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DarkAegix
Blue Republic RvB - BLUE Republic
108
|
Posted - 2011.10.20 08:32:00 -
[1] - Quote
It is possible that a satisfactory hybrid rebalance will remain unattainable for CCP. I'll be using blasters as an example, since they're the main point of my concern.
TL;DR - Blaster boats are too slow, and will always remain that way.
Let's go over the flaws of blasters: -Barely any extra DPS compared to other weapon systems (Can be fixed, of course) -Terrible range (This is by design, and thus must be kept short) -Awful tracking for their operational range (Can be fixed) -Absurd fitting requirements (Simply reduce blaster powergrid requirements, or buff the powergrid of blaster boats) -Armour tanks and Gallente are slow, and enemies may simply kite them to death
Note the last point. I don't think CCP are willing to change it. I will list several options below, as well as an explanation as to why neither of them are optimal: -Buff the range of blasters? No. Blasters are designed as close-range weapons, and not even pro-hybrid buff supported want AC/pulse laser territory trodden on. -Reduce the penalty of armour tanks? Dangerous! This will affect half, perhaps more, of the ships in EVE! In my opinion, the shield/armour comparative sacrifices are well balanced, and this option will skew it. -Make Gallente faster! Seems obvious, right? Apparently this cannot happen.... CCP want Minmatar to be the fastest race, because they would like to keep the "racial stereotypes" of EVE intact. IIRC, this was said in the May CSM minutes.
There are several reasons why that last point is particularly insurmountable. If CCP were to make Gallente ever so slightly slower than Minmatar, then the armour tanks will slow down Gallente and the nanos will speed up Minmatar. There will be a large speed difference, and blaster boats will be kited, perhaps even by Cadari ships as well.
In order for Gallente to be able to get into range of all the other shield nano ships, blaster boats will need to be much faster than Minmatar so that once the armour/shield modifications come in, the gap is not as large.
Gallente could shield tank, but then where would the webs go? We'd basically have 2.75 shield tanking races, and then Amarr and a tiny portion of Minmatar  Gallente could receive specific bonuses to reduce the speed penalty of armour, but there are more problems. If blaster boats all receive a a free bonus, then other ships will be missing out. If blaster boats have one of their bonuses replaced with an armour penalty reduction bonus, then there is effectively a useless bonus there for the sole purpose of covering the flaws of a ship which shouldn't be there in the first place. Minmatar will get their double damage bonuses, Caldari will get there damage-shield resist bonuses and Amarr will get damage-armour resist bonuses. All of which are useful. |

JitaPriceChecker2
State War Academy Caldari State
6
|
Posted - 2011.10.20 08:39:00 -
[2] - Quote
I agree blasters design is contradicting it self on every occasion.
Short range (shorter the range you need better tracking ) - limited tracking Short range - armor tanked by design( i always fly shield blaster ships :D ) Blaster eat a lot of capacitor - bonus for armor tanking for ships
|

Tippia
Sunshine and Lollipops
687
|
Posted - 2011.10.20 09:01:00 -
[3] - Quote
Not as such no.
Blasters just need to be on a different platform GÇö something fast and agile that lets that short range come into play GÇö and they need to have the tracking to support that short range.
Rails are more problematic. They have a niche, but that niche is irrelevant in today's fleet doctrine. Perhaps they should simply be turned into the GÇ£blastersGÇ¥ of the long-range weapon systems: shorter range than the others, but more damage (or at least more DPS).
And yes, there are also issues of fitting space and cap draw and the like, which are especially tricky to get right since two races use these weapons, and they have quite different fitting space layouts (Gallente has more grid to fit armour tanks; Caldari has more CPU to fit shields; hybrids use up a lot of both, but giving both races more of both would make them a bit too versatile). GÇöGÇöGÇö GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥ GÇö Karath Piki-á |

Deviana Sevidon
Jades Falcon Guards
56
|
Posted - 2011.10.20 09:22:00 -
[4] - Quote
It might help if they give all hybrid turret ship something like a build in hidden bonus, that lower the effect of the mass increase of plates, but that would also be only a bandaid solution. |

Goodwill George
For a fistful of Veldspar
0
|
Posted - 2011.10.20 09:34:00 -
[5] - Quote
While it's true, that tracking, PG, and other minor adjustments could be done to improve hybrids themselves, it's the ships that are the main issue.
Why wouldn't it be possible to start tweaking the Gallente blaster ships and the Caldari gunships? Why wouldn't it be possible to tweak the T2 ammo?
That being said, the best way to fix the Ferox would be to give it a bonus to medium autocannon falloff. |

Tallianna Avenkarde
Beasts of Burden
86
|
Posted - 2011.10.20 10:51:00 -
[6] - Quote
Tweak Grid on gallente boats, and give them a MWD speed boost. Make them SUPER fast in a straight line, but with the agility of a hyperspeed brick. That leaves Minmitar as fast and agile, the rally cars of eve, and gallente the top fuel dragsters...
bump up the damage of blasters to make them be the face meltingly awesome weapons they should be.. Short range, super deeps.
And a sudden plunge in the sullen swell. Ten fathoms deep on the road to hell. |

Orion GUardian
54
|
Posted - 2011.10.20 11:00:00 -
[7] - Quote
Rails: I think Rails should have a DPS role like Lasers do, but because of the Pulse Laser Range (up to 80km with T2 ammo on BSes) even using Short Range T2 Ammo in a Railgun is inferior.
At the same time Railguns are Long-Range guns but the really long range is not needed in todays fleets (Especially Rokh Ranges at 350km+ which are not useful at the hardcoded 249km lock range max).
In my opinion the aim should be: For everything above Pulse Laser Range Railguns should have the most DPS.
Blasters: Need more tracking to support their short Range. Other than that: They are not really suited for Work on BSes due to the Speed. that is a Problem, and one that cannot be solved easily. Speeding up Gallente would be weird. Shield Tanking them as well. So I am out of ideas there |

GeeShizzle MacCloud
11
|
Posted - 2011.10.20 11:31:00 -
[8] - Quote
the way i see it is that gallente and blasters have a major issue of not getting their optimal because of their ships design.
the OP's thoughts seem to confirm this in my head anyways. A lot of people seem to bundle speed with agility without really grasping exactly what the difference is.
for example the misheald belief that minmatar should be the fastest race. In my mind Minmatar should be the most agile race.
if you want a RL comparison think of gallente ships to be drag racers and minmatars to be F1 racecars. you initially think of F1's to be the fastest but theyre actually not, theyre just muuuuch faster round corners etc...
Same way Minmatar can keep their traversal up and kite. Gallente shouldnt be able to.
Gallente should have biiiiiig straight line speed! but baaad base align speed. which would only worsen with an armor tank.
Further proof of this is in the fact Gallente ships are often bonused with web bonuses. but i honnestly believe that those web bonuses sould be on more ships and have slightly higher range bonuses than they do now. |

Wacktopia
Sicarius. Legion of The Damned.
18
|
Posted - 2011.10.20 11:53:00 -
[9] - Quote
To 'really' fix blasters CCP will probably have to bite the bullet on one of these points: either overhaul the blaster boats to be faster or more agile; or increase range of blasters. No amount of tweaking the tracking and wacky ideas about alpha are going to solve the simple issue that blasters (hybrids) are themselves not the whole issue. |

Angel Lust
Vikinghall
1
|
Posted - 2011.10.20 12:02:00 -
[10] - Quote
Its somethig strange with tracking on blasters an rails allso... On blasters you have to be inside sweetspot to do damage... Inside 5k with large blasters you dont hit anything..... outside 25k... no. Rails variate dps badly from shot to shot... eaven on targets standing still. So... something is wrong. Im talking about large gunns here..... |

Kikia Truzhari
Teraa Matar
0
|
Posted - 2011.10.20 12:20:00 -
[11] - Quote
You're looking at this the wrong way. Blasters aren't supposed to always be good anymore then autocannons or lasers are.
Minmatar are supposed to be able to kite the other races, its what they do. Amarrians are supposed to be able to outrange the minmatar to cut through their kiting.
Its rock paper scissors, don't look at making blasters good against everything, that'd just make them OP, look at making their ships useful and able to take on about 2/3 to 5/6 of the ships in eve if you're flying them well. There are all sorts of ways to go about this, here's just a few examples of how you could shuffle the bonuses around on Gallentean ships to make them ideal blasterboats:
*Give a huge bonus to MWD speed but spike its cap usage enough that if it can't run it for more then a cycle or two, allowing the skilled Gallentean pilot to suddenly go from being helpless and trapped under your guns to charging you down throwing on webs and scrams. They wouldn't be able to kite with it, cause they'd cap out too quick and wouldn't be able to do sort of important things like fire their guns but it'd give enough of a burst of speed to run down someone whose trying to keep at range.
*Give bonuses to plates on Gallentean ships so they don't hurt their speed as much, allowing them to go fairly quickly while plated.
*Give bonuses to webs, enough to put webs back where they were before the web nerf on certain Gallentean ships.
That said, blasters do still need a huge tracking increase as well as a bit of a DPS increase, to the point where if pretty much any ship of equal class or smaller manages to get trapped inside a blasterboat's optimal, it just melts.
Honestly, blasters shouldn't be that hard to fix once CCP sits down and starts working on them. I'm much less sure how you'd go about fixing railguns. You can't give them the most range, because in fleet fights and sniper situations you sit at the range of your least high range weapons. You can't give them huge dps or volley cause that starts to encroach on arties or beams. Blasters have a role and a place where they fit. Railguns seem to have much less of a definable role. |

Tippia
Sunshine and Lollipops
690
|
Posted - 2011.10.20 12:36:00 -
[12] - Quote
Kikia Truzhari wrote:You're looking at this the wrong way. Blasters aren't supposed to always be good anymore then autocannons or lasers are.
Minmatar are supposed to be able to kite the other races, its what they do. Amarrians are supposed to be able to outrange the minmatar to cut through their kiting.
Its rock paper scissors The problem is that that's not rock paper scissors GÇö that's stone-scissors and anti-celluloid-rock. There is no room left for paper in the equation, and it doesn't serve any purposeGǪ
GÇöGÇöGÇö GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥ GÇö Karath Piki-á |

Wot I Think
State War Academy Caldari State
56
|
Posted - 2011.10.20 12:49:00 -
[13] - Quote
Set the optimal for blasters to
Small: 5k Medium 10k large 20k
and you win EVE.
|

Sam Bowein
Sense Amid Madness
8
|
Posted - 2011.10.20 13:10:00 -
[14] - Quote
You're right, blasters and gallente ships are basically incompatible.
But I believe they can still be fixed. For example, you could give give blaster boats a lot of hull hit points, thus removing the need to add an armour tank (as a simple DCII could give you enough buffer).
Then, you can put hybrid or astronautic rigs that will balance the ship inherent weaknesses (range and speed) :D |

Velicitia
Open Designs
17
|
Posted - 2011.10.20 13:19:00 -
[15] - Quote
Tallianna Avenkarde wrote:Tweak Grid on gallente boats, and give them a MWD speed boost. Make them SUPER fast in a straight line,
...They've gone plaid!
|

