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Malcanis
Caldari Alcohlics Anonymous
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Posted - 2011.02.24 22:03:00 -
[1]
As we're all constantly hearing, Hybrids just aren't very good right now. Blasters suffer from lack of range as well as inadequate tracking within that range. Rails suffer from heavy cap use, mediocre DPS, weak alpha, and poor tracking - all of which is supposed to be compensated by extreme range - currently useless in today's fast-probing combat environment. Either lasers or projectiles are more effective in just about any high probability combat environment.
Time for a fix.
In order for a fix to be implemented, it needs above all to be easy for CCP to implement. The fewer things it changes, the more likely to be implemented.
We also need to avoid making hybrids a pale copy of either of the other two kinds of turrets. We don't want "lasers with ammo", or "cap-using autcannons". Ideally, hybrids should be as distinctive from lasers and projectiles as they are from each other, not a pointless halfway house.
With all that in mind, here is my proposal.
Currently, hybrid ammo, like the other types is ranged on a damage vs range continuum. Lower range = higher damage, and vice versa. My proposal is that we change that to a tracking vs damage continuum. All T1 hybrid ammo would have a 0% range modifier, with the lower damage ammo having a higher tracking bonus, and vice versa.
Rails:
This will have a dramatic effect on railguns. They'll be doing their best damage to the most distant targets, but they'll lose effectiveness as targets close in. It'll be a little harder to get completely "under the guns" of a railboat because they can switch to high tracking ammo, but they'll sacrifice a lot of DPS to do so. What we'll see is almost a reverse of fall-off. They wont obsolete arty, because arty will retain the advantage of high alpha. They wont obsolete beams because beams wont lose tracking/DPS as they close in. This change will restore rails as the kings of extreme range turret combat, but it will redefine that range to be within the paramaters of fights that actually occur these days.
Blasters: This change will solve (or at least mitigate) the two biggest problems that blasters currently have: range and tracking. By switching to a lower damage ammo, the baster user will be more able to hit similar - or even smaller - size targets. With no range penalties, BS sized blasters at least will start to have a somewhat useful range. A Rokh with no range mods will have a 7+13Km range; this will put it within 50% falloff on jumping in from a gate even using Antimatter. With tracking enhancers, we'll see blaster BS actually be able to usefully engage outside web range. On a personal side note, the poor old Megathron, with it's whopping tracking bonus, will once again become awesome with these changes.
Tracking mods - Tracking enhancers, tracking computers and target painters - will become as useful to hybrids boats as they currently are to projectile platforms.
It is also worth noting that if it becomes difficult to balance rails with blasters (egL the one becomes overpowered with ammo bonuses that are appropriate to the other) we could also add a falloff modifier to the ammo as well as the tracking modifier. Ideally I would prefer not to do this, as projectiles are supposed to be the falloff weapon. But the option is there.
I have deliberately avoided putting any specific numbers in to my proposal, because really that kind of detail is for the balance teams to work out. But I think the core of my proposal could be at least a good starting point to reviving the poor, neglected hybrid turrets. (For instance blaster boats could still need some tweaking with respect to agility or mass to be effective.)
Comments and suggestions?
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |

Maxsim Goratiev
Imperial Tau Syndicate
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Posted - 2011.02.24 22:28:00 -
[2]
This is a fairly radical proposal, interesting nevertheless. Definately an option. However, i would like a reduced reload timer in order to make use of this ammo.
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Kepakh
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Posted - 2011.02.24 22:33:00 -
[3]
Having damage without tracking... What's the point? In both cases you lose damage.
I have way more evil idea:
Make Hybrids capless and projectiles using cap
This will fix issue with cap burned for catching your target and help Gallente being active tankers as they are supposed to be. Also it will nerf Minmatar boats that have utility slots combined capless guns which is plain dumb.
Gallente boats are already using Autocannons anyway...
The rest of the Blaster fix is the ship speed re-balancing mostly and removing selectable damage type on projectiles. |

Malcanis
Alcohlics Anonymous
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Posted - 2011.02.24 22:34:00 -
[4]
Doh I forgot to put that part in!
Addendum: the reload time of hybrids would need to be changed to be approx 50% of that of projectiles.
Addendum: the T2 hybrid ammo will probably need to be reworked from scratch, and I haven't got a satisfactory answer as to exactly what it would look like. I would particularly welcome suggestions for that.
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |

