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Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Hungry Eyes
Ministry of War Amarr Empire
7
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Posted - 2011.10.31 15:26:00 -
[1] - Quote
Tallest, listen brother....
some change is better than no change, i'll give you that. you seem to have a good understanding of what's wrong (you mentioned projectiles, and the possibility of the actual ships needing boosts).
but these changes dont even scratch the surface, not even close. you have to look at it this way:
- why should i use a blaster boat over an AC or pulse boat? - if the role is not changing, then make these guns as desirable as lasers and projectiles - blaster platforms need to be the fastest in the game or have some sort of resistance to scrambling, or more resists to damage, or a really long web, or something, hands down. you cant leave these ships status quo (10m/s boost is nothing, 30m/s boost would be something) - if youre not touching the ships much, then increase blaster range and falloff significantly. i hate to say it, but make them like AC's.
i cant stress this enough, please consider an AC nerf as a viable solution to this mess. then simply balance rails and blasters to pulses at medium range
TLDR: projectiles are simply overpowered, consider nerfing them. blasters need to be as appealing as AC's and pulses in some way. if youre not changing the role of these weapons, blaster boats need some serious buffing; they should be the fastest OR the most resilient in the game.
thanks for listening, this is a great start. im sure some other players will give you a much better breakdown of what i mentioned above because the community is pretty much in agreement. |

Hungry Eyes
Ministry of War Amarr Empire
7
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Posted - 2011.10.31 15:33:00 -
[2] - Quote
Perdition64 wrote: hurricane vs brutix
this is a good summary of why pvp'ers generally stick with AC platforms.
- incredible falloff - better tracking - no cap use - minnie ships are the fastest - while tank remains on par with all other ships
this is overpowered. you have to give people a reason NOT TO fly an AC boat at medium/close ranges. remember, one scram and the blaster boat is dead in the water....AC boat is still doing significant damage at 25km, medium blasters dont work past 10km.
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Hungry Eyes
Ministry of War Amarr Empire
7
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Posted - 2011.10.31 15:40:00 -
[3] - Quote
by the way Tallest, when it comes to cruiser-sized ships, gallente pilots have nothing to snipe with. the Ishtar is merely situational because sentries cant move with the ship.
similarly to brutix vs. hurricane discussion, you gotta think about deimos vs. beam zealot. make the deimos a VIABLE ship. also think: brutix has more EHP and dps....why fly a HAC blaster boat?
take each gallente ship and ask yourself - why would anyone fly this over something else? if you cant find an answer, then that ship needs to be brought up to par. |

Hungry Eyes
Ministry of War Amarr Empire
25
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Posted - 2011.11.01 15:01:00 -
[4] - Quote
Sizeof Void wrote:
Gallente blaster boats do not engage Minmatar ships at distance, and then try to close to blaster range. That is just plain silly.
.
the issue at hand is this:
when a gallente ship jumps and catches a minnie ship, it still does about the same dps. the only difference - the minnie ship has started applying 100% of its dps and has been hitting you perfectly during your approach. |

Hungry Eyes
Ministry of War Amarr Empire
27
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Posted - 2011.11.01 15:22:00 -
[5] - Quote
chatgris wrote:
What this guy said. I've been waiting with baited breath for blaster boats to become useful again (outside of frigates/the pirate boats) but this doesn't cut it at all. They're still relatively slow, (10m/s is nothing), and unless they can do enough "wow damage" to make up for all the time they took damage on the approach, they're still pretty much useless for open combat.
i seriously doubt this is the final iteration. im hoping they will take the feedback in this thread seriously, cuz if not...well, no 4.95 deal will bring me back.
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Hungry Eyes
Ministry of War Amarr Empire
37
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Posted - 2011.11.02 18:56:00 -
[6] - Quote
tallest, thanks for reading. please take your time on these changes. dont rush to roll out something incomplete just to please the players temporarily.
remember, blaster are COMPLETELY robbed of their role by PULSES and AC'S currently. given what youve done so far, blasters will remain unused, i promise you. the rail buff is better, but you have to have another look at hybrid ammo to give people more viable options (ideally different damage types).
- if you're gonna keep blaster range the same, significantly increase the damage, and speed and/or resilience of ALL blaster boats - you can fix blaster range by playing around with hybrid ammo, especially Null; in this case, closely keep an eye on the damage and maybe the ships dont need as much tweaking
DO NOT FORGET -
there are some ridiculously OP Minmatar boats that can put out impressive damage with impressive tracking and falloff, while maintaining top speeds and decent tanks. Machariel, I'm looking at you. seriously consider dealing with autocannons as well. |