GeeShizzle MacCloud
11
|
Posted - 2011.10.20 13:52:00 -
[16] - Quote
tbh with rails u cant go DPS and u cant go for alpha.. so you have to think what sort of fleet combat niche can be filled with it.
i see them as the longest range (but keep it within 250km plz!) and fastest tracking of all long range weapon systems, but the worst alpha, with better dps than beams. they need to have a high rof.
the interesting addition should be to sensors, like the railgun turret ties itself into the sensor systems of ships and boosts it. so a small bonus per turret to sensor resolution, lock range, and sensor strength. this would allow it to become the backbone of a fleet type that can swap targets fast and apply damage fast at range to beat logi lock times and pilots broadcast times. |

Apollo Gabriel
Mercatoris Etherium Cartel
70
|
Posted - 2011.10.20 14:15:00 -
[17] - Quote
Tippia wrote:Not as such no.
Blasters just need to be on a different platform GÇö something fast and agile that lets that short range come into play GÇö and they need to have the tracking to support that short range.
Rails are more problematic. They have a niche, but that niche is irrelevant in today's fleet doctrine. Perhaps they should simply be turned into the GÇ£blastersGÇ¥ of the long-range weapon systems: shorter range than the others, but more damage (or at least more DPS).
And yes, there are also issues of fitting space and cap draw and the like, which are especially tricky to get right since two races use these weapons, and they have quite different fitting space layouts (Gallente has more grid to fit armour tanks; Caldari has more CPU to fit shields; hybrids use up a lot of both, but giving both races more of both would make them a bit too versatile).
Had minmatar had hybrid weapon stats, it would have made more sense. |

Alara IonStorm
Caldari State
89
|
Posted - 2011.10.20 14:26:00 -
[18] - Quote
Orion GUardian wrote:Rails: I think Rails should have a DPS role like Lasers do, but because of the Pulse Laser Range (up to 80km with T2 ammo on BSes) even using Short Range T2 Ammo in a Railgun is inferior.
At the same time Railguns are Long-Range guns but the really long range is not needed in todays fleets (Especially Rokh Ranges at 350km+ which are not useful at the hardcoded 249km lock range max).
In my opinion the aim should be: For everything above Pulse Laser Range Railguns should have the most DPS.
Blasters: Need more tracking to support their short Range. Other than that: They are not really suited for Work on BSes due to the Speed. that is a Problem, and one that cannot be solved easily. Speeding up Gallente would be weird. Shield Tanking them as well. So I am out of ideas there I agree, beams are pretty much obsolete in PvP as well with Scorch and Arty is so good people would rather put 1400mm's on there Baddons then bonused Beams.
I really hope Rails become PvP viable.
|

Sobaan Tuan
Spaceship Hooligan Productions
0
|
Posted - 2011.10.20 15:18:00 -
[19] - Quote
Angel Lust wrote:Its somethig strange with tracking on blasters an rails allso... On blasters you have to be inside sweetspot to do damage... Inside 5k with large blasters you dont hit anything..... outside 25k... no. Rails variate dps badly from shot to shot... eaven on targets standing still. So... something is wrong. Im talking about large gunns here.....
are you sure about this? |

Dusty Meg
Redbull Air Race Inc
3
|
Posted - 2011.10.20 15:24:00 -
[20] - Quote
Dunno if you read dev blogs but as stated in this one http://www.eveonline.com/devblog.asp?a=blog&nbid=2428 The balance is coming in winter |

Igualmentedos
Shadow Veil Industrial Shadow Directive
14
|
Posted - 2011.10.20 15:30:00 -
[21] - Quote
I agree with the other posters saying the boats need fixed, not necessarily the weapon system. Also, I would like to see a nice buff to Caldari boats.
- Make their target range HUGE! Why is it the rokh's guns can out range the tracking computer thingy? (i understand typically bullets go much further than someone's ability to aim IRL, but it's a video game FFS) - Also, increase the optimal on caldari boats please. Whats the point of trying to kill something when you can barely scratch the paint on it?
These are some ideas off of the top of my head. Ultimately, I'd like to see sniping become a feared tactic. Snipers should make people **** their pants. Missiles don't count. A couple thousand years and our missiles are slow as ****, yeah thanks CCP. |

a'akanelle
Science and Trade Institute Caldari State
0
|
Posted - 2011.10.20 15:52:00 -
[22] - Quote
One suggestion I have not seen much of is using the traditional scram/disruptor range bonuses on the Arazu and the Keres to a ship like the Deimos (a la the Adrestia). Deimos with a 30-40km scram would definitely put a stop some of the kiting, and would allow it to get closer more easily. |

Alara IonStorm
Caldari State
89
|
Posted - 2011.10.20 16:00:00 -
[23] - Quote
a'akanelle wrote:One suggestion I have not seen much of is using the traditional scram/disruptor range bonuses on the Arazu and the Keres to a ship like the Deimos (a la the Adrestia). Deimos with a 30-40km scram would definitely put a stop some of the kiting, and would allow it to get closer more easily. That would take away the Arazu and Keres jobs though. I would prefer a straight up MWD Speed Bonus, the Blaster Range to reach the edge of Scram and enough power to fit Ions or Nuetrons.
Don't make fast enough it to kill Vagabonds, make it so it can run down and OBLITERATE! Hurricanes, Harbinger's non speed bonused HAC's with overwhelming Blaster DPS. That the major problem, not ony can a Hurricane out fight a Deimos, a Nanocane can out run it. If it can not it can keep it at range for a short time while it's cap slowly burns out on the MWD then the second it gets the Deimos in Nuet range there goes it's guns. It's gotta rush in there like a bat out of hell and tear that thing apart fast. Maybe dump the free high slot for a mid that firs Cap Booster or 2nd Web.
Make it a fast little Sledge Hammer that rushes in on top of you and just starts swinging. Not a modified EW Boat. |

a'akanelle
Science and Trade Institute Caldari State
0
|
Posted - 2011.10.20 16:19:00 -
[24] - Quote
Alara IonStorm wrote:That would take away the Arazu and Keres jobs though. I would prefer a straight up MWD Speed Bonus, the Blaster Range to reach the edge of Scram and enough power to fit Ions or Nuetrons.
True to a point, but I think the combination bonuses to Gallente make sense (i.e. blasters, damps to bring ships closer, bonuses scrams, and tracking links on the Oneiros), I would love to see the existing combinations tweaked a bit to give people a reason to use ships and mods in conjunction to reach maximum effectiveness. Maybe see some all Gallente gangs flying about. |

Stan Smith
Remenent British Federation
0
|
Posted - 2011.10.20 16:46:00 -
[25] - Quote
GeeShizzle MacCloud wrote:tbh with rails u cant go DPS and u cant go for alpha.. so you have to think what sort of fleet combat niche can be filled with it.
i see them as the longest range (but keep it within 250km plz!) and fastest tracking of all long range weapon systems, but the worst alpha, with better dps than beams. they need to have a high rof.
the interesting addition should be to sensors, like the railgun turret ties itself into the sensor systems of ships and boosts it. so a small bonus per turret to sensor resolution, lock range, and sensor strength. this would allow it to become the backbone of a fleet type that can swap targets fast and apply damage fast at range to beat logi lock times and pilots broadcast times.
This, give the ferox a hybrid damage bonus, and make caldari missile ships get damage bonuses for non-kinetic missiles (10% to kinetic, 5% to others is fine with me)
Quote:- Make their target range HUGE! Why is it the rokh's guns can out range the tracking computer thingy? (i understand typically bullets go much further than someone's ability to aim IRL, but it's a video game FFS) - Also, increase the optimal on caldari boats please. Whats the point of trying to kill something when you can barely scratch the paint on it?
since caldari gunships dont have optimal range ship bonuses
wait... |

Barbelo Valentinian
The Scope Gallente Federation
81
|
Posted - 2011.10.20 19:26:00 -
[26] - Quote
I think there has to be some sort of "bull rush" ability for Gallente blasterboats, as others have said (MWD bonus of some kind?).
Gallente blasters are the equivalent of "melee" in other games - ultra-close range, ultra-high damage. To have "melee" without some kind of reasonably high-cost but effective (at decent skill level) means to get into range just makes nonsense of "melee".
Also, Gallente are supposed to be pretty high tech aren't they? It makes sense that they could be able to overcome their mass disadvantage for short periods in order to be able to "rush" their opponent by squeezing uber performance out of the MWD for short periods with respectable cooldowns (so you can maybe only use it once every few minutes).
I suggest a special ability for Gallente blasterboats that enables an overdrive injector in the lows to act as a sort of "hyper boost" for MWD, changing the nature of the MWD clickie to the "bull rush" ability (i.e. super fast for short time, long cooldown). That way you'd still have to sacrifice a little tank for gank, but with a PG increase, you could still fit a semi-decent armor tank even with sacrificing one slot to the "special" overdrive injector ability.
An alternative might be making dampeners much more effective on Gallente ships?
The rationale that the weapon type that needs to get in range, but has big fat heavy ships, should try and "tempt" the enemy to get into that range - that kind of makes sense, doesn't it? Maybe drone boats could work more like this, to bring opponents into close range for extra hurt from guns - as opposed to the blasterboats specifically, which could be bonused with the MWD thingy.
Oh yeah, and more PG please - at high skills, you should be able to fit your top class T2 weapons and some kind of semi-decent tank, like other races can. That's very rare with Gallente, which is ridiculous.
With nearly all Gallente ships, a lot of the time, it seems to make more sense to fit autos and arties, even taking into account the relevant bonuses and lack thereof. How borked is that? |

Caulk H0lster
Kazakh Ministry of Wealth Redistribution
6
|
Posted - 2011.10.20 19:35:00 -
[27] - Quote
Not ALL of the things that the OP laid out NEED to be fixed.
Blasters, and to a lesser extent, rails, need to be worth using for something. For blasters, I would see that advantage as raw DPS. Right now though, the extra DPS blasters do just simply isn't enough to offset the weaknesses they bring to the table in their design and the ships designed to use them. Every other "short-range" weapon system our-ranges them significantly. Therefore, in a straight-up fight, the blaster boat has already taken significant damage just simply closing into range. Then when it gets into range, the damage type (kin/therm) is one of the most overall highly resisted types ships are naturally tanked for, and it's worse when the non-blaster ship has a proper omni-tank fit, because invuln fields and EANMs are generally used, and kin/therm usually goes WAY high, or at least one of them does. The end result is, the blaster boat takes such heavy damage on approach, the deficit is insurmountable, even to it's superior DPS. That is if you don't take into account the fact that most blaster ships are easy to kite, or don't have the tracking to actually hit anything in their optimal range. Thus, even if you don't make any mistakes, and fly your ship to the limit of it's abilities, you don't stand much of a chance of anything but going down in a ball of fire in a blaster boat.
Rails are a bit more complicated. Frankly, CCP needs to revisit probing mechanics to allow for the viability of sniper BS once again. Currently, there is no way to engage a hostile fleet with long-range weaponry outside of 150km, because probing is now so near-instant, it takes longer for the BSs to align out than it does for a prober and bubbler to land on the BSs, then they're forced to engage at point-blank range with long-range guns that don't track at close-range, and you die. Changing probing mechanics so that BSs have time to bounce to sniper spots frequently without getting caught is really the only thing that will bring sniper BS back into style. From there, rails would probably only need a slight buff in DPS output and they'd be considered "useful" again.
Another interesting suggestion, if CCP wanted to leave out an actual damage buff, would be to allow hybrids some more choice in ammo and damage types. This would probably provide enough versatility that combined with a tracking buff, and maybe a minor range buff for blasters, would make hybrids competitive again.
tl;dr... blasters need to do a lot more dps, so fights can actually be won by burning into range and 0wning, or they need a significant range boost. Tracking must also be fixed, and the speed+armor tank combo should be looked at. Rails need only a tiny buff, if at all, but probing mechanics need to be changed so sniper BS can be used once again. |

