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Thread Statistics | Show CCP posts - 1 post(s) |

MeBiatch
Republic University Minmatar Republic
32
|
Posted - 2011.10.10 17:03:00 -
[1] - Quote
to op arguing with proxxy is a waste of time... he is a troll who wont listen... there are dozens of threads where everyone says he should stfu but yet he posts and does not listen... so i have learnt to just skip his posts...
anywho here are my suggestions to fix hybrids...
MeBiatch wrote:here are the fixes for hybrids:
blasters:
concept shotguns (short range arties...)
1. Increase base damage by 50% 2. Decrease rate of fire by 30% 3. Increase falloff by 50% 4. increase tracking by 37.5%
railguns: Concept long range auto cannons
1. Increase base damage by 15% 2. Increase rate of fire by 15% 3. decrease activation cost by 40% 4. increase falloff by 50% 5. increase tracking by 37.5%
ammo:
Simular boost that projectile ammo got
concept choice between what damage type you want to do between thermal and Kinetic (i.e. antimater does 80% thermal damage 20% kin damage, uranium does 80% kin damage and 20% thermal damage)
also include a tracking bonus built into the ammo
Caldari boost: remove the optimal range bonus for hybrid turrets and replace with a rate of fire bonus
gallente boost: remove the falloff bonus and tracking bonus and replace with a mass reduction bonus per level
change the internal rep bonus to include a bonus incomming remote rep
General fix: change the speed reduction affect on armor rigs and replace with an agility reduction change reload time from 10 seconds to 5 seconds |

MeBiatch
Republic University Minmatar Republic
32
|
Posted - 2011.10.10 17:26:00 -
[2] - Quote
after fix new astarte:
so we have 50% increase to damage 37.5% increase in internal amour reps and incomming Remote repair... 25% decrease in mass of the ship
shoots out to 17.5 km with falloff does 2636 alpha and 600 dps without drones tracking 0.1289 rad/sec mass 15750000
each logi armor ship will give a tank of 2128dps with 4 large armor RR...
with this fittings: [Astarte, fixed] Reactor Control Unit II 1600mm Reinforced Rolled Tungsten Plates I Imperial Navy Energized Adaptive Nano Membrane Imperial Navy Energized Adaptive Nano Membrane Armor Explosive Hardener II Magnetic Field Stabilizer II
10MN MicroWarpdrive II Stasis Webifier II Warp Scrambler II Warp Disruptor II
Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M
Medium Trimark Armor Pump I Medium Trimark Armor Pump I
Hornet EC-300 x5 Warrior II x5 |

MeBiatch
Republic University Minmatar Republic
32
|
Posted - 2011.10.10 19:27:00 -
[3] - Quote
ok here is a the and improved blaster rokh
ship bonus: 5% bonus to rate of fire per lev 5% bonus to shield resists per lev
12.59004 damage mod 30468 meters fall off 11000 meters optimal range 44 ammo damage 0.06111875 rad/sec 4.22 rate of fire 4431 alpha 1050 dps not including drones with out heat on
[Rokh, fixed] Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Tracking Enhancer II Damage Control II
100MN MicroWarpdrive II Invulnerability Field II Invulnerability Field II Large Shield Extender II ECCM - Gravimetric II Warp Disruptor II
Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L
Large Anti-EM Screen Reinforcer I Large Core Defence Field Extender I Large Core Defence Field Extender I
Warrior II x5 Hornet EC-300 x5 |

MeBiatch
Republic University Minmatar Republic
32
|
Posted - 2011.10.10 19:58:00 -
[4] - Quote
eagle
25% increase to powergrid 25 m3 drone bay 25mn bit/wave
ship bonus:
crusier:
5% to rate of fire for medium hybrid turrets per level 5% to shield resistinces per level
hac : 5% to optimal range for medium hybrid turrets per level 5% to medium hybrid turret damage per level
27 km optimal range 22.5 km falloff 0.03953125 rad/sec 27.6 ammo damage 2.23 sec rate of fire 9.480002 damage mod 1308 alpha 586 dps
[Eagle, fixed] Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Damage Control II
10MN MicroWarpdrive II Warp Disruptor II Invulnerability Field II Invulnerability Field II Large Shield Extender II
250mm Railgun II, Caldari Navy Antimatter Charge M 250mm Railgun II, Caldari Navy Antimatter Charge M 250mm Railgun II, Caldari Navy Antimatter Charge M 250mm Railgun II, Caldari Navy Antimatter Charge M 250mm Railgun II, Caldari Navy Antimatter Charge M [empty high slot]
Medium Anti-EM Screen Reinforcer I Medium Core Defence Field Extender I
Hornet EC-300 x5
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MeBiatch
Republic University Minmatar Republic
32
|
Posted - 2011.10.10 21:06:00 -
[5] - Quote
@gypsio III when 150km+ fighting became obsolete, having a gun bonus that allows you to fire past 150 km is rather useless....
