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Hybrid buff? What are you all talking about???

Author
Cambarus
The Baros Syndicate
#61 - 2011-09-13 12:10:20 UTC
AlleyKat wrote:

Not sure I understand.

Why can't you add ship bonuses to hybrid ships and not add bonuses to non-hybrid ships.

If you are adding ship bonuses to affect the usability / piloting of hybrid ships when using hybrids, then why would that be overpowered?

If it boosted the ships too much, then there is failure in the bonuses that have been applied and that would have to be thought out carefully through testing, testing and more testing.

It sets a bad precedent, mostly. If you want to buff hybrids by a certain amount, why not just buff the guns? Having one race with an extra bonus over the others will make it look like gallente are op even if they aren't, and I for one would not want to be working for CCP when gallente get their turn on top and people start screaming about how unfair it is that they get a whole extra bonus over the other races.

And remember, gallente aren't the only ones who use hybrids,so you're basically suggesting something like a third of the ships in the game get a new bonus added to them, rather than just tweaking the guns.

As for what blasters actually need: much higher DPS, much lower falloff, slightly better tracking(and that one's optional)
Bouh Revetoile
In Wreck we thrust
#62 - 2011-09-13 13:26:26 UTC
IMO, hybrid guns deserve a buff; a small one for blasters because their main problem is more the ability to get in range than to inflict damage; and a better one for railguns which really lack some damage considering their weaknesses.

IMO, the best way to fix blasters is to add an ewar module to break the range control at long short range (inside point range, but outside webrange) like an inertia destabilizer which would decrease agility at medium range. Kitting ship using this will have to sacrifice something else like tank; that is why I like the idea of a module to break the supremacy of nanofiber+shield buffer which are the real problem of blaster boats.

Railgun niche was their ability to snipe, but considering the advantages of the others weapons (no ammo for lasers, instant switching of length for a damage projection not so far from missiles ; no cap for arty, damage selection and alpha), I think making hybrid just more powerful wouldn't really hurt other weapon systems. This is an easy solution, another one may be to give them more tracking, hence increasing their dps as well as giving them a role at killing smaller target, but I don't know if this role is really needed. No other idea. :-(

Making hybrids a new overpowered weapon system would not fix anything; and making gallente ship overpowered won't fix anything too.
Grimpak
Aliastra
Gallente Federation
#63 - 2011-09-13 19:47:30 UTC
Cambarus wrote:
As for what blasters actually need: much higher DPS, much lower falloff, slightly better tracking(and that one's optional)



I would even cut a bit on the optimal if they boosted the damage considerably.


also, said boost and nerf doesn't need to apply to small blasters. they are fine as it is.

[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

MeBiatch
GRR GOONS
#64 - 2011-09-13 22:13:10 UTC
people keep in mind that the only reason why small hybrids are fine is A. frigs are fast B. small hybrid turrets have good tracking for the range...

by grimpaks suggestion all one would have to do is simply increase caldari/gallente speed and give both blasters and rails a major tracking boost... (slight for medium big for large since all three blasters are meant to fire within 10 km anyways...)

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

AlleyKat
The Unwanted.
#65 - 2011-09-13 23:34:58 UTC
Cambarus wrote:


It sets a bad precedent, mostly. If you want to buff hybrids by a certain amount, why not just buff the guns? Having one race with an extra bonus over the others will make it look like gallente are op even if they aren't, and I for one would not want to be working for CCP when gallente get their turn on top and people start screaming about how unfair it is that they get a whole extra bonus over the other races.

And remember, gallente aren't the only ones who use hybrids,so you're basically suggesting something like a third of the ships in the game get a new bonus added to them, rather than just tweaking the guns.

As for what blasters actually need: much higher DPS, much lower falloff, slightly better tracking(and that one's optional)


Hybrids need ships that can use them - why are you thinking backwards on this?

If you boost the guns then anyone can fit them and I fail to see the logic in that.

You want things to be fair? Boost the ships, and not the guns so anyone can use them - that's fair.






This space for rent.