Herping yourDerp
Federal Navy Academy Gallente Federation
171
|
Posted - 2011.10.20 19:43:00 -
[28] - Quote
uh give blasters the stats of autocannons and autocannons the stats of blasters same with rails/projectiles
the end result?
slow gallente boats basically have autocannons which are perfect for them fast minni boats that can dictate range have blasters to tear up anyone
gallente alpha dmg will be inpressive with arties
rails...... never used them... |

David Grogan
The Motley Crew Reborn
83
|
Posted - 2011.10.20 20:04:00 -
[29] - Quote
simply reduce the MASS of blaster boats only... that would help with their speed issues Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless your from china, Buy locally produced goods and help create more jobs. |

HakerElite
The Pro Choice
1
|
Posted - 2011.10.20 20:26:00 -
[30] - Quote
Caulk H0lster wrote:Rails are a bit more complicated. Frankly, CCP needs to revisit probing mechanics to allow for the viability of sniper BS once again. Currently, there is no way to engage a hostile fleet with long-range weaponry outside of 150km, because probing is now so near-instant, it takes longer for the BSs to align out than it does for a prober and bubbler to land on the BSs, then they're forced to engage at point-blank range with long-range guns that don't track at close-range, and you die. Changing probing mechanics so that BSs have time to bounce to sniper spots frequently without getting caught is really the only thing that will bring sniper BS back into style. From there, rails would probably only need a slight buff in DPS output and they'd be considered "useful" again.
You can use a Dictor to set up a block bubble so they cannot warp to you. A block bubble is a bubble somewhere between you and them. |

Junky Juke
Delta Division.
6
|
Posted - 2011.10.20 20:43:00 -
[31] - Quote
Personally, I don't think blaster boats should be faster. I think about them as a heavy armored solider equipped with a big shotgun. Resistances and armor HP should be the real point on which to focus. Gallente hulls should be the slowest and hardest ships in EVE.
Railguns should have more range and more rate of fire as by definition:
http://en.wikipedia.org/wiki/Railgun
In simple terms, Gallente ships must be the tanks of Eve.
|

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
23
|
Posted - 2011.10.20 20:57:00 -
[32] - Quote
Junky Juke wrote:Personally, I don't think blaster boats should be faster. I think about them as a heavy armored solider equipped with a big shotgun. Resistances and armor HP should be the real point on which to focus. Gallente hulls should be the slowest and hardest ships in EVE. Nope, the gallente racial tank style is an active armor tank, Amarr get the extremely slow buffer armor ships as their racial archetype. Fortunately for Amarr lasers have good optimal ranges so being slow dosen't cripple you completely. |

Caulk H0lster
Kazakh Ministry of Wealth Redistribution
6
|
Posted - 2011.10.20 21:21:00 -
[33] - Quote
HakerElite wrote:Caulk H0lster wrote:Rails are a bit more complicated. Frankly, CCP needs to revisit probing mechanics to allow for the viability of sniper BS once again. Currently, there is no way to engage a hostile fleet with long-range weaponry outside of 150km, because probing is now so near-instant, it takes longer for the BSs to align out than it does for a prober and bubbler to land on the BSs, then they're forced to engage at point-blank range with long-range guns that don't track at close-range, and you die. Changing probing mechanics so that BSs have time to bounce to sniper spots frequently without getting caught is really the only thing that will bring sniper BS back into style. From there, rails would probably only need a slight buff in DPS output and they'd be considered "useful" again. You can use a Dictor to set up a block bubble so they cannot warp to you. A block bubble is a bubble somewhere between you and them.
True, but then your fleet is very limited, because you always have to have a dictor between you and the hostile fleet before you warp to a new snipe point. It's not practically viable, because it's easy for the hostiles to bounce. It works, but the limitations are such that it makes the actual snipe BS fleet impractical. |

X Gallentius
Quantum Cats Syndicate
15
|
Posted - 2011.10.20 21:56:00 -
[34] - Quote
Blasters: Increase tracking significantly. If we catch it, we should be able to kill it. (tackle can already kite a blaster hull, they don't need to be able to get under its guns) Afterall it's very hard to catch things, and when we do they burn out of range or neut us, etc....
Rails: Reduce fitting requirements to match fail performance. The biggest issue with these guys is your ship caps out too quickly. Should be really easy to fit 200s on a Moa (for example), or 250s on a Ferox (for example). Kind of like how it's easy to fit 425mm autocannons on a Minmatar cruiser.
|

X Gallentius
Quantum Cats Syndicate
15
|
Posted - 2011.10.20 22:00:00 -
[35] - Quote
Alara IonStorm wrote:
Don't make fast enough it to kill Vagabonds, make it so it can run down and OBLITERATE! Hurricanes, Harbinger's non speed bonused HAC's with overwhelming Blaster DPS.
Blasters also fail "because of neuted". Make a deimos as fast as you want, he'll get capped out once he gets within 12 km of a cane. |

Not-Apsalar
Republic Military School Minmatar Republic
0
|
Posted - 2011.10.20 22:01:00 -
[36] - Quote
Tippia wrote:
Blasters just need to be on a different platform GÇö something fast and agile that lets that short range come into play GÇö and they need to have the tracking to support that short range.
Well, this is essentially a design flaw from day one. Hybrids should have been with Minmatar. They are faster and more agile than Gallente or Caldari. It would make more sense for hybrids to be Minmatar and Projectile to be Caldari/Gallente just based on the traits of the ships. |

Tanya Powers
Science and Trade Institute Caldari State
44
|
Posted - 2011.10.20 22:07:00 -
[37] - Quote
X Gallentius wrote: The biggest issue with these guys is your ship caps out too quickly. Should be really easy to fit 200s on a Moa (for example), or 250s on a Ferox (for example). Kind of like how it's easy to fit 425mm autocannons on a Minmatar cruiser.
When BC's can't fight their higher tiers hybrid weapon system, and have hard work on fitting the lowest...
You look at the ruppy and you ask yourself who was that drunk that made Rupy fit 1600 RT and full 425mm+missiles capable? Or the gang bang that is the hurricane able to fit full rack of 425mm + med neuts with shield fit or 425mm+missiles AND 16000RT ....with no cap issues, pg issues, speed issues, tracking issues, dmg application issues and can even fit drones just to mock you.
 |

Khalia Nestune
Ministry of War Amarr Empire
6
|
Posted - 2011.10.20 22:18:00 -
[38] - Quote
I second this. Give blaster-optimal boats (Megathron) a 7.5% MWD speed increase per level. Reduce CPU/powergrid of blasters and rails by 20%.
Currently rails vs projectile guns looks like:
Proj: huge alpha, slow ROF, small optimal, large falloff, no cap, ok tracking Rails: weak alpha, medium ROF, large optimal, small falloff, cap use, **** tracking
Projectiles should continue to be as they are; alter Rails by greatly increasing the ROF (autocannon ROF) and bring tracking up to projectile levels. This will bump the DPS and use, without making them the same as projectiles. Rails become useful at up to X km and useless just beyond that, but do good DPS without worrying about falloff.
Tallianna Avenkarde wrote:Tweak Grid on gallente boats, and give them a MWD speed boost. Make them SUPER fast in a straight line, but with the agility of a hyperspeed brick. That leaves Minmitar as fast and agile, the rally cars of eve, and gallente the top fuel dragsters...
bump up the damage of blasters to make them be the face meltingly awesome weapons they should be.. Short range, super deeps.
http://www.mylootyourtears.com |

Gypsio III
Dirty Filthy Perverts
21
|
Posted - 2011.10.20 22:31:00 -
[39] - Quote
I don't believe that it's possible to fix blasters without nerfs to other races and weapons.
There are two main areas. Firstly, the absurdity of giving the shortest-range weapons to a slow race, and effective ranged weapons to the fastest race. Clearly the wrong way round.
The second problem relates to the power-creep of recent years. During QR, pulse tracking got boosted. This made Pulse more effective close up - supposedly Gallente's realm. Later, projectiles got boosted. Raw damage got increased, TEs allowed for enhanced tracking and selectable damage increased applied damage. All of these made ACs better in blasters' realm.
So now how do we fix blasters? By following the power-creep model, we could increase their optimal or falloff. This continues the model of homogenising the weapons. But people understandably object to this. Now, you can increase blaster tracking and raw DPS, but the problem is that the ability of Pulse and ACs to deliver very impressive damage at blasters' optimal still remains. The problem is that Pulse and ACs are far too flexible. To really fix blasters - to give them a role that they excel in, where you can't just use another weapon system to good effect - the applied damage of AC and Pulse at close range is going to have to be significantly reduced. This means, say, reducing Pulse tracking and reverting all of the projectile changes, then giving blasters a lot more tracking and maybe a bit more DPS, or giving them more selectable damage types (still limited to kinetic/thermal mixtures though).
The only problem with this idea is that there is precisely zero chance that CCP, in its new self-flagellation mode, will dare to propose such wide-ranging nerfs, however justified they may be. So instead all we will get is some half-arsed changes that either turn blasters into an inferior knockoff of ACs or Pulse, or a superior knockoff that obsoletes one of ACs or Pulse, or just increase blasters' raw damage and tracking that, while helpful, still leaves blasters crippled by a complete lack of flexibility compared to ACs and Pulse. |

tika te
Royal Amarr Institute Amarr Empire
1
|
Posted - 2011.10.20 22:36:00 -
[40] - Quote
basicly the concept of as it is now hybrid weapons fits better to the minmataar hulls than to gallente ones. (high speed and agility with close range-dps).
railguns (as in theory) have a ridiculous volley-dmg but realy poor rof - due to high energy levels needed to fire which have to be charged first (so their stats should be more like like artys are atm..). so again switched stats...
gallente boats are armor tanked which slows them down when fitted with plates. often they have active armor rep bonuses: 1. u need to fit a repper 2. it needs quite a lot powergrid 3. u need cap to run it. so from this point of view weapons that don't need cap to fire would be more suitable. (projectiles? )
so either ccp breaks with the minmatar role as the race with fastest shipsand makes galente super fast or they switch the weapon concepts of hybrids and projectiles...
|