and the changes to make it come back would have to be a big change to on grid warping and book marks... to which i dont support...
so with going how eve has evolved 150km and less range removing the optimal range bonus and replacing it with a rate of fire bonus works rather well... as a tech II bonus optimal range in fine... |

MeBiatch
Republic University Minmatar Republic
33
|
Posted - 2011.10.12 01:38:00 -
[6] - Quote
Pattern Clarc wrote:
~~~New Updates based on feedback.~~~
Caldari Lovin: Caldari base speed increases significantly. Caldari hybrid ships, especially the cruisers are just to slow to be viable and often whilst existential issues really effect the performance of the Ferox and it's variants. ~30% increase to base speed, for: - Moa, Harpy, Ferox, Vulture, Rokh, Egale, Cormorant (Whilst the Tengu's Hybrid Weapons subsystem should increase speed by a similar amount). - Moa and Eagle powergrid increased by 30% - Moa and Eagle hull re-designed to look less ****. - See Tiericide for additional changes to the Ferox - See Fleet Commandships for additional changes to the Vulture - Combat Blasters for additional changes to Hybrids.
Global:
- As the number of ships on grid increase, the accuracy of scan probe warp to results reduces, resulting in ever greater warp to variances of up to 200km. - Probing accuracy is now inversely proportional to the amount of time the target has been in one location (grid)" (After 0 seconds, within 200km accuracy, after 30 seconds, 50km accuracy, after one minute, probing accuracy improves to 12km and so on)
Ammo: - Quake - 25% increase to Artillery alpha, 5% Less damage than RF EMP and 33% less range and fall off. - Gleam - Decreases capacitor usage by 50% - 5% Less damage than Navy Multifreqency and 33% less tracking - Javlin - Increases tracking by 33% - 5% Less damage than CN Antimatter and 25% increased capacitor usage
Hybrid Ammo receives reorganisation into 4 parts: Antimatter remains unchanged
Plutonium - (Same as current plutonium), 20% Kinetic, 80% Thermal damage Uranium - -(Same as current plutonium), 80% Kinetic, 20% Thermal damage
Thorium - (Damage Same as current thorium) 0% increase to optimal, 20% increase to tracking, 80% Kinetic, 20% Thermal Lead - (Damage, cap use Same as current thorium) 0% increase to optimal, 20% increase to tracking, 20% Kinetic, 80% Thermal damage
Irdium - (Damage Same as current thorium) 0% increase to optimal, 20% increase to falloff, 80% Kinetic, 20% Thermal Tungsten - (Damage, cap use Same as current thorium) 0% increase to optimal, 20% increase to falloff, 20% Kinetic, 80% Thermal damage
Iron - Same as current Iridium except with the optimal range of before.
i like the additions... and approve of the scan probe mechanic... with your changes to rails what type of dps we looking at and range with antimater?
say 3 mag stabs and 8 425II with faction antimater? or your improved javlin :)
ok so if you just removed my idea for a built in falloff increase our boosts are simular but i am not just giving a base increase to dps i am also greatly increasing blasters alpha/burst damage... how about make blasters the answer to arties... now if you want high 'bust' damage you can do more then just miniie ships... something like a 50% increase in damage multiplier with a 30% decrease in rate of fire increases the alpha 50% and dps around 8%...
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MeBiatch
Republic University Minmatar Republic
35
|
Posted - 2011.10.14 16:33:00 -
[7] - Quote
The thing about adding "alpha" is that its only a 30% reduction in rate of fire... so at most you are looking at 1-1.5 seconds decrease in rate of fire... i think this is a fair trade when you take into account that you are gaining 50% alpha plus 8% dps plus 50% increased tracking...
i understand and like the idea for heat bonus to internal reppers (but i dont think it should be race specific but be a General boost to the mods) but still feel that gal/min ships would greatly benifit from a boost to incomming remote repair... and as you said you want to go from 2% to 14% increase efficiancy for internal reps for gal/min over ammar/cal... i would say this is great even with the increased incomming RR... simply look at the % difference in EHP that cal/ammar get over gal/minnie i think its more then 14%
something like cal ship will have 90 k ehp and gal will have 67 k ehp thats a 26% increase in ehp plus if we dont include the incomming rr you are looking at 15% increased efficiancy to cal/min...
keep cal/ammar have the ehp boost but make the more fragile gal/min ships better for all types of reps be it internal or incomming external reps...
so even if we still kept your 12.5% increase to reps this would still balance out min/gal shortcommings... in relation to ehp...