Cambarus
The Baros Syndicate
#66 - 2011-09-14 03:49:46 UTC
AlleyKat wrote:

Hybrids need ships that can use them - why are you thinking backwards on this?

If you boost the guns then anyone can fit them and I fail to see the logic in that.

You want things to be fair? Boost the ships, and not the guns so anyone can use them - that's fair.

Not sure if trolling but w/e:
If hybrids were boosted to the point of being useful, the bonuses to range/damage hybrid using ships get would make them better on those specific ships, just like every other weapon system in the game...
Sebastian N Cain
Aliastra
Gallente Federation
#67 - 2011-09-14 07:00:31 UTC
Cambarus wrote:
AlleyKat wrote:

Not sure I understand.

Why can't you add ship bonuses to hybrid ships and not add bonuses to non-hybrid ships.

If you are adding ship bonuses to affect the usability / piloting of hybrid ships when using hybrids, then why would that be overpowered?

If it boosted the ships too much, then there is failure in the bonuses that have been applied and that would have to be thought out carefully through testing, testing and more testing.

It sets a bad precedent, mostly. If you want to buff hybrids by a certain amount, why not just buff the guns? Having one race with an extra bonus over the others will make it look like gallente are op even if they aren't, and I for one would not want to be working for CCP when gallente get their turn on top and people start screaming about how unfair it is that they get a whole extra bonus over the other races.

And remember, gallente aren't the only ones who use hybrids,so you're basically suggesting something like a third of the ships in the game get a new bonus added to them, rather than just tweaking the guns.

As for what blasters actually need: much higher DPS, much lower falloff, slightly better tracking(and that one's optional)


Nope, they don´t need that. Lasers have no ammo and no reload, projectiles have no cap and all damage types, hybrids have no reason to exist. So replace them with lasers or projectiles.

I got lost in thought... it was unfamiliar territory.

baltec1
Bat Country
Pandemic Horde
#68 - 2011-09-14 08:41:07 UTC
Sebastian N Cain wrote:


Nope, they don´t need that. Lasers have no ammo and no reload, projectiles have no cap and all damage types, hybrids have no reason to exist. So replace them with lasers or projectiles.


As a massive fan of blasterboats I have to say you're idea stinks. Even though Cambarus and I dissagrees with massivly on my toys at least he is trying to come up with ways to make my chosen weapon type better.
Zoe Alarhun
The Proactive Reappropriation Corporation
#69 - 2011-09-14 09:09:19 UTC
As a blaster user I can say I would not like to see them dissapear.

Blasters could use a small bump in damage, and better tracking for med's and larges.
Fitting requirements decreased somewhat (between lasers and auto's) so you can fit the largest turrets without fitting mods. This helps gallente and caldari.

Railguns can keep their range but again decrease the fitting requirements, Keep the range. Increase their tracking alot and their damage slightly. Make them the steady dps option able to apply middle of the road damage constantly at long ranges. That way arty can volley stuff IF it hits. Lasers can melt things out of the sky at their optimals and railguns can easily hit even at the longest ranges while keeping steady damage on.

decrease the size of hybrid charges - they take a huge amount of space.
Increase the gun HP (the actual module itself) so that you can overheat blasters/rails for longer than other weapon systems.

This way non caldari/gallente ships would be unlikely to fit them as they get better performance out of their racial weaponry where gallente/caldari both get good weapon to go with it.
Arthur Black
SoE Roughriders
Electus Matari
#70 - 2011-09-14 12:14:13 UTC  |  Edited by: Arthur Black
Demon Azrakel wrote:

Anyway, to post my input: Up PG on gallente ships (see 1600mm Ruppy v. 1600mm Thorax or x-l booster maelstrom v. dual rep Hyperion (the equivalent)). Up Blaster damage by 30%-40%, leave the ships slow as **** so you still have to work to get into range, but now it is actually worth it...


The PG issue will have to be looked into at some point, and maybe it's one way of going about it. I don't know if Caldari have the same PG issues (I don't fly Caldari ships, at least not much).