Ephemeron
Caldari Provisions
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Posted - 2011.02.24 23:12:00 -
[5]
Even if Lead ammo gave 25% tracking boost, it would still not make me want to use blasters
It would also not make me want to use Lead over Antimatter for blasters The tracking boost on Lead would have to be 100% in order for me to consider it worthwhile.
I'm speaking from perspective of PvP pilot who can choose any ship and weapon type and wanting most effective short range combat ship.
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freshspree
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Posted - 2011.02.25 07:00:00 -
[6]
Originally by: Kepakh Having damage without tracking... What's the point? In both cases you lose damage.
I have way more evil idea:
Make Hybrids capless and projectiles using cap
This will fix issue with cap burned for catching your target and help Gallente being active tankers as they are supposed to be. Also it will nerf Minmatar boats that have utility slots combined capless guns which is plain dumb.
Gallente boats are already using Autocannons anyway...
The rest of the Blaster fix is the ship speed re-balancing mostly and removing selectable damage type on projectiles.
Viable solution if minnie ships get more cap and gallente get less.
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Kayl Breinhar
GoonWaffe Goonswarm Federation
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Posted - 2011.02.25 07:04:00 -
[7]
Despite their adherence to "hybrids are meant to be different," really the only thing that needs to be done here is hybrids made just as effective as autocannon/artillery are now, but given boosts to either damage or range simply because they use cap and the projectile turrets don't.
This of course would entail buffing Gallente, though - something CCP seems completely unwilling to do - which even though it would also buff Caldari, no one cares about Caldari turret hulls anymore.
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Malcanis
Caldari Alcohlics Anonymous
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Posted - 2011.02.25 07:10:00 -
[8]
Originally by: Ephemeron Even if Lead ammo gave 25% tracking boost, it would still not make me want to use blasters
It would also not make me want to use Lead over Antimatter for blasters The tracking boost on Lead would have to be 100% in order for me to consider it worthwhile.
I'm speaking from perspective of PvP pilot who can choose any ship and weapon type and wanting most effective short range combat ship.
I specifically didn't put any numbers into my proposal for just this reason. If you think that lead would need a +100% tracking bonus to make this work, then that's cool. Let's run the numbers and see if that makes sense.
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |

Venkul Mul
Gallente
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Posted - 2011.02.25 10:44:00 -
[9]
Interesting, but you should consider the cap use part too. The different hybrid ammunitions has a different cap use, your change should require a cap use rebalance, too.
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TimMc
Brutal Deliverance Gypsy Band
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Posted - 2011.02.25 12:16:00 -
[10]
Edited by: TimMc on 25/02/2011 12:16:35 meh I'm not keen on your idea.
Here is one I posted a while ago:
Originally by: TimMc
Originally by: TimMc Blasters problem is previously we had 90% webs and signature radius huge from the MWD running on a target. In my opinion, blasters need a tracking buff, tiny damage buff and their ammos to be rethought. Not different damage types like minmatar, but different ranges, tracking, falloff and a quicker ammo change timer (5 seconds?).
Building on my idea with raw numbers here, lets say a 25% tracking buff and 10% damage buff. This pushes the tracking above autocannons (silly considering autocannons are used in falloff) and damage to point where its not on equal terms with an amarr boat (who will be shooting long before you get in range).
Ammo charges could be (Taking Large ammo stats):
Short Range Tier - Difference is tracking for damage. Antimatter - 28 Kin 28 Therm. -30% Optimal & Falloff. -25% Tracking. Plutonium - 28 Kin 24 Therm. -30% Optimal & Falloff. Uranium - 28 Kin 20 Therm. -30% Optimal & Falloff. +25% Tracking.
Medium Range Tier - Less cap usage. Difference is tracking for damage. Thorium - 20 Kin 16 Therm. 0% Optimal & Falloff. -25% Tracking. -50% Cap usage Lead - 20 Kin 13 Therm. 0% Optimal & Falloff. 0% Tracking. -50% Cap usage Iridium - 20 Kin 10 Therm. 0% Optimal & Falloff. +25% Tracking. -50% Cap usage
Long Range Tier - Ability to choose mostly therm or mostly kinetic Tungsten - 18 Kin 6 Therm. +60% Optimal & Falloff. Iron - 6 Kin 18 Therm. +60% Optimal & Falloff.
Tech 2 Blaster Ammo Null - 20 Kin 20 Therm. 0% Optimal & Falloff. 0% Tracking. -100% Cap usage for capless hybrids. Void - 39 Kin 39 Therm. -50% Optimal & Falloff. -33% Tracking. 25% Cap usage
Tech 2 Railgun Ammo Spike - 24 Kin 24 Therm. 75% Optimal & Falloff. -75% Tracking. Javelin - 28 Kin 32 Therm. -75% Optimal & Falloff. -33% Tracking. 25% Cap usage
PS I'm talking out of my ass and didn't check these numbers.
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Malcanis
Caldari Alcohlics Anonymous
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Posted - 2011.02.25 13:15:00 -
[11]
Originally by: Venkul Mul Interesting, but you should consider the cap use part too. The different hybrid ammunitions has a different cap use, your change should require a cap use rebalance, too.
Why would we need to change the cap characteristics?
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |

Jame Jarl Retief
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Posted - 2011.02.25 13:44:00 -
[12]
I will support *anything* that results in hybrids being looked at, because frankly they can't be made any worse at this point.
The more I use them, the more obvious it becomes that they are completely broken right now compared to other weapon systems. Currently flying a Myrmidon with autocannons - easier to fit, higher damage from further away, selectable damage, better tracking, no cap use. There's absolutely zero downside.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.25 14:07:00 -
[13]
Well I like the idea for rails, for blasters however you would need insane tracking boosts to archive something useful. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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Tony SoXai
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Posted - 2011.02.25 14:10:00 -
[14]
Edited by: Tony SoXai on 25/02/2011 14:09:48 Although I love Gallente and Blasters, it is inevitable that they will give one of them a buff.
That said, this is the most well-thought out and best idea proposed by someone who isn't me. Supported.
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Shandir
Minmatar EVE University Ivy League
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Posted - 2011.02.25 16:26:00 -
[15]
This is a really quite interesting idea. I support that this be considered in the options for buffing hybrids.
Kinda off topic: Gallente ships have trouble getting into range with other ships - why not give them (instead of giving them enough cap or reducing the MWD cap) the ability for a short burst of speed, to pounce on a target once, or maybe to burn out of a fight - but not to sustain high speeds.
This would probably be best represented by giving a bonus to MWD speed, whilst keeping cap as is (not enough to run MWD + guns for long), or a bonus to MWD overheat speed bonus.
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Malcanis
Caldari Alcohlics Anonymous
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Posted - 2011.02.25 16:39:00 -
[16]
Originally by: The Djego Well I like the idea for rails, for blasters however you would need insane tracking boosts to archive something useful.
Would Ephemeron's suggestion of +100% for Iron be sufficient?
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |

