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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
indicast
Conquerors Undead Space Solar Citizens
10
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Posted - 2011.11.07 20:14:00 -
[1] - Quote
i been playing on test server these last days with the new changes,and in my opinion i cant say that the hybrid balance will make hybrid weapons more desirable. its really hard to play with them.blaster ships need speed to reach target wich they dont have,rails tracking is not as good as its supposed to be,or the range. i like the changes in pg,cpu,and cap consumtion,really help fitting the gallente ships. |
indicast
Conquerors Undead Space Solar Citizens
10
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Posted - 2011.11.07 20:28:00 -
[2] - Quote
i just had a fight with tornado a few minutes ago while i was flying talos
theres just no way hybrids are gonna be desirable,i mean gallente ships are slow,and hybrids have short range,so yeah.unless ccp does something drastic with em i cant see how people gonna want to use those lol |
indicast
Conquerors Undead Space Solar Citizens
10
|
Posted - 2011.11.07 23:05:00 -
[3] - Quote
solution is simple,and its in the name of the thread "Hybrid weapon and Tech II ammo balancing"
its not balanced on tranquility,and its not balanced on test server.period.
ccp,keep on working |
indicast
Conquerors Undead Space Solar Citizens
10
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Posted - 2011.11.07 23:31:00 -
[4] - Quote
Phoenix Torp wrote:I make auto-quote sent to all that people who say that blasters have high damage. I don't see where is that high damage... Phoenix Torp wrote:Mini toons are the best because they don't need a lot of support for weapons modules. Tempest can "waste" 3 slots in Gyroestabilizer and even with that win whatever. And can kite his enemy since is faster. Gallente would need Tracking Enhancer, Trackin Computer... and then, to be competitive with the rest of races DPS, should fit the Magnetic Stabilizer. It's either the master failing philosophy of Gallente or the master overpowered philosopy of Minmatar what makes this. And Amarr is the middle-term with large optimals and cap issues, that needs his pilots to have "a bit" of intelligence and strategy. Right now, would appreciate more a succesfull Gallente pirate than another one.
eft shows one thing,real gameplay shows how much hybrids suck.
+1 |
indicast
Conquerors Undead Space Solar Citizens
10
|
Posted - 2011.11.08 13:40:00 -
[5] - Quote
Grimpak wrote:Dunmur wrote:No matter how much you buff damge that kinda range is far too limiting. You warp to 0 land on a ship kill it then what? Most fleets are far too spread out for this mindset to be effective and since you are the slowest ship you really have very limited choices. boosting blaster ships mobility would solve this issue. don't forget that the blaster issues are not from the guns alone.
+ 1 |
indicast
Conquerors Undead Space Solar Citizens
10
|
Posted - 2011.11.08 19:23:00 -
[6] - Quote
bornaa wrote:from Test Server Feedback sub-forum: CCP Tallest wrote:Perdition64 wrote:CCP Tallest, any plans on further developing the hybrid changes before patch day so they can actually make an impact come Winter? Yes indeed. I was just about to post an update. * Hybrid turret reload time will be 5 seconds. * Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges) * Blaster damage +5% (except XL turrets) * Railgun tracking +5% (except XL turrets) ..also, Hail falloff penalty will be 25%, not 0%.
a) Hybrid turret reload time will be 5 seconds. there is no better ammo than faction antimatter b) Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges). still dont know how is this gonna help c) Blaster damage +5% (except XL turrets). improvement,but irrelevant d) Railgun tracking +5% (except XL turrets) good improvment |
indicast
Conquerors Undead Space Solar Citizens
10
|
Posted - 2011.11.09 11:04:00 -
[7] - Quote
i have an ideea how to improve a gallente ship at least
deimos has 1 extra non turret/launcher high slot that is almost useless how about remove it and add a medium slot for a web or anything else that actualy helps. |
indicast
Conquerors Undead Space Solar Citizens
10
|
Posted - 2011.11.09 15:00:00 -
[8] - Quote
.[/quote]so, presented by these problems, we are confronted by 3 ways to fix them 1 - Fixing problem A the AC way (bleh) 2 - Fixing problem A and B the damage + higher mobility way (community divided) 3 - complete removal of hybrids from the game, SP refunded and caldari and galente re-focus on missiles and drones respectively.
in all honesty, as time goes by, I'm inclined further and further for the removal option since that will solve this issue for good, and I can finally stop imaging myself doing bull rushes in a deimos and delivering pain on someone's face.[/quote]
they cant because they break originality of each races bonus,so yeah gallente should be removed is nothing can be done to make them at a similar level |
indicast
Conquerors Undead Space Solar Citizens
10
|
Posted - 2011.11.14 20:08:00 -
[9] - Quote
Tania Russ wrote:I want to reiterate an idea I had that hasn't seen a lot of comment so far.
Precis: replace blaster and rail hybrids completely with 1 new weapon, that changes characteristics based on ammunition type.
So if you load "blaster" ammo, the weapon behaves as a blaster; load "rail" ammo and the weapon behaves like a rail.
This adaptability would level the playing field in terms of weapon choice without requiring the actual mechanics of the way rails and blasters function to change that much, because the sheer adaptability of this new hybrid platform would be beneficial enough to make it an attractive alternative to say, fitting ACs on a Gallente ship (which currently is sadly, the norm. Not that people would necessarily stop doing that.)
I think this change, comboned with some minor buffs to damage output and tracking as already outlined by CCP and under tet on SiSi, wouldotally revolutionize the use of hybrid weapons for both PvP and PvE.
good luck with that,ccp doesnt even read the forums |
indicast
Conquerors Undead Space Solar Citizens
10
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Posted - 2011.11.18 13:40:00 -
[10] - Quote
WisdomLikeSilence wrote:NErf Scorch. Nerf Autocannons. problem solved.
nerf missiles too |
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