Hungry Eyes
Ministry of War Amarr Empire
37
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Posted - 2011.11.02 19:48:00 -
[7] - Quote
Moonaura wrote: Many Hybrid ships have needed fixing for a long time, so why not now?
THIS. CCP, seriously...now is the time. fix them all. seriously. |

Hungry Eyes
Ministry of War Amarr Empire
37
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Posted - 2011.11.03 07:45:00 -
[8] - Quote
the thing about the deimos....navy vexor with 4 gardes and a rack of ions has about the same EHP but does about 800dps. half of this dps is from the gardes, which can hit 10-36km. it's hands down the best gank cruiser/bc gallente have. navy vex and the brutix are about equal is dps and EHP, but the navy vex has more range with sentries.
deimos needs so much more. i really hope hybrids turn into something decent. the poor proteus needs to be viable with rails. |

Hungry Eyes
Ministry of War Amarr Empire
37
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Posted - 2011.11.03 14:09:00 -
[9] - Quote
Imawuss wrote:Honestly i dont think CCP is willing to do a revamp of the hybrid weapons system. They see it as working as intended and just needing a little love. I get this from the dev responses i have seen. So in that regard best we will get is them playing with the current system and just adjusting stats.
CCP, if this is the case, you really need to wake up. hybrids need either a serious buff (10x what youre doing now), or a complete revamp.
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Hungry Eyes
Ministry of War Amarr Empire
41
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Posted - 2011.11.03 20:32:00 -
[10] - Quote
Alara IonStorm wrote:CCP Tallest wrote: "Tech II ammo needs to be rethought" I agree that we need to take a better look at this. What I did was just reacting to some issues that I found to be very obvious when comparing them to tech 1 ammo.
"Eagle is terrible, Deimos is terrible, Rokh is terrible, Proteus is terrible... etc." Keep posting specific examples. We can't fix everything at once, but hearing the problems from you helps us prioritize what needs to be looked at.
Hi Tallest I would like to bring a couple of things up. I have noticed that the fleet weapons tend to have several traits in common. Range between 35-70KM, accuracy and High DPS/Alpha. To that regard the major choices are Heavy Missiles, 1400mm Artillery and Scorch Weapons. Rails meet the range requirement but even with the buff this is how they will compare to the above. * Mega Pulse Scorch, less Dmg, less accurate. * Heavy Missiles, Large Rails slightly more Dmg but way less accurate. Medium Rails do not even come close to comparing range or Dmg wise. * Artillery, Lower DPS and way less Alpha. Beams suffer as well. Having less DPS then Scorch and less Alpha then Artillery. If you want better balance then you need fleets using LR Weapons again. You have to make 1400mm less OP and bring Scorch back to a Short Range Weapon. If you do not Beams and Rails will just be a PvP foot note. Along with it the Rokh, Ferox, Moa and Eagle will never be the fleet ships they are supposed to be and will always be squarely in that suck column. You should also look into a Damage Bonus as is standard for every fleet ship. Another thing you should look into if you are going to put in the time to really fix Rail Gun Ships would be to give Gallente a dedicated Rail Ship. increasing Hybrid Tracking you could throw the Megathron, Deimos, and a Proteus Sub system a 10% Optimal Range Bonus. Or remake the Hyperion out to be one. Really any change that gives Gallente a viable fleet choice would be nice.
+1
excellent points. it's necessary that we have a mobile, deadly, cruiser-size rail platform. Deimos, Proteus, whatever.
in addition, there's no reason to be so "timid" about buffing hybrids....theyve fallen so far behind...everything. all 3 weapon systems have a role (we can nitpick about beams, but pulses are just so good), and it's about time for hybrids to have their place in small gangs and fleets. |
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