Kepakh
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Posted - 2011.02.25 16:43:00 -
[17]
Originally by: freshspree
Viable solution if minnie ships get more cap and gallente get less.
Gallente less cap? Why? o.O No, it would remain intact.
Minnies would get boost depending on cap use of new projectiles.
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Swearte Widfarend
Aurora Security
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Posted - 2011.02.25 18:14:00 -
[18]
I loved this when read originally. Not only is it a viable alternative, it maintains the "different but useful" concept that so many beg for. Should be considered as a viable solution that actually works for TWO racial sets (not just one).
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Swynet
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Posted - 2011.02.25 19:00:00 -
[19]
Edited by: Swynet on 25/02/2011 19:07:38 Your general idea is interesting has option and I like the honesty about avoiding numbers, endeed this is CCP's job.
However, one point: the reduction of reloading time.
The nonsens is right in this -350RG II gets 4M3 of capacity and the largest one 425RG II gets 2M3, same nonsens with blasters Now I understand the need of reduction reload to swap ammo for the blasters but instead of this I would rather like to see a third dmg type be included: Em for distant ammo and Explo for short amo giving them the "right in tha face" blasters should be and they are not
Would this change the tears about "I want to swap fast my ammo"? no Reload for missiles is 10sec and if I remember well (not conected right now) minies stuff too, the only ones swaping instantly are the amarrians. Honestly I don't think this reload time should be shorter but hybrids should shoot mutch faster and so have more capacity than they have.
EDIT: +capacity with tracking+rof+dmg tweek (either dmg types or dmg values) should not make them OP but make any pilot fool enough to get in to te FALLOFF/OP range of blasters think twice, avoiding the actual easy situation for a vaga double rep AB on to keep blaster BS's at 20km smiling all teeth out "gotcha"
Just an opinion ________________________________________________
Originally by: Goose99 In EVE, PVE can happen anywhere, anytime. Whenever you undock, you subject yourself to involuntary PVE.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.25 21:22:00 -
[20]
Edited by: The Djego on 25/02/2011 21:24:08
Originally by: Malcanis
Originally by: The Djego Well I like the idea for rails, for blasters however you would need insane tracking boosts to archive something useful.
Would Ephemeron's suggestion of +100% for Iron be sufficient?
Excellent question, actually not this easy to answer.
Iron deals around 41,67% of antimatter damage, keep this in mind when you read this. I did run some graphs in EFT(Iron Mega, 1 web, 3x Cormacks TCs with scripts = 101% better tracking) against a Mega with just a web but antimatter since I was mostly monitoring the range of 0-5km, the range difference isn't this important. T1 ammo, normal pvp fits(plategank mega, plategank ruppi).
Against a rupture(plate gank, scram+web no AB, 45% degree movement -> orbit) your break even point is around 2km, after this antimatter out damages it, however the it prevents the rupture for shaking off next to 100% of the incoming DPS till 200m, while this point is around 800m for the antimatter mega. At 1km the antimatter mega deals around 36DPS while the Iron Mega can do 157 DPS. Break even point is mostly 2km where antimatter surpasses the Iron + 100% tracking by raw dps.
If we put Antimatter in the Iron mega the numbers look a lot better, it pulls off a 378 DPS at 1km against the rupture, what is 10 times more than the mega does today. Peak would at 5400m with 797 dps for the +100% tracking mega with antimatter and 718 for the normal mega at 6900m.
Btw, the +100% fit with antimatter scales up really well against a AB rifer beyond 5km till it reaches nearly 380 DPS against it a 10km(standard mega deals like no damage at all against it till 9.5km.
As you can see it is not so easy, even more so if you consider that you are not in the position to dedicate the range in a blaster ship, as you where before QR within web range. The numbers look good as you only look at them in theory but with the lack of range control you will end up with the worst case more often then not, where even a massive 100% tracking boost doesn't change this much.
For situations where you really need it, it would probably still not sufficient(combined with the problem that it does far less damage by itself), if you look at large blasters and solo/small gang pvp where it creates the most issues this days.
On the other hand it would slaughter stuff at bigger ranges than point blank really quick(mega/rokh for instance) and would create in gangs a rather huge sphere where smaller ships can hardly enter without getting slaughtered even without hard tackle(scrams/webs). It basically boils down to the problem that tracking scales rather bad with range and something that tends to be balanced at close range can be quite a bit out of balance at med range.
That's basically one of the few reasons I would prefer the stronger web over far more tracking.
For reference, medium turrets track by default around 400% better. Also before QR a blaster pilot that did know what he did could force the target into a situation where he did track 2000% better(by playing a bit with range, forcing the target to turn his MWD on) than now if the 400% improvement over now(web) wasn't sufficient to get the job done quick. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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Desya Dak'ann
Wraith.Wing Wildly Inappropriate.
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Posted - 2011.02.26 19:16:00 -
[21]
Wildly Inappropriate. approves of this thread THIS IS NOW A WIDOT FAILTHREAD! |