Alara IonStorm
Caldari State
90
|
Posted - 2011.10.20 23:07:00 -
[41] - Quote
X Gallentius wrote:Alara IonStorm wrote:
Don't make fast enough it to kill Vagabonds, make it so it can run down and OBLITERATE! Hurricanes, Harbinger's non speed bonused HAC's with overwhelming Blaster DPS.
Blasters also fail "because of neuted". Make a deimos as fast as you want, he'll get capped out once he gets within 12 km of a cane. Which is why I wrote tis
Alara IonStorm wrote:Maybe dump the free high slot for a mid that fits a Cap Booster.
|

Grimpak
Midnight Elites Echelon Rising
89
|
Posted - 2011.10.20 23:55:00 -
[42] - Quote
Gypsio III wrote:I don't believe that it's possible to fix blasters without nerfs to other races and weapons.
There are two main areas. Firstly, the absurdity of giving the shortest-range weapons to a slow race, and effective ranged weapons to the fastest race. Clearly the wrong way round.
The second problem relates to the power-creep of recent years. During QR, pulse tracking got boosted. This made Pulse more effective close up - supposedly Gallente's realm. Later, projectiles got boosted. Raw damage got increased, TEs allowed for enhanced tracking and selectable damage increased applied damage. All of these made ACs better in blasters' realm.
So now how do we fix blasters? By following the power-creep model, we could increase their optimal or falloff. This continues the model of homogenising the weapons. But people understandably object to this. Now, you can increase blaster tracking and raw DPS, but the problem is that the ability of Pulse and ACs to deliver very impressive damage at blasters' optimal still remains. The problem is that Pulse and ACs are far too flexible. To really fix blasters - to give them a role that they excel in, where you can't just use another weapon system to good effect - the applied damage of AC and Pulse at close range is going to have to be significantly reduced. This means, say, reducing Pulse tracking and reverting all of the projectile changes, then giving blasters a lot more tracking and maybe a bit more DPS, or giving them more selectable damage types (still limited to kinetic/thermal mixtures though).
The only problem with this idea is that there is precisely zero chance that CCP, in its new self-flagellation mode, will dare to propose such wide-ranging nerfs, however justified they may be. So instead all we will get is some half-arsed changes that either turn blasters into an inferior knockoff of ACs or Pulse, or a superior knockoff that obsoletes one of ACs or Pulse, or just increase blasters' raw damage and tracking that, while helpful, still leaves blasters crippled by a complete lack of flexibility compared to ACs and Pulse.
while your concern is valid, tbh a "boost first, nerf later" approach on this issue might be the better way. [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 |

Ruah Piskonit
PIE Inc.
10
|
Posted - 2011.10.21 01:20:00 -
[43] - Quote
The problem is that many of the changes applied to ACs should have been for hybrids. As it stands, ACs have too much going for them.
Specifically the ammo changes. Hybrids should have gotten the 'pure damage types' buff and not projectiles. The TE changes, effectively giving projectiles a second damage mod, was a good enough buff. It extended their range and pushed the optimal and fallout out. That was enough for projectiles. The ammo changes were a good idea - but they should have been applied (with some variation) on hybrids.
anyway, its a difficult fix really - hybrids are actually not the problem - its the conditions - th high cap use, massive fitting issues, on slow ships thats the issue. overall, minmatar have the best combination of traits right now - the best t2 resists, the fastest, most agile, and lowest sig. ships married with a weapon system that is easy as sin to fit, takes no cap, has fantastic tracking and reaches far far out to do damage. Sure pulse does 80% of hybrid damage all the way out to optimal, but Amarr have the largest number of pure gunboat ships, the fitting costs are immense, the cap use is immense, and the negatives are quite huge, Minmatar ships use multiple weapon systems to work around their inferior guns - but that is not the case anymore. Hybrids should be the second best gun system, high damage at close range, or precision at long range. . . but that is not the way it is now. And the only way to get that fixed is to take away some of the AC abilities and give them to hybrids.
not a popular idea, but that is what needs to happen.
|

Machete Visor
Shafts Pier Investment Trust Bond
1
|
Posted - 2011.10.21 01:27:00 -
[44] - Quote
imho, blaster ships should get more drone bonuses to prevent the kiting effect. notice that no one complains about the myrm? it has a nice drone support to go w/ the guns.
as for railguns... how about ++dmg and --rate of fire. Basically a better version of artillery.
both these let the 'slow, armor tanked, gallente' theme stay in place.
from a fleet doctrine point of view, could see railgun alpha fleets with fast little minnie ships w/ webs (rapiers, etc) |

Cearain
The IMPERIUM of LaZy NATION
67
|
Posted - 2011.10.21 01:32:00 -
[45] - Quote
I'm afraid ccp will just make them like other weapons about the same range about the same tracking and about the same dps.
IMO they should consider just radically increasing the tracking on blasters. Medium blasters have about the same range as small pulse lasers. Why not give them the same tracking. Same goes with large blasters. Give them the tracking medium pulse lasers have.
This would make them a very interesting weapon. They would still have the problems trying to catch ships kiting outside of scram range. But I actually think that is fairly balanced. Its not all that easy to hold a ship yet stay outside of scram range.
The real problem as I see it when you take a ship with medium or larger blasters you might get caught by a smalller ship that orbits tight making it impossible to hit.
Gallente battleships would be able to pop cruisers like balloons but they still woudln't be as strong as Amarr battleships for BS versus BS fleets.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Igualmentedos
Shadow Veil Industrial Shadow Directive
17
|
Posted - 2011.10.21 02:14:00 -
[46] - Quote
Stan Smith wrote:GeeShizzle MacCloud wrote:tbh with rails u cant go DPS and u cant go for alpha.. so you have to think what sort of fleet combat niche can be filled with it.
i see them as the longest range (but keep it within 250km plz!) and fastest tracking of all long range weapon systems, but the worst alpha, with better dps than beams. they need to have a high rof.
the interesting addition should be to sensors, like the railgun turret ties itself into the sensor systems of ships and boosts it. so a small bonus per turret to sensor resolution, lock range, and sensor strength. this would allow it to become the backbone of a fleet type that can swap targets fast and apply damage fast at range to beat logi lock times and pilots broadcast times. This, give the ferox a hybrid damage bonus, and make caldari missile ships get damage bonuses for non-kinetic missiles (10% to kinetic, 5% to others is fine with me) Quote:- Make their target range HUGE! Why is it the rokh's guns can out range the tracking computer thingy? (i understand typically bullets go much further than someone's ability to aim IRL, but it's a video game FFS) - Also, increase the optimal on caldari boats please. Whats the point of trying to kill something when you can barely scratch the paint on it? since caldari gunships dont have optimal range ship bonuses wait...
Sorry, when I said "increase the optimal on Caldari boats" I meant to say buff the optimal bonus, but feel free to interpret that however you want since I apparently didn't make that clear enough. |

Feyona
Ascetic Virtues
2
|
Posted - 2011.10.21 03:24:00 -
[47] - Quote
Cearain wrote:I'm afraid ccp will just make them like other weapons about the same range about the same tracking and about the same dps.
IMO they should consider just radically increasing the tracking on blasters. Medium blasters have about the same range as small pulse lasers. Why not give them the same tracking. Same goes with large blasters. Give them the tracking medium pulse lasers have.
This would make them a very interesting weapon. They would still have the problems trying to catch ships kiting outside of scram range. But I actually think that is fairly balanced. Its not all that easy to hold a ship yet stay outside of scram range.
The real problem as I see it when you take a ship with medium or larger blasters you might get caught by a smalller ship that orbits tight making it impossible to hit.
Gallente battleships would be able to pop cruisers like balloons but they still woudln't be as strong as Amarr battleships for BS versus BS fleets.
I dunno about that. I do agree that blasters could probably use a small tracking boost, but with all guns getting tracking bonuses (pulse for amarr and increased TE usage due to the falloff bonus for minmatar) small ships will get increasingly useless. A frigate is supposed to be able to get under the guns of a cruiser and a cruiser under the guns of a BS. That's how the game works. It's part of what keeps people from rampaging around solo in large ships and owning entire gangs of smaller ones.
There are already counters to this including neuts, light/med drones, and webs that are already a pain in the ass to deal with. There are already ships designed to kill the class below them, and they are called destroyers and battlecruisers. You already have an advantage over smaller ships via DPS and tank.
Really, they should just make Gallente ships faster. Maybe ALMOST as fast as Minmatar, or keep their current speeds but give them excellent acceleration so that they don't have to waste a lot of time building up speed. They shouldn't be able to catch say, a Vaga/Cyna/SFI but should have reasonable chance (with overheating) to say, catch a shield cane before it gets up to speed on a gate, or simply get in range of other ships before they've taken too much damage.
I think, though it is a ceptor, that the Taranis is a good example of what blaster ships should be like. Before the Dramiel came onto the scene, it was one of the best frigates around, and used blasters. Probably the most used blaster ship. Why? Because it was fast, and could get into range to apply its DPS easily. It also had plenty of structure, almost twice as much as some other ceptors, so it only really needed a DCU for a tank, and thus didn't need to fit plates that slowed it down or shield mods that increased its sig radius. Perhaps other blaster ships should be modeled after the Ranis.
Good speed/agility, but not the best in class - insane DPS for its class, and relying on heavy gank/structure tank to stay alive rather than fitting plates/extenders/reppers, thus allowing blaster ships to maintain their needed speed/agility. |

Tamiya Sarossa
Hedion University Amarr Empire
43
|
Posted - 2011.10.21 03:30:00 -
[48] - Quote
Make blaster boats able to 'sprint' - that is, go faster than their minmatar counterparts for brief periods of time. There are a ton of possible ways to implement this, but it's the easiest way to give them an option to get into range while ensuring that gallente don't become the new minmatar kiters.
If they can go realllyyy fast but only for a little, they won't overtake minmatar for kiting, but have a fighting chance of getting in range. They can still be kited if you can avoid their intial sprint. |

Ruah Piskonit
PIE Inc.
10
|
Posted - 2011.10.21 08:01:00 -
[49] - Quote
Since some people are suggesting all sorts of crazy things:
It could be argued that the problem is not so much blasters but the ships they are on. I have floated the idea before to mak Gallente ships have the best agility in the game while the minmatar keep their traditional speed advantage but get a slight nurf in terms of agility.
This means that while Gallente ships would not be the fastest, they get to speed the fastest and are more maneuverable then any other race. While Minmatar ships, while the fastest, do not have the structure or the power to really get up to speed or maneuver as well.
just a though.
my previous post regarding the role distinction between Projectiles and Hybrids stands. |

