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

MeBiatch
Republic University Minmatar Republic
74
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Posted - 2011.10.31 14:34:00 -
[1] - Quote
i am happy that hybrids are being looked at but i fear that the changes are not enough to make them viable...
a good way to boost hybrids should be found in thier ammo:
like you did to projectiles...
plus blasters need an alpha boost to make them worth while using...
CCP Tallest i would storongly recommend you read pattern clerks thread on hybrid balance... it should put you in the right direction |

MeBiatch
Republic University Minmatar Republic
74
|
Posted - 2011.10.31 14:47:00 -
[2] - Quote
question if the shi[ps are faster and more agile wont that mean they will orbit faster thus meaning they would need even more tracking? something tells me 20% is not close enough...
plus the eagle is still going to be the worst hac... so what you go from 190 dps at 160km with spike to 209 dps at 160km... its still chipping paint at that range...
spike needs a boost aswell! |

MeBiatch
Republic University Minmatar Republic
74
|
Posted - 2011.10.31 15:03:00 -
[3] - Quote
This is what i want to see for hybrids:
blaster base damage goes up by 50% rate of fire reduced by 30% tracking increased by 40%
rails: damage increase by 10% (already done) rof decreased by 10% activation cost reduced by 20%
ammo change:
damage is being split between therm/kin plus a tracking boost built into the ammo
so plutonium does 80% therm 20% kin with a 1.05% incrase to tracking
spike needs 20% increase to base damage |

MeBiatch
Republic University Minmatar Republic
74
|
Posted - 2011.10.31 15:24:00 -
[4] - Quote
Fix active tanking to include a bonus to incomming rr... Cuss right now 5% to resists is op in comparisson... |

MeBiatch
Republic University Minmatar Republic
74
|
Posted - 2011.10.31 15:31:00 -
[5] - Quote
Nimrod Nemesis wrote:CCP Tallest wrote:Jackie Fisher wrote:No cap usage reduction? Actually, yes there is. I accidentally left it out of the blog. Sorry about that. It is being added to the blog right now. Reduced Capacitor usage: * All hybrid turrets: -30% capacitor use Now, on to that issue of rails having way too much wasted range.
Yeah like remove the optimal range bonus and replace with a rate of fire bonus |

MeBiatch
Republic University Minmatar Republic
74
|
Posted - 2011.10.31 15:55:00 -
[6] - Quote
Umm you do know that shootings over 150km is useless |

MeBiatch
Republic University Minmatar Republic
74
|
Posted - 2011.10.31 16:46:00 -
[7] - Quote
here are the fixes for hybrids:
blasters:
concept shotguns (short range arties...)
1. Increase base damage by 50% 2. Decrease rate of fire by 30% 3. Increase falloff by 15% 4. increase tracking by 37.5%
railguns: Concept long range auto cannons
1. Increase base damage by 15% 2. Increase rate of fire by 15% 3. decrease activation cost by 40% 4. increase tracking by 37.5%
ammo:
Simular boost that projectile ammo got
concept choice between what damage type you want to do between thermal and Kinetic (i.e. antimater does 80% thermal damage 20% kin damage, uranium does 80% kin damage and 20% thermal damage)
also include a tracking bonus built into the ammo
Caldari boost: remove the optimal range bonus for hybrid turrets and replace with a rate of fire bonus
gallente boost: remove the falloff bonus and tracking bonus and replace with a speed pulpusion moduel mass reduction per level
change the internal rep bonus to include a bonus incomming remote rep
General fix: change the speed reduction affect on armor rigs and replace with an agility reduction change reload time from 10 seconds to 5 seconds |

MeBiatch
Republic University Minmatar Republic
78
|
Posted - 2011.10.31 19:27:00 -
[8] - Quote
Jeffrey Powel wrote:And after that hybrid will be overpowered. Ok for a boost, but don't joke. BTW i like the concept to have 2 close range ammo whith different kin/therm %, very nice idea.
not really blaster are looking at an 8% increase to dps... but a 50% increase to alpha...
though rails are getting a 45% increase to dps (which sounds like a lot) but if ccp does not fix probs then rails will need that means rails need that much more damage... |

MeBiatch
Republic University Minmatar Republic
80
|
Posted - 2011.10.31 20:27:00 -
[9] - Quote
Nimrod Nemesis wrote:Sizeof Void wrote:Got through about 1/2 of the posts here, and I think many of you need to get on EFT and try some new loadouts, using the new stats, before you rant and rave about the proposed rebalancing.
Spoken like someone who's got no experience flying a hybrid platform.
yeah i know eh the thing with pre boosted blasters is on eft they looked awesome... but we need more than just on paper awesome...we need in game awesome and the boost from CCP Tallest will just make them look better on paper but not in practice
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MeBiatch
Republic University Minmatar Republic
81
|
Posted - 2011.11.01 00:53:00 -
[10] - Quote
here is a boost for gallente make it so remote sensor damps also reduce the ships sensor strength so its easier to lock them down with multi specs... (would also make sence why gal have information warfare links)
this would make ships like the lechasis/arazu used more then just a long point or scram... |
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MeBiatch
Republic University Minmatar Republic
82
|
Posted - 2011.11.01 02:21:00 -
[11] - Quote
MotherMoon wrote:http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1431186&page=1#1
My assembly hall post before the old forum got shut down had about 70% thumbs up.
The idea is to make blasters shotgun damage. Meaning the closer you are, the more raw dps they do. This would mean medium do 20-30% more damage when within 50% of optimal. The same dps when outside of optimal.
And then , instead of falloff decreasing the chance to hit, it would only reduce the damage blasters deal. Because shotgun blasters as we all know move in a cone. So the closer you are the more hits you take, the farther away you are the less hits you take. However the cool part of this plan is optimal range is based on the size of the target. If your trying to shoot a target with larger sig radius than your guns, than their effective optimal range is greater. Since the cone of damage gets larger as it travels, damage is directly linked to how far away the target is, and how big it is.
Think the way they balance shotguns for any fps title.
If your in a frigate trying to hit a battleship, then hell why not, you now have 12-15km range on your small blasters. Which allows you to tackle and still put on some dps.
the problem with that is that falloff is in the chance to hit formula... but that is only half of the applied damage formula...
pretty much chance to hit = 0-1 and it goes against x which is a random generated number between 0-1.... if x is greater then chance to hit you miss... |