I too did the same comparisons you listed, and added the Abaddon. I even suggested a concrete PG increase for the Hyperion based on those comparisons. Nothing came of it, but I believe the issue is visible to enough people that it will be corrected at some point.

Demon Azrakel wrote:

Up Blaster damage by 30%-40%, leave the ships slow as **** so you still have to work to get into range, but now it is actually worth it...


Cambarus wrote:

As for what blasters actually need: much higher DPS, much lower falloff, slightly better tracking(and that one's optional)


Grimpak wrote:

I would even cut a bit on the optimal if they boosted the damage considerably.


30%-40% is overdoing it. I would thing something like a extra built-in MFS would be more like it, and perhaps even that is overdoing it.

As for tracking, perhaps the equivalent of a built-in TE? I don't think boosting their tracking is optional, it seems to be one of the best ways of improve them.

I too would be willing to trade a small bit of optimal range for these changes, but not really falloff unless something else changes. The falloff of large blasters is what makes a Megathron with Null work, and work really well, in a RR BS gang today.

If such changes were implemented, then yes, leave the ships "as is", i.e. slow.

Bouh Revetoile and Zoe Alarhun wrote:

[Railguns]


I was thinking something along the same lines. Medium range, but steady damage.

There are some fleets where blasters aren't accepted because they can't hit out to the required ranges, whereas ACs and lasers can. Even ships with bonuses for it falls short (Deimos comes to mind), albeit not by much. This mostly applies to cruiser-sized weapons. In those fleets, hybrid users must use rails.

As others have mentioned, rails seems much harder to "get right" than blasters. I have no real suggestions for how to "fix them" that wouldn't make them overpowered one way or the other.

Say you upped their damage, perhaps through increased RoF to introduce more cap usage as a offsetting penalty, and increased their tracking considerably, then lowered their range (either optimal, falloff or both). Some rails would then be useful while others, such as the dual-180s which today have neither alpha, DPS or range, would still be broken. The Rokh, which today can hit silly ranges, but for pitiful damage, would become much better, but Gallente would be even harder pressed to come up with a sniper fit. I.e. not ideal.
Sebastian N Cain
Aliastra
Gallente Federation
#71 - 2011-09-15 06:05:12 UTC
baltec1 wrote:
Sebastian N Cain wrote:


Nope, they don´t need that. Lasers have no ammo and no reload, projectiles have no cap and all damage types, hybrids have no reason to exist. So replace them with lasers or projectiles.


As a massive fan of blasterboats I have to say you're idea stinks. Even though Cambarus and I dissagrees with massivly on my toys at least he is trying to come up with ways to make my chosen weapon type better.



Fine, but then you need to come up with a buff that makes hybrids actually a reasonable choice. And this means not only you need to consider the damage, but you need also a specific characteristic for hybrids that is desirable and only available for them. Like the fact that lasers doesn´t need ammo and projectiles doesn´t need cap.

Because if it´s just about dealing damage, well, that´s pretty much already covered by the other weapon systems. And this in all variations (high dps, high alpha, variable damage types etc.). You need something that sets hybrids apart from the other weapon systems.

I got lost in thought... it was unfamiliar territory.

baltec1
Bat Country
Pandemic Horde
#72 - 2011-09-15 08:34:06 UTC
Sebastian N Cain wrote:
baltec1 wrote:
Sebastian N Cain wrote:


Nope, they don´t need that. Lasers have no ammo and no reload, projectiles have no cap and all damage types, hybrids have no reason to exist. So replace them with lasers or projectiles.


As a massive fan of blasterboats I have to say you're idea stinks. Even though Cambarus and I dissagrees with massivly on my toys at least he is trying to come up with ways to make my chosen weapon type better.



Fine, but then you need to come up with a buff that makes hybrids actually a reasonable choice. And this means not only you need to consider the damage, but you need also a specific characteristic for hybrids that is desirable and only available for them. Like the fact that lasers doesn´t need ammo and projectiles doesn´t need cap.

Because if it´s just about dealing damage, well, that´s pretty much already covered by the other weapon systems. And this in all variations (high dps, high alpha, variable damage types etc.). You need something that sets hybrids apart from the other weapon systems.



