura wrote:
stuff]


Arty is used for alpha, that's it. Its DPS sucks compaired to everything, and it is the shortest range "sniping" weapon. If you kill its alpha, you might as well delete it from the database.

Also, stop being dense. If every person that has replied to this thread is telling you you're wrong, you're probably wrong.
V'oba
Omnivores of Mediocrity
Omnivores
#18 - 2011-12-26 17:27:01 UTC
Sounds to me like the problem lies in the individual ships, rather than their weapon systems.

Abaddons and maelstroms have been the mainstay for a while now, with rohks joining in only recently (but i hear to good effect). Gallente just lacks a good fleet ship, which is why hybrids are still under-represented.
SMT008
Deep Core Mining Inc.
Caldari State
#19 - 2011-12-26 17:33:07 UTC
Also, the CFC peoples are swinging their dicks in Branch. Our rapetrain is Maelstrom-based, and it has no brakes.

Also, Mahmoud Ahmadinejad in the rapetrain's conductor.
Zarnak Wulf
Task Force 641
Empyrean Edict
#20 - 2011-12-26 18:07:30 UTC
No. Arty sucks at ranges over 150km. Fix on grid probing. Arty dominance will diminish.
123Next pageLast page