Sovereign533
The Collective Against ALL Authorities
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Posted - 2011.02.27 03:43:00 -
[22]
giev back Eagle and Rokh plx!
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Ambaseter Doggy
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Posted - 2011.02.27 19:58:00 -
[23]
BUMP Agent texas is a bit of a badass |

Opertone
Caldari World - of - Empire Cassiopeia.
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Posted - 2011.02.28 00:18:00 -
[24]
Edited by: Opertone on 28/02/2011 00:19:08 very good proposal, yeah hybrids need to deal MORE damage, boost damage at long range at the expense of poor long range performance.
i.e. Quake 3 arena - rail gun does 100 damage, enough to kill someone in one shot. Yet it rearms slow and is very difficult to control at short range, especially when somebody is jumping around you.
RAILs are high velocity slugs that are propelled at the target.
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Wacktopia
Dark Side Of The Womb
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Posted - 2011.02.28 14:56:00 -
[25]
Edited by: Wacktopia on 28/02/2011 14:56:44 I support this. Ranged ammo for blasters is so pointless, considering they're a close-range weapon.
Void is now proof of concept for low tracking = more damage. So you can only use it if your target is fully tackled and you're not zipping about.
The range variant for rails I actually do use in missions. However, the ammo is the same between both guns so perhaps some further thinking there?
Hybrids / Gallente need something.
Edit: checked support
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Twotoad
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Posted - 2011.02.28 16:40:00 -
[26]
fix these and i'll resubscribe.
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Darth Felin
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Posted - 2011.03.04 10:30:00 -
[27]
Very interesting idea.
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james1122
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Posted - 2011.03.04 13:36:00 -
[28]
I like the concept.
High dps = V.Poor tracking Low dps = V.Good tracking
Obviously it all hinges on the numbers that are used but in theory it could work really well.
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Malcanis
Caldari Alcohlics Anonymous
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Posted - 2011.03.04 14:53:00 -
[29]
Originally by: Wacktopia Edited by: Wacktopia on 28/02/2011 14:56:44 I support this. Ranged ammo for blasters is so pointless, considering they're a close-range weapon.
Void is now proof of concept for low tracking = more damage. So you can only use it if your target is fully tackled and you're not zipping about.
The range variant for rails I actually do use in missions. However, the ammo is the same between both guns so perhaps some further thinking there?
Hybrids / Gallente need something.
Edit: checked support
You mission railboat will get a significant boost with my proposal. With Antimatter having the same optimal as Lead, you may not need to use T2 ammo all that much just to shoot rats.
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |

Seamus Donohue
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Posted - 2011.03.05 03:08:00 -
[30]
Supported. __________________________________________________ Survivor of Teskanen, fan of John Rourke. |
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Omara Otawan
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Posted - 2011.03.05 04:38:00 -
[31]
Edited by: Omara Otawan on 05/03/2011 04:40:38 Given that ammo switching takes 10 seconds, having all those different range brackets doesnt really make sense if its not lasers.
Not sure if the OP idea is the definite answer, but personally I was thinking as well that the hybrid ammo should be split into 3 range brackets just like they did for projectiles.
Maybe some slight specializaton in terms of damage profile as well, say a standard high-damage round with the current split, a kin-heavy type geared towards armor and improved tracking for less damage, and a therm-heavy type geared towards shield with the same tracking for damage deal as far as short range bracket goes.
Support, definitely needs some exploring in that direction.
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Mike deVoid
Spiritus Draconis
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Posted - 2011.03.28 00:06:00 -
[32]
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Jade Greenfire
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Posted - 2011.03.28 03:46:00 -
[33]
Originally by: Malcanis As we're all constantly hearing, Hybrids just aren't very good right now. Blasters suffer from lack of range as well as inadequate tracking within that range. Rails suffer from heavy cap use, mediocre DPS, weak alpha, and poor tracking - all of which is supposed to be compensated by extreme range - currently useless in today's fast-probing combat environment. Either lasers or projectiles are more effective in just about any high probability combat environment.
Time for a fix.
In order for a fix to be implemented, it needs above all to be easy for CCP to implement. The fewer things it changes, the more likely to be implemented.
We also need to avoid making hybrids a pale copy of either of the other two kinds of turrets. We don't want "lasers with ammo", or "cap-using autcannons". Ideally, hybrids should be as distinctive from lasers and projectiles as they are from each other, not a pointless halfway house.
With all that in mind, here is my proposal.
Currently, hybrid ammo, like the other types is ranged on a damage vs range continuum. Lower range = higher damage, and vice versa. My proposal is that we change that to a tracking vs damage continuum. All T1 hybrid ammo would have a 0% range modifier, with the lower damage ammo having a higher tracking bonus, and vice versa.
Rails:
This will have a dramatic effect on railguns. They'll be doing their best damage to the most distant targets, but they'll lose effectiveness as targets close in. It'll be a little harder to get completely "under the guns" of a railboat because they can switch to high tracking ammo, but they'll sacrifice a lot of DPS to do so. What we'll see is almost a reverse of fall-off. They wont obsolete arty, because arty will retain the advantage of high alpha. They wont obsolete beams because beams wont lose tracking/DPS as they close in. This change will restore rails as the kings of extreme range turret combat, but it will redefine that range to be within the paramaters of fights that actually occur these days.
Blasters: This change will solve (or at least mitigate) the two biggest problems that blasters currently have: range and tracking. By switching to a lower damage ammo, the baster user will be more able to hit similar - or even smaller - size targets. With no range penalties, BS sized blasters at least will start to have a somewhat useful range. A Rokh with no range mods will have a 7+13Km range; this will put it within 50% falloff on jumping in from a gate even using Antimatter. With tracking enhancers, we'll see blaster BS actually be able to usefully engage outside web range. On a personal side note, the poor old Megathron, with it's whopping tracking bonus, will once again become awesome with these changes.
Tracking mods - Tracking enhancers, tracking computers and target painters - will become as useful to hybrids boats as they currently are to projectile platforms.
It is also worth noting that if it becomes difficult to balance rails with blasters (egL the one becomes overpowered with ammo bonuses that are appropriate to the other) we could also add a falloff modifier to the ammo as well as the tracking modifier. Ideally I would prefer not to do this, as projectiles are supposed to be the falloff weapon. But the option is there.
I have deliberately avoided putting any specific numbers in to my proposal, because really that kind of detail is for the balance teams to work out. But I think the core of my proposal could be at least a good starting point to reviving the poor, neglected hybrid turrets. (For instance blaster boats could still need some tweaking with respect to agility or mass to be effective.)
Comments and suggestions?
Question, How would this effect Hybrid POS Batteries ?
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Swynet
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Posted - 2011.03.28 13:02:00 -
[34]
Edited by: Swynet on 28/03/2011 13:02:25
Originally by: Jade Greenfire Question, How would this effect Hybrid POS Batteries ?
Wy do you even use those? -for some extra power get laser ones, no ammo needed and they hit/dps fine. ________________________________________________
Originally by: Goose99 In EVE, PVE can happen anywhere, anytime. Whenever you undock, you subject yourself to involuntary PVE.
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Allison A'vani
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Posted - 2011.06.01 16:15:00 -
[35]
I support this fully!
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Val'Dore
Word Bearers of Chaos Word of Chaos Undivided
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Posted - 2011.06.01 16:22:00 -
[36]
I think a better idea is to have hybrids 'web' what they hit.
Maybe 5% for each turret. Or even increase the speed of the ship they are on by 5% per turret.
~No matter what happens, somebody will find a way to take it too seriously.~
Tiericide |