High tracking and face melting damage other weapons cannot manage with the drawback of much reduced range. Personally I think gal ships should be shield tankers but the abundence of lows means I can overcome the issue of speed while keeping omgnottheface damage.

Biggest issue with blasters many face is tracking at very close range. This might be overcome by computer magic. CCP could make the guns track targets better the closer they get so in effect, blasters would get the same tracking no matter the range.
AlleyKat
The Unwanted.
#73 - 2011-09-15 12:37:55 UTC
These new forums have a really short time-out function - I've replied to some really interesting comments here, but due to my typing raging out of control, it timed out before I could hit the 'post' button.

/Digress.

I'll use bullets instead.

Not trolling.

The guns worked just fine before the speed nerf.

CCP forgot to alter the ships that use hybrids.

We got screwed.

The ships need fixing.

Changing the guns blurs the line between hybrids and other weapons.

EVE became less specialised.

Review the dev blogs on the changes.

Grr, Arrgh, Snarl, huff, gruff, why does no one understand what I'm saying?

AK

This space for rent.

Sebastian N Cain
Aliastra
Gallente Federation
#74 - 2011-09-15 13:52:11 UTC
AlleyKat wrote:
These new forums have a really short time-out function - I've replied to some really interesting comments here, but due to my typing raging out of control, it timed out before I could hit the 'post' button.

/Digress.

I'll use bullets instead.

Not trolling.

The guns worked just fine before the speed nerf.

CCP forgot to alter the ships that use hybrids.

We got screwed.

The ships need fixing.

Changing the guns blurs the line between hybrids and other weapons.

EVE became less specialised.

Review the dev blogs on the changes.

Grr, Arrgh, Snarl, huff, gruff, why does no one understand what I'm saying?

AK


When you say the guns worked fine before the speed nerf you are forgetting that hybrids are not only blasters, but also rails. Please tell me how being able to close the distance to the enemy faster would make rails working fine?

I got lost in thought... it was unfamiliar territory.

Sebastian N Cain
Aliastra
Gallente Federation
#75 - 2011-09-15 13:57:37 UTC
baltec1 wrote:
Sebastian N Cain wrote:
baltec1 wrote:
Sebastian N Cain wrote:


Nope, they don´t need that. Lasers have no ammo and no reload, projectiles have no cap and all damage types, hybrids have no reason to exist. So replace them with lasers or projectiles.


As a massive fan of blasterboats I have to say you're idea stinks. Even though Cambarus and I dissagrees with massivly on my toys at least he is trying to come up with ways to make my chosen weapon type better.



Fine, but then you need to come up with a buff that makes hybrids actually a reasonable choice. And this means not only you need to consider the damage, but you need also a specific characteristic for hybrids that is desirable and only available for them. Like the fact that lasers doesn´t need ammo and projectiles doesn´t need cap.

Because if it´s just about dealing damage, well, that´s pretty much already covered by the other weapon systems. And this in all variations (high dps, high alpha, variable damage types etc.). You need something that sets hybrids apart from the other weapon systems.



High tracking and face melting damage other weapons cannot manage with the drawback of much reduced range. Personally I think gal ships should be shield tankers but the abundence of lows means I can overcome the issue of speed while keeping omgnottheface damage.

Biggest issue with blasters many face is tracking at very close range. This might be overcome by computer magic. CCP could make the guns track targets better the closer they get so in effect, blasters would get the same tracking no matter the range.


Ok, so for blasters you want to go for extreme damage. Fine but what about rails?

Also, with the understanding ccp has demonstrated in balancing matters, we are probably ending up with a range buff for hybrids, in exchange for even less damage.

I got lost in thought... it was unfamiliar territory.

Cambarus
The Baros Syndicate
#76 - 2011-09-15 14:04:31 UTC
AlleyKat wrote:

The guns worked just fine before the speed nerf.

CCP forgot to alter the ships that use hybrids.

You know what else CCP did? They forgot to alter the guns, after both lasers and projectiles saw massive buffs.
AlleyKat wrote:

We got screwed.