Gypsio III
Dirty Filthy Perverts
21
|
Posted - 2011.10.21 08:07:00 -
[50] - Quote
Feyona wrote:Cearain wrote:I'm afraid ccp will just make them like other weapons about the same range about the same tracking and about the same dps.
IMO they should consider just radically increasing the tracking on blasters. Medium blasters have about the same range as small pulse lasers. Why not give them the same tracking. Same goes with large blasters. Give them the tracking medium pulse lasers have.
This would make them a very interesting weapon. They would still have the problems trying to catch ships kiting outside of scram range. But I actually think that is fairly balanced. Its not all that easy to hold a ship yet stay outside of scram range.
The real problem as I see it when you take a ship with medium or larger blasters you might get caught by a smalller ship that orbits tight making it impossible to hit.
Gallente battleships would be able to pop cruisers like balloons but they still woudln't be as strong as Amarr battleships for BS versus BS fleets.
I dunno about that. I do agree that blasters could probably use a small tracking boost, but with all guns getting tracking bonuses (pulse for amarr and increased TE usage due to the falloff bonus for minmatar) small ships will get increasingly useless. A frigate is supposed to be able to get under the guns of a cruiser and a cruiser under the guns of a BS. That's how the game works. It's part of what keeps people from rampaging around solo in large ships and owning entire gangs of smaller ones.
The ironic thing here is that the short-range weapon system least able to apply DPS to smaller ships is blasters. While Pulse and ACs also have tracking problems close up, they have *some* ability to apply DPS to smaller stuff at range where transversal is greatly reduced, and in Minmatar's case, an ability to reduce transversal via their own mobility. But blasters have neither the tracking nor the range to do this. This lack of flexibility is a real problem with blasters, but if you give blasters extra range then you just have homogenised weapons, and if you give blasters the tracking to hit smaller stuff, then we have smaller stuff wrecks. I don't know if there's a good answer here. 
|

holding pattern58
Science and Trade Institute Caldari State
0
|
Posted - 2011.10.21 22:40:00 -
[51] - Quote
2 part solution - Give a slight increase in blast/railgun tracking
And here comes the big one - return Gallente ships to the idea of hull tanking, with a twist: Gallente ships would get a speed boost while fitted with reinforced bulkheads and active afterburners, without an increase in agility.
This way Minmitar ships still have the agility advantage but Gallente hulls could get into range more easily - they could speed into range quickly without the ability to turn on a dime: once in range they would have to contend with the increased agility of the other races. Shield blaster ships(Caldari) would be the same as they are now, as they don't have to fit armor plates anyway.
I think this could be an acceptable solution - the tradeoff of a vast speed boost could be countered with the higher agility of another race. |

X Gallentius
Quantum Cats Syndicate
18
|
Posted - 2011.10.21 23:07:00 -
[52] - Quote
Feyona wrote: A frigate is supposed to be able to get under the guns of a cruiser and a cruiser under the guns of a BS. That's how the game works. It's part of what keeps people from rampaging around solo in large ships and owning entire gangs of smaller ones.
There are already counters to this including neuts, light/med drones, and webs that are already a pain in the ass to deal with. There are already ships designed to kill the class below them, and they are called destroyers and battlecruisers. You already have an advantage over smaller ships via DPS and tank.
How about: Frigates are supposed to get under the guns of all turrets except blasters. When they encounter blaster hulls they should kite. Makes for a more interesting game where blasters are feasible and frigates still have a role.
|

SilentSkills
Estrale Frontiers
6
|
Posted - 2011.10.21 23:37:00 -
[53] - Quote
Tallianna Avenkarde wrote:Tweak Grid on gallente boats, and give them a MWD speed boost. Make them SUPER fast in a straight line, but with the agility of a hyperspeed brick. That leaves Minmitar as fast and agile, the rally cars of eve, and gallente the top fuel dragsters...
bump up the damage of blasters to make them be the face meltingly awesome weapons they should be.. Short range, super deeps.
this. please |

Tanya Powers
Science and Trade Institute Caldari State
47
|
Posted - 2011.10.22 00:49:00 -
[54] - Quote
Machete Visor wrote:imho, blaster ships should get more drone bonuses to prevent the kiting effect. notice that no one complains about the myrm?
Because there's not much people flying them around, how many do you see every time you're in game?
The ones working almost good are the ones fitting auto canons on them and shield tanking: autos+drones=win
Same for dominix, pve with that stuff is 3 CCC rigs and 4/5 cap rechargers and don't even try to fit rails or blasters, fit autos on it and win.
In fact, gallente should have the auto canons and arty's and winmatar drones and hybrids, this would probably make it balanced. |

Cearain
The IMPERIUM of LaZy NATION
67
|
Posted - 2011.10.22 12:44:00 -
[55] - Quote
Feyona wrote:Cearain wrote:I'm afraid ccp will just make them like other weapons about the same range about the same tracking and about the same dps.
IMO they should consider just radically increasing the tracking on blasters. Medium blasters have about the same range as small pulse lasers. Why not give them the same tracking. Same goes with large blasters. Give them the tracking medium pulse lasers have.
This would make them a very interesting weapon. They would still have the problems trying to catch ships kiting outside of scram range. But I actually think that is fairly balanced. Its not all that easy to hold a ship yet stay outside of scram range.
The real problem as I see it when you take a ship with medium or larger blasters you might get caught by a smalller ship that orbits tight making it impossible to hit.
Gallente battleships would be able to pop cruisers like balloons but they still woudln't be as strong as Amarr battleships for BS versus BS fleets.
I dunno about that. I do agree that blasters could probably use a small tracking boost, but with all guns getting tracking bonuses (pulse for amarr and increased TE usage due to the falloff bonus for minmatar) small ships will get increasingly useless. A frigate is supposed to be able to get under the guns of a cruiser and a cruiser under the guns of a BS. That's how the game works. It's part of what keeps people from rampaging around solo in large ships and owning entire gangs of smaller ones. There are already counters to this including neuts, light/med drones, and webs that are already a pain in the ass to deal with. There are already ships designed to kill the class below them, and they are called destroyers and battlecruisers. You already have an advantage over smaller ships via DPS and tank. Really, they should just make Gallente ships faster. Maybe ALMOST as fast as Minmatar, or keep their current speeds but give them excellent acceleration so that they don't have to waste a lot of time building up speed. They shouldn't be able to catch say, a Vaga/Cyna/SFI but should have reasonable chance (with overheating) to say, catch a shield cane before it gets up to speed on a gate, or simply get in range of other ships before they've taken too much damage. I think, though it is a ceptor, that the Taranis is a good example of what blaster ships should be like. Before the Dramiel came onto the scene, it was one of the best frigates around, and used blasters. Probably the most used blaster ship. Why? Because it was fast, and could get into range to apply its DPS easily. It also had plenty of structure, almost twice as much as some other ceptors, so it only really needed a DCU for a tank, and thus didn't need to fit plates that slowed it down or shield mods that increased its sig radius. Perhaps other blaster ships should be modeled after the Ranis. Good speed/agility, but not the best in class - insane DPS for its class, and relying on heavy gank/structure tank to stay alive rather than fitting plates/extenders/reppers, thus allowing blaster ships to maintain their needed speed/agility.
Well this is just making the ships about the same.(here your making speed and agility the same) If you make it so armor thoraxs can reliably catch shield ruptures then there would be no reason to fly ruptures.
The main reason I don't fly thoraxes now is its too easy to get caught by a couple of smaller ships and you will never be able to hit them. If I use gun slots for neuts then its not as good as a rupture. Smaller ships might still try to get under the guns of some ships but they wouldn't want to to it to blaster ships anymore unless they are 2 sizes smaller. If I use 10 small drones instead of the mediums then is not as good as an armor rutpure.
I think having fights where larger ships take on several smaller ships sounds good. But that i just my opinion. Its not like larger ships can catch smaller ships if the smaller ship doesn't want to be caught anyway. But those smaller ships can catch the larger ships.
But my opinion is also that making gallente ships such that they reliably catch kiting minmatar ships is just making the game oe dimensional. Same goes with ideas that make hybrids more like other weapon systems.
Make them diverse. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Reppyk
The Black Shell
2
|
Posted - 2011.10.22 13:13:00 -
[56] - Quote
HakerElite wrote:You can use a Dictor to set up a block bubble so they cannot warp to you. A block bubble is a bubble somewhere between you and them. On-grid bubbles don't stop you (unless you're inside ofc). Please try again. |

Sebastian N Cain
Aliastra Gallente Federation
4
|
Posted - 2011.10.22 14:04:00 -
[57] - Quote
That it might be not possible to fix hybrids is an idea i had some time ago as well. Most of the proposed changes would turn hybrids either into lasers, but ones that need ammo and has kinetic damage instead of em, or it would turn them into projectiles, but ones that need cap and have fixed damage types. Thats completely pointless.
Also the "don-¦t change hybrids, change the ships" approach. Yeah, just make them able to close in fast, where they still can-¦t hit cr4p without the agility to lessen the tracking problems. Oh, agility too? Great, but if you want to turn the Gallente into Minmatar that badly, why not simply giving them the projectile weapons? Also blasters aren-¦t the only hybrids. And, well, is it just me or is it really a bad idea to close in as fast as possible with rails? If you just want to change the ships you-¦re better finding some buff that makes both blasters and rails useful. Good luck with that.
Also there is no area left that isn-¦t already covered by either lasers or projectiles. One has good alpha, the other good dps; one good optimal, the other good falloff; one uses cap, the other uses ammo; one has instant reload, the other variable damage types; what should a third turret weapon specialize in without either becoming a copy of an existing weapon, become underpowered (for example using both ammo and cap, have both reload time and fixed damage types...) or overpowered (by giving all the advantages and none of the flaws).
Thats the problem with a weapon system that incorporates every existing flaw possible while rejecting every possible advantage. You simply have nothing to work with when it comes to balancing.
If you want to keep hybrids, you practically have to rework all turret weapon systems completely if you want to end up with something where all of them are balanced.
My solution was simpler: give caldari lasers and gallente projectiles (or gallente lasers and caldari projectiles), adjust the ships stats for the use of those weapon systems and get rid of hybrids. Problem solved. "You either need less science fiction or more medication."
"Or less medication and more ammo!" |

Jerick Ludhowe
Shadow Legion Industries Dark Phoenix Rising.
1
|
Posted - 2011.10.22 15:01:00 -
[58] - Quote
3 things...
1. Reduce fitting req of hybrid weapons
2. Change active tanking bonuses to include cap usage bonus on reps.
3. Nerf Scorch (this is mandatory) |