Bagehi
Association of Commonwealth Enterprises R.A.G.E
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Posted - 2011.06.01 16:37:00 -
[37]
Edited by: Bagehi on 01/06/2011 16:38:43
Originally by: The Djego
Originally by: Malcanis Would Ephemeron's suggestion of +100% for Iron be sufficient?
Excellent question, actually not this easy to answer.
Iron deals around 41,67% of antimatter damage, keep this in mind when you read this. I did run some graphs in EFT(Iron Mega, 1 web, 3x Cormacks TCs with scripts = 101% better tracking) against a Mega with just a web but antimatter since I was mostly monitoring the range of 0-5km, the range difference isn't this important. T1 ammo, normal pvp fits(plategank mega, plategank ruppi).
Against a rupture(plate gank, scram+web no AB, 45% degree movement -> orbit) your break even point is around 2km, after this antimatter out damages it, however the it prevents the rupture for shaking off next to 100% of the incoming DPS till 200m, while this point is around 800m for the antimatter mega. At 1km the antimatter mega deals around 36DPS while the Iron Mega can do 157 DPS. Break even point is mostly 2km where antimatter surpasses the Iron + 100% tracking by raw dps.
If we put Antimatter in the Iron mega the numbers look a lot better, it pulls off a 378 DPS at 1km against the rupture, what is 10 times more than the mega does today. Peak would at 5400m with 797 dps for the +100% tracking mega with antimatter and 718 for the normal mega at 6900m.
Btw, the +100% fit with antimatter scales up really well against a AB rifer beyond 5km till it reaches nearly 380 DPS against it a 10km(standard mega deals like no damage at all against it till 9.5km.
As you can see it is not so easy, even more so if you consider that you are not in the position to dedicate the range in a blaster ship, as you where before QR within web range. The numbers look good as you only look at them in theory but with the lack of range control you will end up with the worst case more often then not, where even a massive 100% tracking boost doesn't change this much.
For situations where you really need it, it would probably still not sufficient(combined with the problem that it does far less damage by itself), if you look at large blasters and solo/small gang pvp where it creates the most issues this days.
On the other hand it would slaughter stuff at bigger ranges than point blank really quick(mega/rokh for instance) and would create in gangs a rather huge sphere where smaller ships can hardly enter without getting slaughtered even without hard tackle(scrams/webs). It basically boils down to the problem that tracking scales rather bad with range and something that tends to be balanced at close range can be quite a bit out of balance at other ranges.
That's basically one of the few reasons why I would prefer the stronger web over far more tracking. It scales better, gives you a far better range control and by this it reduces most of the problems that you face today to manageable levels for a experienced pilot while it doesn't change much for bigger gangs.
For reference, medium turrets track by default around 400% better. Also before QR a blaster pilot that did know what he did could force the target into a situation where he did track 2000% better(by playing a bit with range, forcing the target to turn his MWD on) than now if the 400% improvement over now(web) wasn't sufficient to get the job done quick.
I really like Malcanis' proposal. I think, along with the ammo change, blasters would also need a mild range increase. That way the tracking would not need to not be boosted to the point where frigates are under constant threat anywhere near the blaster boat.
Originally by: Jade Greenfire Question, How would this effect Hybrid POS Batteries ?
It would make them relatively useful.
This signature is useless, but it is red.
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Lidia Prince
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Posted - 2011.06.01 18:23:00 -
[38]
I like. Pretty interesting idea, which might make hybrids both useful and unique.
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Maya Rkell
Third Grade Ergonomics
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Posted - 2011.06.01 19:46:00 -
[39]
Sounds like a reasonable idea to me, and I've never been keen on lasers and hybrids following the same kind of range schema. //Maya |