The ships need fixing.
Nano nerf whacked all the ships, it was specifically changes to mods (lasers, projectiles, webs, scrams) that hurt blaster pilots the most.

AlleyKat wrote:

Changing the guns blurs the line between hybrids and other weapons.

EVE became less specialised.

It was my understanding when I first joined eve that the short range guns were separated by their core mechanics as follows:
Pulses had high optimal, instant ammo swapping and moderate damage, but could only deal em/therm and had poor tracking to compensate.
ACs could deal all damage types and had high falloff, but had low optimal and low DPS to compensate, and even the falloff was kind of meh(nowhere near what amarr could do with their optimal)
Blasters had really,really high DPS, but had low optimal, falloff, high cap usage and fixed damage types.


Then, CCP boosted tracking on pulses by an absurd 25%, increased falloff on ACs pretty much across the board, gave TEs TWICE the bonus to falloff that they give to optimal (which is not the same, a gun with 1km optimal and 10km falloff ODs a gun with 10km optimal 1km falloff from 11km onward, both have their uses) and messed with resists to lessen the impact of the em/therm damage spread.

CCP basically looked at a bunch of guns that each had their own unique flaws, and started removing the flaws of ACs and pulses while leaving blasters as they were. You want variety in the game? Make blasters actually do what they're supposed to do, rather than giving them slightly more DPS than lasers at less range than ACs.
AlleyKat
The Unwanted.
#77 - 2011-09-15 14:13:16 UTC
Sebastian N Cain wrote:
When you say the guns worked fine before the speed nerf you are forgetting that hybrids are not only blasters, but also rails. Please tell me how being able to close the distance to the enemy faster would make rails working fine?


It doesn't, but 90% (max) web bonus for hybrid users would reduce transversal velocity.

AK

This space for rent.

baltec1
Bat Country
Pandemic Horde
#78 - 2011-09-15 15:47:20 UTC  |  Edited by: baltec1
Sebastian N Cain wrote:


Ok, so for blasters you want to go for extreme damage. Fine but what about rails?

Also, with the understanding ccp has demonstrated in balancing matters, we are probably ending up with a range buff for hybrids, in exchange for even less damage.



Don't use them so not much point on commenting on rails. Last I saw of them in pvp was when sniper BS were usefull. They did the job well but tactics have changed so like cruise missiles and tachyons they are not used in fleets these days.
Cambarus
The Baros Syndicate
#79 - 2011-09-15 16:46:52 UTC
baltec1 wrote:
Sebastian N Cain wrote:


Ok, so for blasters you want to go for extreme damage. Fine but what about rails?

Also, with the understanding ccp has demonstrated in balancing matters, we are probably ending up with a range buff for hybrids, in exchange for even less damage.



Don't use them so not much point on commenting on rails. Last I saw of them in pvp was when sniper BS were usefull. They did the job well but tactics have changed so like cruise missiles and tachyons they are not used in fleets these days.

The only thing CCP needs to do to fix rails is fix warping mechanics. As it stands, the main reason rails aren't that useful is that the range at which they're supposed to be best (near the hardcap on lockrange) is an impossible to maintain distance, because anything past 150km is just a quick warp away. The irony here is that tachyons and cruises really AREN'T anything like rails, because both of them have their uses,whereas even in their supposedly ideal scenarios rails are outdone by lasers, so something also needs to be done about that, but first and foremost the problems facing rails is that having an optimal of 220-250km doesn't really do anything for you when the people you're shooting can just warp to within 100 as soon as you pass the 150km mark.
Grimpak
Aliastra
Gallente Federation
#80 - 2011-09-15 18:54:32 UTC  |  Edited by: Grimpak
Cambarus wrote:
You want variety in the game? Make blasters actually do what they're supposed to do, rather than giving them slightly more DPS than lasers at less range than ACs.



this.


and by this I mean that blaster ships should stuff czar bombas in somebody's face.


at sword range.





and I don't mind them having even shorter optimals and falloffs to counterbalance if I get extreme, over the top, ludicrious and completely tank-smashing dps in return.

and I mean ANY tank.

[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