Dunmur
Next Stage Initiative Trans-Stellar Industries
0
|
Posted - 2011.10.30 07:22:00 -
[59] - Quote
Sebastian N Cain wrote:That it might be not possible to fix hybrids is an idea i had some time ago as well. Most of the proposed changes would turn hybrids either into lasers, but ones that need ammo and has kinetic damage instead of em, or it would turn them into projectiles, but ones that need cap and have fixed damage types. Thats completely pointless. Also the "don-¦t change hybrids, change the ships" approach. Yeah, just make them able to close in fast, where they still can-¦t hit cr4p without the agility to lessen the tracking problems. Oh, agility too? Great, but if you want to turn the Gallente into Minmatar that badly, why not simply giving them the projectile weapons? Also blasters aren-¦t the only hybrids. And, well, is it just me or is it really a bad idea to close in as fast as possible with rails? If you just want to change the ships you-¦re better finding some buff that makes both blasters and rails useful. Good luck with that.  Also there is no area left that isn-¦t already covered by either lasers or projectiles. One has good alpha, the other good dps; one good optimal, the other good falloff; one uses cap, the other uses ammo; one has instant reload, the other variable damage types; what should a third turret weapon specialize in without either becoming a copy of an existing weapon, become underpowered (for example using both ammo and cap, have both reload time and fixed damage types...) or overpowered (by giving all the advantages and none of the flaws). Thats the problem with a weapon system that incorporates every existing flaw possible while rejecting every possible advantage. You simply have nothing to work with when it comes to balancing. If you want to keep hybrids, you practically have to rework all turret weapon systems completely if you want to end up with something where all of them are balanced. My solution was simpler: give caldari lasers and gallente projectiles (or gallente lasers and caldari projectiles), adjust the ships stats for the use of those weapon systems and get rid of hybrids. Problem solved. 
I agree with most of what you are saying, but I feel getting rid of them is just a easy cop out. If the only other solution is to nerf the other guns I think they should do it.
|

Ranger 1
Ranger Corp
156
|
Posted - 2011.10.30 09:07:00 -
[60] - Quote
The problem appears to me to indeed be a combination of guns and the ship itself.
The trick is to fix both without adding "extra bonus" abilities to Gallante.
Here are some idea's. A few mentioned or touched on before, others not so much.
Blaster Tweaks: Already in the works.
Rail Tweaks: Already in the works. (Also keep in mind that Caldari ships that could fire easily beyond the current targeting limit already have the advantage that they can use their more damaging lower range ammo compared to other ships at the same ranges).
Gallante Dragsters: Tweek mass to allow gallante ships very fast acceleration. Balance this with lower agility. Do not change their top speed, or at least not much. This also helps Rail boats keep range, but probably slows down changing alignment. Acceleration speed may be tied to agility however, so that may be dodgy.
Drones: Odd, I know, but bear with me. Introduce small and medium webbing drones and increase the speed of large webbing drones. Webbing drones should logically be designed to be the fastest of all the drones in their class. Gallante should be able to leverage this better than the other races, especially if the bonus that some gallante boats get to drone damage and hit points also included a speed bonus in the description. Also the description of the bonus some get for more effective webs could also extend that to webbing drones. Smart bombs as a defense begins to look more attractive again.
Sensor Damp bonus: Not my favorite. Yes, if Gallante got a bonus to their effectiveness it would force people to get closer, but that doesn't help if they simply wish to disengage or you are against multiple opponents. Extra bonuses are not a good option, better to tweak base stats or logically extend current bonuses a bit.
You could also come up with bonuses to decrease the mass penalties of plates and or MWD's, but again extra bonuses are problematic.
As a general note about Gallante and Minmatar web bonuses, typically it has been Gallante based get more effective webs and Matari get longer range. I'd say there could be made a very good case that that should be reversed.
Longer range webs would allow blaster boats to get into range more easily... stronger webs are usually no help because you can't get into range to begin with.
More effective webs would still work well for the Matari as they have more control over the range of the engagement anyway. This would allow them (in a mutual webbing fest) to be even quicker in comparison to their opponent than they would be without mutual webs in effect.
So yes, if anything were to be switched between the two races, make it the web bonuses, not the guns.
Edit: I could also see a case made for switching the preferred Ewar for Gallante and Amarr. Tracking Disruptors make far more sense for Blaster boats, and Sensor Damps are a better option for Pulse Laser boats. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Pr1ncess Alia
Perkone Caldari State
49
|
Posted - 2011.10.30 09:45:00 -
[61] - Quote
As long as blasters have a very high damage output and ability to apply that damage (tracking) I think they are fine. The real question is just how high damage should they be? Will the current improvements be enough? We shall see.
Railguns are a bit tougher. I think they should be a shorter range, low alpha but high dps and mag capacity. Matched with lower fitting req leaving room for tank/toys. Shining as just beyond mid-range standoff platform. This would also allow them to take advantage of what is usually a larger drone compliment.
Actually, both should have lower fitting requirements.
I think more could be accomplished with a look at hybrid damage nature (increase heat? more damage type options with the different ammo types?) than most would realize.
But you don't want to do too much at once, the key to fine tuning is fine.
Both blasters and rails saw better days and they will again. The Gal hulls are decent as they are. There are a lot of good ideas and points in here but people just may be over-thinking things. I don't think a paradigm shift is required. Yeah, they have a problem getting in range sometimes, but all ships need these inherent flaws. If they had the highest DPS weapons and they were the fastest... you'd find they'd be overpowered. (Remember, when they get there they are really laying it on, they just may need luck/good planning/support to do that.)
Above all, I'd hate to see a blurring of the lines for the weapon systems. The disparity, the differences are what keeps combat interesting. All should have their niche and their drawbacks.
As an aside, don't try to use current fleet/gang mentalities to make a balance discussion.... fact is Gal have been out of the loop awhile and if their weapons systems are brought back into balance you'll find fleet/gang mentality will change to take advantage of them.
I'm excited to see the change to blasters, I think people might be surprised by them. As for the railguns they will almost definitely need a bit more work (again I think some ammo changes might be best).... and I hope that happens because I want to actually scare people with my Eagle again. |

Rod Blaine
Gilded Goose Brokerage
1
|
Posted - 2011.10.30 11:23:00 -
[62] - Quote
You know what's funny? The current state of gunnery balance is nearly identical to (might be somewhat off,but not much) 2004-2006.
We have hybrid boats fitting arties (used ot be lasers too, so something got better at least), pulses and autos outdoing blasters at blaster optimal, rail dps only decent on paper but crappy in practice due to popular tank fits. It's all just like back then.
Last time pulses got nerfed a bit , and arties got nerfed a bit, while rails got a range/dps buff and blasters realy didnt get anything at all. It didn't change enough to make a real difference. Blaster boats never really took off, railboats never really had a specific role (although they worked well enough in sniper doctrines for a while due to good dps).
So excuse me for being sceptical about the preliminary buffs and suggestions here that do nothing but repeat the same thing tried before.
As i see it these are the three gallente 'niches' in pvp/pve:
- short range, high agility ships with face melting dps and a mediocre tank, centered around an ambush, kill, gtfo -doctrine, great for small scale pvp and viable at med scale with logis and an EHP tank. Problems: fail practical dps in optimal, fail tracking in optimal, fail agility, fail cap reservoirs (death by neut). Needs web and scram range bonused or tackle support to work, which is fine.
- long range railboats that do high dps at extreme range with high tracking and low alpha, used for fleet snipe stuff. Decent armor tanks make this a decent pve option as well, especially for low-sp pilots. Problems: this is not a true niche + cap use for rails/cap reservoir on railboats is fail. pve fits need too many concessions to cap stability with a full-size rail fit, taking away med, low and rig slots you should be using to fit that niche: damage, tracking, range, sb's.
- med range drone boats. Relying on damage projection at med range by dorne use and a good armor tank, combiend with some EW capabilities there's a viable pve and pvp niche here. As far as I can see this works well in pve, but not too well in pvp. Incorporating a bit more EW capability into these ships might be nice for that. |

Max Von Sydow
Droneboat Diplomacy
6
|
Posted - 2011.10.30 11:40:00 -
[63] - Quote
Ruah Piskonit wrote:Since some people are suggesting all sorts of crazy things:
It could be argued that the problem is not so much blasters but the ships they are on. I have floated the idea before to mak Gallente ships have the best agility in the game while the minmatar keep their traditional speed advantage but get a slight nurf in terms of agility.
This means that while Gallente ships would not be the fastest, they get to speed the fastest and are more maneuverable then any other race. While Minmatar ships, while the fastest, do not have the structure or the power to really get up to speed or maneuver as well.
just a though.
my previous post regarding the role distinction between Projectiles and Hybrids stands.
I'd rather see the opposite that gallente becomes the fastest and minmatar the most agile. It kinda makes lorewise sense since gallente are the high tech ones so they should have invented superior engines for their ships in order to get in blaster range while minmatar ships are lightweight and thus should have high agility and accelration. |

Vigdis Thorisdottir
Imperial Academy Amarr Empire
1
|
Posted - 2011.10.30 12:01:00 -
[64] - Quote
What about introducing tracking link drones, to help with the blaster tracking issue. Would seem to be a very gallente solution. |

Mariner6
EVE University Ivy League
2
|
Posted - 2011.10.31 02:04:00 -
[65] - Quote
DarkAegix wrote:It is possible that a satisfactory hybrid rebalance will remain unattainable for CCP. I'll be using blasters as an example, since they're the main point of my concern. TL;DR - Blaster boats are too slow, and will always remain that way.Let's go over the flaws of blasters: -Barely any extra DPS compared to other weapon systems (Can be fixed, of course) -Terrible range (This is by design, and thus must be kept short) -Awful tracking for their operational range (Can be fixed) -Absurd fitting requirements (Simply reduce blaster powergrid requirements, or buff the powergrid of blaster boats) -Armour tanks and Gallente are slow, and enemies may simply kite them to death Note the last point. I don't think CCP are willing to change it. I will list several options below, as well as an explanation as to why neither of them are optimal: -Buff the range of blasters? No. Blasters are designed as close-range weapons, and not even pro-hybrid buff supporters want AC/pulse laser territory trodden on. -Reduce the penalty of armour tanks? Dangerous! This will affect half, perhaps more, of the ships in EVE! In my opinion, the shield/armour comparative sacrifices are well balanced, and this option will skew it. -Make Gallente faster! Seems obvious, right? Apparently this cannot happen.... CCP want Minmatar to be the fastest race, because they would like to keep the "racial stereotypes" of EVE intact. IIRC, this was said in the May CSM minutes. There are several reasons why that last point is particularly insurmountable. If CCP were to make Gallente ever so slightly slower than Minmatar, then the armour tanks will slow down Gallente and the nanos will speed up Minmatar. There will be a large speed difference, and blaster boats will be kited, perhaps even by Cadari ships as well. In order for Gallente to be able to get into range of all the other shield nano ships, blaster boats will need to be much faster than Minmatar so that once the armour/shield modifications come in, the gap is not as large. Gallente could shield tank, but then where would the webs go? Furthermore, we'd basically have 2.75 shield tanking races, and then Amarr and a tiny portion of Minmatar  Gallente could receive specific bonuses to reduce the speed penalty of armour, but there are more problems. If blaster boats all receive a a free bonus, then other ships will be missing out. If blaster boats have one of their bonuses replaced with an armour penalty reduction bonus, then there is effectively a useless bonus there for the sole purpose of covering the flaws of a ship which shouldn't be there in the first place. Minmatar will get their double damage bonuses, Caldari will get their damage-shield resist bonuses and Amarr will get damage-armour resist bonuses. All of which are useful. Hybrids and Gallente are incompatible by design.
You have summed it all up nicely. And your right, CCP will fail to fix this because the fixes are not palatable to them. Some more ideas:
1) Give Hybrids the ability to switch ammo instantly like a script. That damn CAP usage penalty should be paying for something. T1 ammo adjusts DPS/range depending on type (iron, plutonium etc). Lets capitalize that already existing mechanic. Improve ammo stats and this will allow Blasters to apply DPS at father ranges, albeit less the father out. But no one bothers with that as it takes too long. Obviously some details would need to be worked out but this could help. VOID should get a tracking bonus and the damage bonus. If you achieve the close range you should be able to melt the target.
2) Scram range bonus to some of the Gallente Line, like the thorax and brutix. Make it far and only SCRAM to shut down the MWD's. That will deal with kiters. Give some ships the web bonus like talked about with the Talos/Vindicator. Then they work in teams.
3) Finally, a warp scrambling drone only carried by Gallente drone boats and is related to the Myrm's 2nd bonus (vice the stupid 7.5% armor repair bonus) allowing a flight of light drones to point and shut down MWD on the target. If the target can't kill those drones faster than the other Gallente ships close, then he dies.
So all the Gallente line with ships like the Arazu to keep the target from warping off, and the above mentioned changes might build a team that can get it done.
Many of the other recommendations would help too, but CCP will not execute the paradigm shift to fix these boats. So.... fly another race basically. |