gallente sux
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Posted - 2011.06.01 22:53:00 -
[40]
anything is better than this.
CCP hate gallente
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Obvious Forum Troll
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Posted - 2011.06.02 06:45:00 -
[41]
I like it. A few more things to be worked out, 7km+13 on blasters still seems long, for example.
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Kazuo Ishiguro
House of Marbles
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Posted - 2011.06.02 19:39:00 -
[42]
Originally by: Maxsim Goratiev This is a fairly radical proposal, interesting nevertheless. Definately an option. However, i would like a reduced reload timer in order to make use of this ammo.
Blasters already have massive ammo clips, so maybe just increase the capacity of railguns somewhat? --- 34.4:1 mineral compression |

Furb Killer
Gallente
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Posted - 2011.06.02 20:13:00 -
[43]
Just skimmed through the topic, but what about t2 ammo? If you want range with blasters you use null, which is always more range than what you propose here.
Talking about null anyway, fixing that will go along way towards fixing blasters. (effectively 25% range boosts while amarr/minnie get almost 50% range boosts)
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Sekar casal
The Graduates Morsus Mihi
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Posted - 2011.06.03 07:00:00 -
[44]
supported
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Kaelie Onren
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Posted - 2011.06.03 13:56:00 -
[45]
Originally by: Kayl Breinhar Despite their adherence to "hybrids are meant to be different," really the only thing that needs to be done here is hybrids made just as effective as autocannon/artillery are now, but given boosts to either damage or range simply because they use cap and the projectile turrets don't.
This of course would entail buffing Gallente, though - something CCP seems completely unwilling to do - which even though it would also buff Caldari, no one cares about Caldari turret hulls anymore.
Finally, someone on the thread who is asking the 'right' questions. Even though on the surface the proposal sounds both interesting and plausible to me, the real question to ask is why people think there is a problem here. Gallente are supposed to be drone heavy. Caldari missles, Amarr lasers, Min projectiles. Unless you think that current overall game balance in ships for the entire *race* is skewed, then there is no point 'balancing' just the gun types.
Overall, the most important play balance is this:
If hybrids get a ++ (without associated -- somewhere)
then Gallente++ Caldari++ which makes it unfair unless you also buff out Amarr and Minmatar somehow. For simplicity sake lets say that means buffing out lasers and projectiles.
It makes no sense to "equalize out" just the guns, which are only 1/2 of a racial weapon mix.
As for the megathron, oh well, there are plenty of odd ship hulls in every race which just aren't too popular due to their specialization. It's a futile exercise to try to make *every* ship equal to it's racial opponents, and to do so would be to take away the characteristics which make each race unique and the tactics they employ different.
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Rer Eirikr
Clearly Compensating
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Posted - 2011.06.03 14:31:00 -
[46]
Edited by: Rer Eirikr on 03/06/2011 14:32:06
Originally by: Kaelie Onren Even though on the surface the proposal sounds both interesting and plausible to me, the real question to ask is why people think there is a problem here. Gallente are supposed to be drone heavy.
The problem is that rails and blasters flat out suck in comparison to other races' weapons, and drones are currently not an adequate increase in DPS to compensate for this, let alone that most other hulls can use drones nearly just as effectively.
I doubt we'd see so many threads about fix Gallente if the problem was just in our heads. 
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Bagehi
Association of Commonwealth Enterprises R.A.G.E
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Posted - 2011.06.03 16:36:00 -
[47]
Originally by: Kaelie Onren Finally, someone on the thread who is asking the 'right' questions. Even though on the surface the proposal sounds both interesting and plausible to me, the real question to ask is why people think there is a problem here. Gallente are supposed to be drone heavy. Caldari missles, Amarr lasers, Min projectiles. Unless you think that current overall game balance in ships for the entire *race* is skewed, then there is no point 'balancing' just the gun types.
If they are supposed to be drone-heavy, then why do the majority of the Gallente ships have hybrid bonuses and only a few actually have drone bonuses? The fall back is drones, simply because of the Gallente ships, the drone boats are the only ones that have a functional niche. Saying Gallente have drones so hybrids don't need work is ignoring 70% of the Gallente ships and 20% of the Caldari ships that are hybrid bonus heavy.
This signature is useless, but it is red.
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Naomi Knight
Amarr
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Posted - 2011.06.03 17:43:00 -
[48]
Originally by: Kaelie Onren
Originally by: Kayl Breinhar Despite their adherence to "hybrids are meant to be different," really the only thing that needs to be done here is hybrids made just as effective as autocannon/artillery are now, but given boosts to either damage or range simply because they use cap and the projectile turrets don't.
This of course would entail buffing Gallente, though - something CCP seems completely unwilling to do - which even though it would also buff Caldari, no one cares about Caldari turret hulls anymore.
Finally, someone on the thread who is asking the 'right' questions. Even though on the surface the proposal sounds both interesting and plausible to me, the real question to ask is why people think there is a problem here. Gallente are supposed to be drone heavy. Caldari missles, Amarr lasers, Min projectiles. Unless you think that current overall game balance in ships for the entire *race* is skewed, then there is no point 'balancing' just the gun types.
Overall, the most important play balance is this:
If hybrids get a ++ (without associated -- somewhere)
then Gallente++ Caldari++ which makes it unfair unless you also buff out Amarr and Minmatar somehow. For simplicity sake lets say that means buffing out lasers and projectiles.
It makes no sense to "equalize out" just the guns, which are only 1/2 of a racial weapon mix.
As for the megathron, oh well, there are plenty of odd ship hulls in every race which just aren't too popular due to their specialization. It's a futile exercise to try to make *every* ship equal to it's racial opponents, and to do so would be to take away the characteristics which make each race unique and the tactics they employ different.
dont be so dumb matar +amarr already op compared to hybrid ships and only half of gall is drone oriented and only half of caldari is missile so you are a total fail pls uninstall btw if matar is projectile then take away their speed agility and scan res
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.06.05 08:17:00 -
[49]
Originally by: Bagehi I really like Malcanis' proposal. I think, along with the ammo change, blasters would also need a mild range increase. That way the tracking would not need to be boosted to the point where frigates are under constant threat anywhere near the blaster boat.
Then you will end up with just another AC copy. I for myself would like a blastership that is actually suitable for real point blank pvp again. This includes that it liberates tacklers at point blank just as good as my puls and ac ships do this at 20km. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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Malcanis
Caldari Vanishing Point. The Initiative.
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Posted - 2011.06.05 08:30:00 -
[50]
Originally by: Obvious Forum Troll I like it. A few more things to be worked out, 7km+13 on blasters still seems long, for example.
Dont forget that's on a ship with a 50% range bonus.
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |
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Swynet
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Posted - 2011.06.05 11:16:00 -
[51]
Originally by: Malcanis
Originally by: Obvious Forum Troll I like it. A few more things to be worked out, 7km+13 on blasters still seems long, for example.
Dont forget that's on a ship with a 50% range bonus.
Add that your dps at the end fall off is tremendously ridiculous.
Add that someone looking at your ship will think "Wallente=blasters", he will kite you with his 425mm auto-canons at 20km ad burn "ya" face while you're looking at it without being able to do ANYTHING.
Unless your in gangs your probability of survive to fights is higher against noob ships than everything else. Training Minie stuff and Auto-canons has finally completely changed my game experience to something positive.
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Xindi Kraid
The Night Wardens
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Posted - 2011.06.05 11:40:00 -
[52]
A hybrid improvement is definitely needed, and making Rails most useful at long ranges, not only keeps them unique, but it makes them useful. As for Blasters, they need a tracking increase which is mentioned by OP as being used with short range ammo, but there's something else they need which can't be done by fixing the guns: Blaster ships need more ability to close with their targets in the form of rebalanced webifiers, web bonuses, and/or MWD bonuses.
I also like what someone else posted in this thread about reducing the number of range brackets, having so many of them becomes overly redundant since you don't have the space to carry that many ammo types, nor the time to swap them out. Instead of a range continuum, break the ammo into range brackets like projectile ammo. Longer range would do more average damage and shorter range would have better tracking on average, but there would also be a variance in each range bracket: in each range bracket, perhaps there could be a light sabot that has good tracking, but doesn't do the most damage for the range bracket, theres one in the middle, and theres a heavy slug that has low tracking for that range bracket, but does the most damage in the bracket, possibly out-damaging the tracking ammo in the next range bracket.
Example:
Antimatter -Short range, uses less capacitor, Highest tracking, Low damage Plutonium -Short Range, uses less capacitor, High Tracking, Low damage Uranium -Short range, Uses less capacitor, High tracking, medium damage. Thorium -Medium Range, No Cap change, Medium Tracking, Medium Damage Lead -Medium Range, no cap change, Medium Tracking, High Damage Iridium -Long range, more cap usage, medium tracking, Medium damage Tungsten -Long range, more cap usage, Low tracking, High damage Iron -Long Range, more cap usage, Low Tracking, Highest damage -Xindi Kraid: Delivering acerbic wit and scathing comments with just a dash of 'stab you in the eye' |