Also i like you boost to spike... nicly done... |

MeBiatch
Republic University Minmatar Republic
37
|
Posted - 2011.10.14 20:19:00 -
[8] - Quote
Grimpak wrote:Clarc's proposed changes are.. good actually. I'm still more partial to massively boost DPS, moderately boost tracking and cut down range even further tho. I don't like the ammo changes tho. should be another way than to make them "projectiles MK. II" tbh 
care to explain a tad bit more what your beef with the ammo boost is? you dont like the tracking boost? i like the boost cuss it means that hybrids will be better for PVE... damage selection is a good thing... trakcing boost is also a good thing...
hell the ammo boost is the martha fracking stewart of hybrid boost its a "good" thing... |

MeBiatch
Republic University Minmatar Republic
37
|
Posted - 2011.10.14 23:18:00 -
[9] - Quote
grimpak but thats the thing hybrids have all the bad qualities of both energy and projectiles... with the ammo boost this will at the very least gives blasters some of the good qualities of the other turret types...
but cest la vie eh? when it comes to balance not eveyone is going to be happy with all the changes... |

MeBiatch
Republic University Minmatar Republic
40
|
Posted - 2011.10.15 17:16:00 -
[10] - Quote
i am at work now and cant load eft... can someone crunch the numbers and tell me what a eagle will be doing with 250's 3 mag stabs and spike now?
grim i too like a rof bonus... though should it be for tech I or tech II ship classes for caldari... or is it even needed now after clerks boost to rails? |

MeBiatch
Republic University Minmatar Republic
45
|
Posted - 2011.10.15 22:47:00 -
[11] - Quote
ok did the math and found out something disturbing...
the munin does more dps then a zealot...
the boosted eagle is doing around 334 dps 1173 alpha @ 161 km (no te or tc)
deimos is doing 417dps 1466 alpha @ 88km
zealot is doing 290dps 719 alpha @ 91 km
munin is doing 312dps 1912 alpha @ 91 km?
if we are going with this whole balance ting... then should beams not get a dps boost? i would say around 20% to base damage and 20% to aurora would do them a whole lot of good...
So now the zealot is doing
zealot damage mod 10.791468 ammo: 19.2 1035 alpha 418 dps |

MeBiatch
Republic University Minmatar Republic
45
|
Posted - 2011.10.15 23:53:00 -
[12] - Quote
opps.... lmao serves me right for duplicating a previous setup and not checking for drones...
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MeBiatch
Republic University Minmatar Republic
48
|
Posted - 2011.10.16 01:06:00 -
[13] - Quote
by 25 % increase to alpha do you mean bust or base damage? because if its just bust you are going to have to slow down rate of fire even more...and 1400's only fire like 2 times a min as it is...
i would go more to base damage... that way you get a dps slight boost with a alpha boost...
but as you know i am a fan of alpha... poor calari 50% to optimal range is not going to help them much for blasters... pattern clerc can you do a simular graph for blaster projection against pulse and autos?
i think even with your boost to blasters caldari will still lag behind the other races... but an alpha boost would help this... sure you have to reduce rate of fire... but its not soo bad... 30% decrease in rof or about (1-2 seconds) for 50% more alpha and 8% more dps plus the tracking boost would be more than enough to make medium blasters and large blasters kick ass... if the weapon is the closest range turret platform it should be doing the most dps and the second most alpha! |

MeBiatch
Republic University Minmatar Republic
49
|
Posted - 2011.10.16 02:38:00 -
[14] - Quote
Pattern Clarc wrote: I'm on the fence about alpha to blasters. It might be awesome to witness and use and a small amount more might be a good thing, but to experience artillery like alpha on platforms with good tracking might be a disaster to anything that tries to get under your guns 1v1. I don't think blasters should be able to instapwn ships several size classes down either. Look at the number of interceptors, t1 cruisers and interdictors flown today and you'd understand that people just don't wanna fly squishy ships - which they have become since the nano nerf. So we should try not to make the situation worse with things like 300% alpha blasters or 800% increased tracking IMO. (examples)
thats the thing though its takes a while for you to get around to get in optimals... so you could have like 12 seconds of taking damage before your guns even turn on you could be half way in armour... IMO with one webber and a scram on with te's you should be able to have the chance to do a wreaking hit which on a hyperion could do upwards of 9000 alpha and 1100 dps... plus keep in mind that it only projects out to 26km but 70% of that is falloff...