MeBiatch
Republic University Minmatar Republic
82
|
Posted - 2011.11.01 02:50:00 -
[12] - Quote
MotherMoon wrote:
but that isn't how the missile formula works. My idea is to make blasters a thrid weapon system, finally adding more than 2 weapon types to eve.
i dunno sounds like you want directional smart bombs... it could be cool... but remember shotguns have more then one ammo type... you have slugs too..
so how about making some of the ammo types directional smart bombs that have a 30 degree arc and the others are traditional ammo types...? |

MeBiatch
Republic University Minmatar Republic
83
|
Posted - 2011.11.01 04:39:00 -
[13] - Quote
Mors Sanctitatis wrote:CCP Tallest:
The tracking increase resolves some of the issues that the web nerf uncovered. Compared to the original 90% webs, a 60% web with a 20% increase in tracking is back to around the effectiveness of an 80% web with no tracking bonus, so that's about where it should be.
you forget that when a mwd is turned on your sig radius ballons... it was not just the 90% web it was the fact there was an active mwd... now if you are under 10km there is a garentee there are scrams so so sig radius bloom:(
thats why you need more 37.5% or more for blaster to work without scrams on...
Mors Sanctitatis wrote: This still doesn't fix the lack of DPS. The 5-10% more peak DPS that blasters have over lasers and ACs doesn't make up for the incredibly short range. The answer isn't to increase the range but to drastically increase the damage. Blasters need to deal massive *massive* DPS at very short range.
I used blasters pretty much exclusively for a little under five years. When the web nerf showed up, I put away my Hyperion, never to be used again. Give blasters a role, a very narrow niche, where they excel far beyond anything else. Right now there's just "too much of the same". You're creating the gaming equivalent of oatmeal.
right now imagine that hyperion with the megathrons tracking and 8% more dps with 50% more alpha and 15% more falloff...
or put in the script that turn it from slug to bird shot... and now you have a shotgun effect directional smartbomb that hit for max damage inside optimal range but looses damage fast in falloff...
Mors Sanctitatis wrote: As has been said before- The posted changes could have been knocked out in an afternoon by a single dev. So far this expansion feels very last minute and thrown together.
I know eh? ever since the nefarious fearless leak it seems that CCP have been tamed and are now the cowardly lion from the wizard of oz 
We want a ccp that is not afraid to try new things... be bold and let us the players test out and help change the game in a positive way...
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MeBiatch
Republic University Minmatar Republic
84
|
Posted - 2011.11.01 15:02:00 -
[14] - Quote
what would be so bad as to buff null so that with one or two te you can shoot out to 24km with medium/large nuetrons (mostly in falloff) to hurt kiters?
i mean long range ammo for pulse and autocannons shoots out to 40km |

MeBiatch
Republic University Minmatar Republic
96
|
Posted - 2011.11.03 00:22:00 -
[15] - Quote
make the 7.5% bonus to internal armor repair mods work also for external incomming Remote Repair mods...
Example a Large Tech II Remote Armor repair goes from doing 384 hp every 4.5 seconds = 85.33 hp per second to
528 hp every 4.5 seconds = 117.33 hp per/sec
this will help gallente/minmatar make up for have much lower effective hit points... as it stands you will end up being 2% more efficiant for internal and external(receiving end) then ammar/caldari but ammar/caldari usually have more then 20% more ehp then gallente/minamatar... |

MeBiatch
Republic University Minmatar Republic
97
|
Posted - 2011.11.03 14:28:00 -
[16] - Quote
Gypsio III wrote:MeBiatch wrote:make the 7.5% bonus to internal armor repair mods work also for external incomming Remote Repair mods...
This is a good idea in principle but unless you also balance Minmatar with Gallente in general, it actually works out as another Minmatar boost. This is because the ships that are more powerful today will benefit more from such a change, making it a relative boost to the Sleipnir over the Astarte, the Cyclone over the Brutix, and in particular, the Maelstrom over the Hyperion. Not clever.
yes that is true with todays hybrids... but hopefully hybrids are going to get another round of boosts that should bring them on par with the other weapon systems and then it wont been seen as a major boost for minnie over gallente...
your argument could be used to compare the rokh and the abbadon... sure the abbadon is the better ship now but lets see what happens after the boost hits sisi and ccp tallest has some time to play around with the numbers...
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MeBiatch
Republic University Minmatar Republic
98
|
Posted - 2011.11.04 01:02:00 -
[17] - Quote
Liang Nuren wrote:I am extremely skeptical of adding tracking over damage to blasters. It was never poor tracking that drove me to using Projectiles and then Lasers. It was damage. Blasters just don't have it. They also don't have range - so even should they have reasonable damage they just don't have the range for me to use it. I understand that the ship changes are intended to help alleviate that, but I remain skeptical.
I don't promise to ***** this thread - send me a mail if you want me to expound on this.
-Liang
OMG you're back!!!!! YAY! |

MeBiatch
Republic University Minmatar Republic
100
|
Posted - 2011.11.04 17:51:00 -
[18] - Quote
FYI THE BOOST IS NOW LIVE... Please down load the test cleint and start teasting out the boosted hybrids... then post on this thread for comments... |
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