Jacob Stov
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Posted - 2011.06.07 15:17:00 -
[53]
Well, I'm thinking about this since December, but couldn't get my ass up to run some numbers and present them in a well structured post. So I think I should at least support the idea. 
However, I think that hybrids need a bit more to become effective. At the moment we have a way to high granularity in ammo choices. My idea would be to split hybrid ammo in two types. Variation 1: 70:30 therm/kin damage, 10 % bonus to blaster damage. Variation 2: 70:30 kin/therm damage, 10% bonus to rail damage. That is 4 variations for both ammo types and completely sufficient in my opinion.
Adding to that, I would like to see way larger cargobays on Gallente ships to hold more cap booster charges, and reduce cap recharge time on Caldari ships while keeping their cap capacity low. Rokh shouldn't cap out by shooting it's guns.
Additonally, I think Gallente need some sort of agility buff, to get them faster at speed, and maybe add some web strength riggs to present an alternative to armor riggs.
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Scroobius Pip
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Posted - 2011.07.19 20:55:00 -
[54]
Bump, and stop whining about monocles
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Trelayne
Vanishing Point. The Initiative.
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Posted - 2011.07.19 20:56:00 -
[55]
Great post Malc - give us some hybrid love plox!!!
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Reppyk
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Posted - 2011.07.20 01:41:00 -
[56]
I like the idea from the first post (erf, daredevils will become the "new dramiel"). But a few points are forgotten.
Railguns definitively need a dps bonus, at least for the pve side. Lvl3 in brutixes/feroxes, lvl4 in mega/rokh/hyperion ? Just a pain in the ass (the Kronos and the vindicator are still usable).
One of the main problems in hybrid balancing is the mix blaster+railgun range : Blasters want a falloff bonus (only a few of the gallente hulls have one) Railguns have a big optimal, which can't be really improved (tracking computer/enhancer). It's not that important, because nobody really cares about having a 255km optimal anymore -hi, useless caldari gunboat bonus-. The range bonus/malus for Hybrid ammos is for the optimal only, with the exception of void (which makes this ammo good for caldari gunboat, ah). Good luck balancing this hell. 
The javelin ammo (not the rockets !) is a disaster. Crappy dps, no alpha, huge cap cons, and wtf is this range ? Caldari Antim is far "superior" (well it's still railguns).
Medium railguns have indeed a real problem with reloading. And hybrid charges aren't that small in the cargo...
And why the rokh has a lot more cap problems than amarr bs ?
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Manique
Ominous Corp
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Posted - 2011.07.20 08:31:00 -
[57]
Edited by: Manique on 20/07/2011 08:31:23 /signed
As caldari I had to cross train because when alliance asked me to use guns I was useless most of times
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Malcanis
Caldari Vanishing Point. The Initiative.
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Posted - 2011.08.25 13:04:00 -
[58]
Originally by: Kazuo Ishiguro
Originally by: Maxsim Goratiev This is a fairly radical proposal, interesting nevertheless. Definately an option. However, i would like a reduced reload timer in order to make use of this ammo.
Blasters already have massive ammo clips, so maybe just increase the capacity of railguns somewhat?
The reason for wanting a reduced reload time is to be able to switch ammo types more easily. "Instant" ammo change is a major advantage for laser turrets.
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |

Artamis Kane
Caldari
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Posted - 2011.08.25 19:10:00 -
[59]
I'm not convinced that blasters are 'broken' per-se. The Thorax, Demos and Brutix come immediately to mind. Also, the Myrm and Ishtar seem to get along fine without out them =P Even the Domi doesn't seem to mind. Certainly Railguns need work. They are damn useless.
The issue with rails is what role should they fill? Lasers do good sustained damage over range, artillery does massive alpha. What is left for rails to do? If they out-alpha artillery they are going to be overpowered, and if they have better tracking they will be straying away from the 'railgun' philosophy of lugging a heavy metal cylinder into someone as hard as physics allows. I suppose an argument could be made that railguns could accelerate the projectile to warp-speeds, thereby traveling faster than light and track better than lasers, being that they could hit the target faster than even a laser... give them a massive tracking buff to represent super-high speeds and decrease their damage to compensate. Not sure if that is USEFUL, but it could be argued for.
But blasters... well, blasters do MASSIVE dps (if they can hit anything) so the question is, what needs to change. Again, certain balsterboats are quite effective, face-melting pawnzasaurs. Their strength is their ability to destroy larger ships due to their damage being nearly a class above their hulls. The weakness is against smaller, faster ships, but that seems fair to me. A Thorax can kill a BC much easier than any other cruiser. Maybe make gallente hulls a bit more resilient to make them even more effective at 'up-class' combat, but the blasters seem to work just fine. ----- Don't move ... or I'll fill you full of ... little yellow bolts of light!- JC
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Sydney Nelson
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Posted - 2011.08.31 17:55:00 -
[60]
Edited by: Sydney Nelson on 31/08/2011 18:14:19 Sounds like a pretty good fix.
Maybe for T2 ammo, you would be able to select damage type?
On a "Real-life Physics" sidenote, this fix actually makes more sense to me.
A heavier (more dense) projectile would take slightly longer to accelerate to full firing velocity. Therefore, it would take just a fraction of a second longer to reach its target, which would cause it to miss more-often (less tracking). Because this projectile is heavier, it would have higher energy and hit with more force (more damage).
Vice-versa all of that for a lighter projectile.
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Malcanis
Caldari Vanishing Point. The Initiative.
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Posted - 2011.09.01 12:15:00 -
[61]
Originally by: Artamis Kane I'm not convinced that blasters are 'broken' per-se.
Suffice it to say that a lot of people disagree with you. The proof is in the pudding: how many blaster ships do you see used in PvP (apart from comedy fleets)?
Small blasters seem to be OK, if you dont mind going balls-to-the-wall, but large blasters have a real problem if you can't start the fight within scram range. The increase in jump gate sizes (increasing the average distance a ship has to travel to get within blaster range) and decrease in speed have left blaster BS struggling to find a niche outside station-humping.
And that's before we even start talking about tracking.
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |

Bouh Revetoile
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Posted - 2011.09.01 13:28:00 -
[62]
I think that blaster could benefit from an ewar module affecting agility (inertia destabilizer), or maybe a script for web replacing the speed reduction with agility reduction at longer range. such a module would give blaster platforms a weapon to fight fast and agile ships without the risk of breaking the balance. Agility and speed problem of gallente hull is partialy due to the nanofibers being popular these days and countering armor tank.
Making hybrid ammo modifying tracking instead of range is, however, a lovely idea ! That would give hybrid guns their originality.
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