Tromin
Blind Faith Reborn
0
|
Posted - 2011.10.31 02:46:00 -
[66] - Quote
What about fixing Blaster for better damage/tracking, then increasing the drone bays on all Gall Ships so they can field multiple flights of assorted drones, like scram ( hopefully newly introduced) drones till you get in your own scram/web range, then scoop and deploy damage drones? It seems like for Gall, drones should be just as integral to the ship as anything else. |

Dunmur
Next Stage Initiative Trans-Stellar Industries
0
|
Posted - 2011.10.31 03:12:00 -
[67] - Quote
Tromin wrote:What about fixing Blaster for better damage/tracking, then increasing the drone bays on all Gall Ships so they can field multiple flights of assorted drones, like scram ( hopefully newly introduced) drones till you get in your own scram/web range, then scoop and deploy damage drones? It seems like for Gall, drones should be just as integral to the ship as anything else.
Extra drones are useless unless they increase the drone bandwidth on those boats to where gallente can launch 10 drones instead of the current 5 cap and I don't see them doing that. Also I feel buffing drones to compensate for a ****** weapon system will not change a thing because there is still little reason to equip blaster vs autocannons and any buff to drones is a buff to ALL weapon systems.
For example whats to stop you from using web/scram drones with Auto cannons and pulse lasers. Meaning it wont fix anything.
|

Nimrod Nemesis
Royal Amarr Institute Amarr Empire
7
|
Posted - 2011.10.31 03:13:00 -
[68] - Quote
Rails have a lot more issues than blasters. Fixes to hybrids in general (fitting, cap usage, reload time, damage profile, etc) along with some stat tweaks will go a logn way for blasters. Such tweaks won't scratch the surface of rail boats. They, along with rails themselves, need to be completely re-imagined.
I'm with the suggestion for making them the shorter of the long-range weapon types (giving the caldari range bonus something more than "lol," status) with some other trait that makes them unique. |

Dunmur
Next Stage Initiative Trans-Stellar Industries
1
|
Posted - 2011.10.31 23:04:00 -
[69] - Quote
I think ccp just proved today that not only is this thread correct, they also showed they really have no idea how to fix the problem. |

Calapine
Xeno Tech Corp Flatline.
50
|
Posted - 2011.11.01 00:52:00 -
[70] - Quote
Well, what about:
- Slightly reduce the TE falloff bonus. (for example from 30% down to 25-20%)
- Again, slightly, reduce pulse tracking and reduce scorch DPS. Currently scorch simply obsoletes 2/3 of faction crystals.
- Apply the 10% damage buff from Rails also to Blasters. Don't touch range or falloff, to avoid the mentioned homogenization of weapon systems.
Cala |

Large Collidable Object
morons.
482
|
Posted - 2011.11.01 01:02:00 -
[71] - Quote
Just remove the MWD disabling effect of MWDs and keep the upcoming changes and blasters will be fine again.
Considering rails, they're just as useless as any long range turret except arties, so who cares? morons-áare recruiting. We're good at breeding! |

Sara XIII
The Helljumpers
15
|
Posted - 2011.11.01 01:17:00 -
[72] - Quote
Rails: The ultimate sniper weapon
1) Big cost in cap to fire. 2) Longer tracking times. 2) Ship speed penalty when tracking a target. 3) Longer cooldowns between shots. 4) No optimal ranges at all. Falloff of course though.
This in exchange for MASSIVE kinetic damage.
just some thoughts
|

Soldarius
Peek-A-Boo Bombers
53
|
Posted - 2011.11.01 02:12:00 -
[73] - Quote
Damn forums ate my post again. Plz, for the love of God, fix this!
Back on topic, I keep seeing references to some mystical Gallente ship that ahs web bonuses. Linkage? Last I checked, only minmatar ships get web bonuses. Gallente get warp disruptor/scrmabler range bonuses and sensor damp effectiveness bonuses.
Also, someone was lamenting the lack of a HAC equivalent of an Arazu or Keres. That would the Gallente Combat Recon, Lachesis.
As far as hybrids go, yeah they suck. But we as pilots can compensate for their short-coming by flying those ships in they way they are intended. Frankly, Gallente and Caldari both benefit greatly from support ships. Gallente with short range guns really benefit from having range-scripted sensor damps in fleet as well as drones. Caldari get the ECM ships.
That being said, I think we need to see the smaller variants of webbing and scramming drones, though at reduced strength, so as to avoid OP. Give small web drones maybe -5 or 10% velocity webs. They should scale nicely with the large ones. Small warp disruption drones, well... this can be broken easily. Not sure there.
In any of these cases, I think fitting small neutron blasters with antimatter ammo should give better than a 500m optimal. I mean, seriously? Scale back the range penalties on high dps hybrid ammo for cripes sake. That is just silly. "How do you kill that which has no life?" |

Calapine
Xeno Tech Corp Flatline.
50
|
Posted - 2011.11.01 02:18:00 -
[74] - Quote
Soldarius wrote:Back on topic, I keep seeing references to some mystical Gallente ship that ahs web bonuses. Linkage? Last I checked, only minmatar ships get web bonuses.
Talos the new Tier 3 Gallente BC
Vindicator Gallente/Serpentis pirate battleship
Vigilant Gallente/Serpentis pirate faction cruiser
Cala |

Fraa Bjorn
Cell 317
0
|
Posted - 2011.11.01 02:30:00 -
[75] - Quote
Calapine wrote:Talos the new Tier 3 Gallente BC
Actually, the blog doesn't state that the Talos gets a web-bonus. Have you seen any official post state this? |

exozone
Omber Company Gryphon League
2
|
Posted - 2011.11.01 02:37:00 -
[76] - Quote
Calapine wrote:Soldarius wrote:Back on topic, I keep seeing references to some mystical Gallente ship that ahs web bonuses. Linkage? Last I checked, only minmatar ships get web bonuses. Talos the new Tier 3 Gallente BC Vindicator Gallente/Serpentis pirate battleship Vigilant Gallente/Serpentis pirate faction cruiser Cala
The talos is the only true Gal boat there, the others needing a second line of training to make the bonus available and useful, I still think it could be an avenue to inspect. |

Calapine
Xeno Tech Corp Flatline.
50
|
Posted - 2011.11.01 02:39:00 -
[77] - Quote
Fraa Bjorn wrote:Actually, the blog doesn't state that the Talos gets a web-bonus. Have you seen any official post state this?
You are a hard one to please. 
We know the stats from pulled test server data.
Quote:Talos
Battlecruiser Skill Bonus: 5% bonus to Large Hybrid Turret damage and 10% bonus to the velocity factor of stasis webifiers per level.
95% reduction in the powergrid need of Large Hybrid Turrets 50% reduction in the CPU need of Large Hybrid Turrets 50% reduction in the capacitor need of Large Energy Turrets
http://www.reddit.com/r/Eve/comments/lo9it/tornado_oracle_naga_and_talos_tier_3_bcs_stats/
Cala |

Cletus Graeme
North Eastern Swat Pandemic Legion
2
|
Posted - 2011.11.01 06:44:00 -
[78] - Quote
Igualmentedos wrote:I agree with the other posters saying the boats need fixed, not necessarily the weapon system. Also, I would like to see a nice buff to Caldari boats.
People seem to forget the Caldari also uses hybrids and their ships also need rebalancing.
DRONES are the Gallente main weapon type just as MISSILES are the Caldari's. They both use hybrids as secondary weapons yet you hardly see any talk about how to improve rails - it's all blaster this or blaster that.
I know the Caldari can use blasters as well as rails (like the Gallente) but their ship bonuses are still designed around using rails. The same is true of their ship stats (mass, agility, speed etc.) They were always inferior blaster ships compared to Gallente and this will be even more the case after the proposed changes.
I'm happy that blasters on Gallente ships are finally being fixed - it's longer overdue - but we definitely also need more discussion about rails on Caldari ships as (apart from a few exceptions) they've been "useless" for far longer. |

Fraa Bjorn
Cell 317
0
|
Posted - 2011.11.01 12:41:00 -
[79] - Quote
Calapine wrote:You are a hard one to please.  We know the stats from pulled test server data. Quote:Talos
Battlecruiser Skill Bonus: 5% bonus to Large Hybrid Turret damage and 10% bonus to the velocity factor of stasis webifiers per level.
95% reduction in the powergrid need of Large Hybrid Turrets 50% reduction in the CPU need of Large Hybrid Turrets 50% reduction in the capacitor need of Large Energy Turrets http://www.reddit.com/r/Eve/comments/lo9it/tornado_oracle_naga_and_talos_tier_3_bcs_stats/Cala
w000t!! NOW I'm starting to get excited. Thanks! |

Onictus
Legendary Knights Vorpal's Edge
4
|
Posted - 2011.11.01 12:53:00 -
[80] - Quote
Cletus Graeme wrote:
DRONES are the Gallente main weapon type just as MISSILES are the Caldari's. They both use hybrids as secondary weapons yet you hardly see any talk about how to improve rails - it's all blaster this or blaster that.
Ok lets just get rid of that idea.
Drone Ships Frigates: Ishkur: out of what 12 hulls?
Cruiser: Vexor: 1/4 hulls
HAC: Ishtar (aka better be a drone ship, fitting a plate and SMALL guns is tricky) 1/2 hulls
Recon: What drones?
Battle Cruiser: Myrmidon 1/2 hulls
Battleship: Domix / Navy Dominix 2/5 hulls
Black-ops 1/1 Go Sin.....
Maurader 0/1 its an upgraded 'Thron
If drones are our main weapon, our hulls SURE AS HELL seem to favor turret bonuses.
Seriously I just listed every ship with a drone bonus.....drones aren't supposed to be the primary weapon except on the enumerated ships above.
Drones and missiles are only considered primary weapons because hybrids are that bad. Sure they can be made to workbut the fundamental issue is ALWAYS going to be voluntary getting yourself scrammed because that is the only place you gus work (blasters) and crap tracking and worse damage (rails) aside from crap fitting requirements and ridiculous ships stats.
Why the hell does a MAELSTROM have more cap than a Hyperion? Y'know the 8 cap hunger blaster active rep bonused Hype? |