i am starting to think that maybe there should be 4 tech II ammo types for hybrids
2 for caldari philosophy and 2 for gallente...
so like void would be gallente but null would be caldari
and javlin would be gallente but spike be caldari
then caldari would get a specialized close range tech II ammo and gallente would get its own specialized tech II long range ammo...
edit if you 50/50 optimal range and falloff for blasters this would make the optimal range bonus for caldari usefull...
i would also change antimater from -50% to optimal range to -25% to optimal range and fall off... |

MeBiatch
Republic University Minmatar Republic
53
|
Posted - 2011.10.16 20:17:00 -
[15] - Quote
i tend to agree with gypsio about bc's... but not totally... i think there needs to be a nerf to tier II but a slight boost to tier I...
balance them out... some more then others like the brutix only needs a slight boost but the prophecy needs a big one...
moreover 5 heavy drones on a myrm might be too much but 4 would serve it nicely and not make tier i bs's not so usefull... |

MeBiatch
Republic University Minmatar Republic
64
|
Posted - 2011.10.22 15:40:00 -
[16] - Quote
i know what you meant but i dont think any one uses "tracking comps" on ammar recons... for a reason... |

MeBiatch
Republic University Minmatar Republic
66
|
Posted - 2011.10.26 14:46:00 -
[17] - Quote
did anyone see the data dump thread on GD? pretty much what ccp is doing is increasing base speed and agility for gal/caldari and giving rails a 10% boost to damage with reduced fittings and cap activation... as for blasters they are getting a 20% increase to tracking and reduced fittings/cap activation cost...
keep in mind this was a dump from sisi a week ago... so fingers crossed ccp will be doing much more to boost hybrids...
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MeBiatch
Republic University Minmatar Republic
68
|
Posted - 2011.10.27 21:10:00 -
[18] - Quote
more dps is a good thing when you have such a limited range to use the weapons... but i think a big boost to blasters could be found in a giant increase to alpha (with a reduced rof to compensate)... that way you are "still" doing great dps (10%increase) but also when you do hit you are doing ung-dly alpha (50%) more... which would make blasters alot more desierable imo...
Bird thing... well with boosted close range tech II ammo for rails and its negative affects being removed plus a 10% increase in base damage... would rails not be the mid range option for gallente?
i still want 8 tech II ammos for hybrids.. 4 for caldari playstyle 4 for gallente playstyle... |

MeBiatch
Republic University Minmatar Republic
68
|
Posted - 2011.10.28 16:57:00 -
[19] - Quote
Naomi Knight wrote:Zhula Guixgrixks wrote:ElCholo wrote:I personally don't like the idea of increasing range or damage of blasters. Blasters already do a ton of damage with their range apropriate. I also don't like the aspect of increasing their agility.
If it were possible, I think you need to leave the Minmatar as the fastest and most agile. That is their unique flavor. I think the Gallente would be fixed if they could implement a way for them to have the highest acceleration. Turn on the MWD and bam, their are in your face. Not the greatest top speed, but the greatest rate of acceleration to their top speed. Minmatar would still be kings of speed kiting while a good gallente pilot could still be able to catch them with a scram and / or web.
Just my 2 isk. I like the idea. Eve doesn't need simpleton fixes like "everything should be the same" (hello grimpak). Not a dps,range etc increase for Gallente will sustain/create versatility in Eve. Maybe Gallente needs something like mwd mass penalty reduction. Easy to implement and still good for fast acceleration. As ElCholo stated, a good Gallente pilot would be able to catch targets. Thorax example: 10% decrease of MWD Activation Mass Penalty per level hmm and what would happen with caldari hybrid ships? they should be able to use blasters too , just like gallente ships should be able to use railguns
well caldari usually use shields so they have all those pretty low slots for speed mods... though the ships could use some tweeking to make them slightly faster...
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