Onictus
Legendary Knights Vorpal's Edge
4
|
Posted - 2011.11.01 12:56:00 -
[81] - Quote
derp on me |

Dax Redding
Caldari Provisions Caldari State
0
|
Posted - 2011.11.01 14:29:00 -
[82] - Quote
I never see anyone talking about my beloved yet entirely useless Rokh. Rokh looks like an amazing ship and should be, but its useless. |

Elaine Shandrate
Luna Decrescentia Celeris
1
|
Posted - 2011.11.01 14:43:00 -
[83] - Quote
Give blasters a reduction to armor penalties or a bonus to agility, in that way only armor tanking blaster boats will benefit from it... |

Kietay Ayari
Monopoly Money Operations
16
|
Posted - 2011.11.01 14:46:00 -
[84] - Quote
Dax Redding wrote:I never see anyone talking about my beloved yet entirely useless Rokh. Rokh looks like an amazing ship and should be, but its useless.
D: I want to use the Rokh one day. Please fix before I can use it!
Ferox #1 |

Soporo
Perkone Caldari State
4
|
Posted - 2011.11.01 14:58:00 -
[85] - Quote
Dax Redding wrote:I never see anyone talking about my beloved yet entirely useless Rokh. Rokh looks like an amazing ship and should be, but its useless.
And the lolEagle. I checked Jita yesterday and there was ONE Eagle to be found in system and only 3 others for sale in the whole region. Eagle is broken and people know it, every other alternative is much better.
The problem is the Eagle and Rokh are good at doing things not worth doing: Utterly anemic rail dps at long ranges.
Unless there's a rail damage buff as well as the long demanded ridiculous fitting requirements and the perma self heavy neuting fix, they will remain unused. |

Nikollai Tesla
Crytec Enterprises SRS.
2
|
Posted - 2011.11.04 00:40:00 -
[86] - Quote
Here is my latest idea for a way to fix blasters, don't make them more like autocannons or Lazors. Make them more like HAMs.
"Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets. "
A magnetically contained ball of subatomic particles, is a PLASMA TORPEDO. A plasma torpedo is similar to a missile.
Plasma Torpedo -Has Reload Time for Ammo (Same as Blaster) -Has Fixed Damage Type (Same as Blaster) -Has Cap Usage (Same as Blaster) -Short-Mid Range Optimal only Weapon (Same as HAMS, Better than Blaster) +No Range Damage degradation. (Better than Blaster, Same as Missile) -Travel Speed, not instantaneous (Worse than Blaster, Better than Missile) -Has Lifetime, very short (Shorter than Assualt Missiles) |

Cletus Graeme
North Eastern Swat Pandemic Legion
2
|
Posted - 2011.11.04 22:10:00 -
[87] - Quote
Onictus wrote:Ok lets just get rid of that idea.
That was a pretty lopsided analysis. If you'd listed "ships with drone bonuses vs those with hybrid bonuses" rather than "ships with drone bonuses vs those without " you'd find it's mostly 1:1 and the drone ships are usually the better of the two. It's a similar situation with the Caldari except that in their case it's their missile ships that are better.
However, you're absolutely right to point out that Gallente should use hybrids as much as drones. My point was that Caldari should also but they haven't been able to for a lot longer than Gallente. When I started playing back in 2006 Gallente were awesome - the best race overall - but even back then Caldari rail ships sucked big time. The problems with rails have been around a lot longer than the problems with blasters so I don't want to see blasters getting fixed while rails are ignored.
So far CCP seems to be taking a strategic approach to the rebalancing rather than doing things ship by ship or race by race - which hopefully means that no ships will be left out. We'll just have to wait and see.
Soporo wrote:The problem is the Eagle and Rokh are good at doing things not worth doing: Utterly anemic rail dps at long ranges.
Exactly. Admittedly, a few kickass pilots are able to make 75mm railgun Merlins work well and Vultures are primarily used to provide gang/fleet bonuses but the Harpy, Moa and Ferox all share the same problem. Ironically, all 5 worked better with blasters until they too became useless! |

Foofad
Yulai Guard 1st Fleet Yulai Federation
9
|
Posted - 2011.11.04 23:38:00 -
[88] - Quote
Hybrids are easy to fix. Really. Just make them exactly the opposite of Projectiles, and then make their ships good for exactly the opposite reason of Minnie ships.
In other words, make Blasters equivalent to Artillery in that they have low ROF, high alpha. Then make Rails into long range autocannons, with the highest DPS of all the long range guns (maybe), with the lowest alpha. Make Minmatar ships more agile than they are now, and nerf their speed slightly. Then make Gallente faster than they are now, possibly even with extra bonuses to MWD/AB speed or efficiency or both, but less agile. Then, all things being equal, two ships traveling in a straight line will always favor Gallente - but orbiting will favor Minmatar. Then ultimately what it comes down to is a game of the Gallente pilot doing his best to force combat movement into straight lines and the Minmatar pilot will be doing the opposite. They're different, but balanced. Ranges can pretty much stay the same.
Bam, done.
Where it gets tricky is Caldari, who should not be pigeonholed into missiles. Their hybrid boats deserve love too, perhaps some middle-of-the-road between the two above changes. |

Haulin Aussie
Imperial Academy Amarr Empire
5
|
Posted - 2011.11.05 02:56:00 -
[89] - Quote
Just fly a Hurricane, a Drake or a Supercap.
That's what the rest of eve is doing, right? |

Jerick Ludhowe
Shadow Legion Industries Dark Phoenix Rising.
15
|
Posted - 2011.11.05 03:24:00 -
[90] - Quote
Change Duvoule Labs second Damage bonus to ROF on the Deimos and Astarte. Both the Brutix and Astarte could use another 30ish grid as well. |

tika te
Royal Amarr Institute Amarr Empire
6
|
Posted - 2011.11.05 05:43:00 -
[91] - Quote
just tested for few hours on sisi..
tl.dr.
-rails are ok; not supermegarockin' but ok. -blasters are still broken. easier to fit now but the problems with range and rather bad tracking are still there. tested with deimos, astarte, hyperion, talos...they're all too sloooooow for that weapon class. fitting plates makes them agile like cotton woll. fitting armor rings really hurts your allready crappy top speed. using active tank (with hybrids needing less pg and cap u can actually fit active tank now) works to a degree in 1on1 engagements; in small-scale fights youre lost with active tanking most of the time. (using active tank makes cap injectors must-have mods) i'd say passive tanking bonuses are way better in 80% of cases -the new nebulae will definetely bring some gfx-glamour to tq.. -the new lightning modes is bit too dark in low/nullsec in my opinion..i could hardly see the texture on my deimos hull.. -dreads, especialy moros/revelation can pretty much hurt subcaps. mwd'ing around in sth bigger than cruiser can make you perfect target/wictim to their turrets. they'll prertty much one-shot you...it ... somehow... doesn't... feel right...
|

Tanya Powers
Science and Trade Institute Caldari State
120
|
Posted - 2011.11.05 13:59:00 -
[92] - Quote
tika te wrote:just tested for few hours on sisi..
tl.dr.
-rails are ok; not supermegarockin' but ok. -blasters are still broken. easier to fit now but the problems with range and rather bad tracking are still there. tested with deimos, astarte, hyperion, talos...they're all too sloooooow for that weapon class. fitting plates makes them agile like cotton woll. fitting armor rings really hurts your allready crappy top speed. using active tank (with hybrids needing less pg and cap u can actually fit active tank now) works to a degree in 1on1 engagements; in small-scale fights youre lost with active tanking most of the time. (using active tank makes cap injectors must-have mods) i'd say passive tanking bonuses are way better in 80% of cases -the new nebulae will definetely bring some gfx-glamour to tq.. -the new lightning modes is bit too dark in low/nullsec in my opinion..i could hardly see the texture on my deimos hull.. -dreads, especialy moros/revelation can pretty much hurt subcaps. mwd'ing around in sth bigger than cruiser can make you perfect target/wictim to their turrets. they'll prertty much one-shot you...it ... somehow... doesn't... feel right...
About the same here, just another opinion about rails is that if they're a little better they're still stuck at PVE department, forget those for fleet, lasers projectiles and missiles ARE still better at each and every possible situation.
Blasters: mmmh duno what to say other than "is this a f++cking joke?" |

MeBiatch
Republic University Minmatar Republic
102
|
Posted - 2011.11.05 15:05:00 -
[93] - Quote
hey i got this crazy idear... try going on SISI and Help us boost them... this time window to fix blasters is open and closing fast so if you have suggestions DL the test server and start playing around! |

Hungry Eyes
Ministry of War Amarr Empire
63
|
Posted - 2011.11.05 15:08:00 -
[94] - Quote
MeBiatch wrote:hey i got this crazy idear... try going on SISI and Help us boost them... this time window to fix blasters is open and closing fast so if you have suggestions DL the test server and start playing around!
there are already tons of amazing suggestions. especially ones pertaining to massively buffing hybrid ammo. question is, will they listen? |

tika te
Royal Amarr Institute Amarr Empire
7
|
Posted - 2011.11.05 15:30:00 -
[95] - Quote
Hungry Eyes wrote: there are already tons of amazing suggestions. especially ones pertaining to massively buffing hybrid ammo. question is, will they listen?
the best turret class BY FAR are projectiles. why? just look at it. 1. excelent dmg output when needed 2. no cap usage 3. nice range/fallof with howitzers, devastating alpha -> excelent sniper (so good that ppl even fit them on baddons and other races hulls) high rof/dmg with decent range with autocannons->perfect for close to midrange encounters (still using them on the myrmidon i.e.) 4. fast and agile ship hulls; best suited to to projectile mecanics 5. best ammo availability; mixed dmg types available, -50%/0%/+50% range modifiers, really good t2 ammo
now just compare that list to gallente/hybrids....projectile wins at least 4 out of 5 points here. hybrid ammo has one basic problem: apart from antimatter/lead/tungseten (short/mid/long range) there is no point in using the other types. fine setup for optiumal range during a fight is difficult because of long reload times.
i have ONE suggestion for CCP: dear devs, please, please see the weapons/hulls/bonuses of a race as a fragile package: balancing one aspect while another one still beeing week won't do any good (and vice versa). "being competitive" is the keyword. forget about balancing-on-paper. look how players actually play this game and modify hybrids to fit the playing style not another way round. |
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